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Deathmatch Mode Where?


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#1 Halconnen

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Posted 13 May 2013 - 10:25 AM

Whenever you think "Hey, this could be a decent game with interesting fights!"...well, nope, someone f*cks it up by starting to cap your (or the enemies) base. Don´t have a light? Well, sucks to be you, won´t make it back to base in time. Other options? Well, you could stay at your base. But why did i even put an engine into that Mech, when i can´t even leave my base because someone could cap it? Split the group? And suddenly we realize that the enemy is not going to cap your base this time. Also at least one guy is bored to death while he waits for an enemy to show up at the base.

So yeah...that´s it. I just want good fights. People destroy any good fights by capping. So just give me a deathmatch mode - i don´t mind if others enjoy standing still near a base, but i don´t want to do that.

#2 slash b slash

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Posted 13 May 2013 - 11:03 AM

This thread is new and exciting.

#3 Atheus

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Posted 13 May 2013 - 11:17 AM

Eh, go for it. The more threads griping about capwarrior, the more likely we won't have to wait for CW to get a more interesting game mode. If CW is all about running and standing on magic squares, though, good luck with this game.

#4 Tombstoner

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Posted 13 May 2013 - 11:25 AM

Still a strait up death match is not an unreasonable desire. personally i think it would dilute the player base.
the only time i ever play what ever it is... conquest is by mistake. and that's because it's the default condition.
splitting up the population is not a good idea at this point... unless the que times can support another game mode.
cant tell that unless its added to the game and that's not going to happen i dont think any time soon.

PGI still needs to add 12 vs 12 and then fix what breaks when they do. thing like mech life expectancy cause you, know its gona drop. from 3 minutes avg to what 1.5 minutes....

#5 Hammertrial

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Posted 13 May 2013 - 11:39 AM

OH LOOK ITS THIS THREAD AGAIN!!!

Twenty-Two, Twenty-Two Threads about Base Capping (in just this sub-forum), ah ah ah.

Quote

Surprisingly to some: Since these initial changes, we have seen an increase in new unique and returning visitors, an increase in visitors to specific sub-forums, and an increase in approved and constructive posts and threads generated in those sub-forums. There has been an immediate decrease in duplicate threads (with exception to those threads duplicated to discuss the loss of General Discussion and how it would spin the forums into a Dark Age.) Despite a slight increase in reports in the immediate aftershock of the changes; Overall, there was a decrease in the number of unique reported players and high threat reports. We will be hopeful to see if this pattern continues.


HILARITY!

/defend your base

#6 kuangmk11

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Posted 13 May 2013 - 12:01 PM

View PostAtheus, on 13 May 2013 - 11:17 AM, said:

Eh, go for it. The more threads griping about capwarrior, the more likely we won't have to wait for CW to get a more interesting game mode. If CW is all about running and standing on magic squares, though, good luck with this game.

I still don't think CW is going to change anything "in game" and I still hope I am wrong.

#7 Zerberus

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Posted 13 May 2013 - 12:13 PM

View PostAtheus, on 13 May 2013 - 11:17 AM, said:

Eh, go for it. The more threads griping about capwarrior, the more likely we won't have to wait for CW to get a more interesting game mode.


?? How do you get this? Because the last 6 months of consistently repetitious threads had SOOO much to offer that GD was such a vast goldmine it had to be closed due to the awesomeness?

I remember a time when people would actually read forums further than "post new topic" and post their "suggestion" in one of the threads already addressing that subject.

But these days, everybody wants to be treated the same: Like an individual, usually the only one who`s opinion matters :D

#8 Atheus

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Posted 13 May 2013 - 03:33 PM

View PostZerberus, on 13 May 2013 - 12:13 PM, said:


?? How do you get this? Because the last 6 months of consistently repetitious threads had SOOO much to offer that GD was such a vast goldmine it had to be closed due to the awesomeness?

I remember a time when people would actually read forums further than "post new topic" and post their "suggestion" in one of the threads already addressing that subject.

But these days, everybody wants to be treated the same: Like an individual, usually the only one who`s opinion matters :D

Hahaha, true enough. It's a mess in here, but what else can you do? Come on down, blow off your steam, and that's about it. The best you can hope for is people who speak rationally and honestly so that people smart enough to earn a salary developing games might give it some thought.

#9 Zerberus

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Posted 13 May 2013 - 04:32 PM

Side note: It`s also nice to see people of differing opinion that do not immediately turn to "less civilised" forms of verbal communication. I know the two of us have had disagreements recently, sometimes a bit heated, but as one can see, we can still agree on other things and display at least a modicum of respect for each other. Quite refreshing, to be honest *raises beer stein*

Edited by Zerberus, 13 May 2013 - 04:33 PM.


#10 deathdrop

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Posted 15 May 2013 - 01:56 PM

i think that heavies want to duke it out, lights want to split teams by capping or even capping to win...why not a weightclass deathmatch? it would be a slug fest to some and to others a rat race!

#11 Keifomofutu

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Posted 15 May 2013 - 10:02 PM

I think a King of the Hill or single base assault mode would work better.

For one there exists a possibility that the last two mechs in the battle wipe out each other's weapons or run out of ammo and are unable to finish the fight. There would need to be a way for them to win or lose after that point.

For two there is the often talked about boogeyman of the light that simply refuses to engage in the match and simply runs away the entire time.

Edited by Keifomofutu, 15 May 2013 - 10:02 PM.


#12 Hammertrial

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Posted 16 May 2013 - 08:21 AM

View PostKeifomofutu, on 15 May 2013 - 10:02 PM, said:

I think a King of the Hill or single base assault mode would work better.

For one there exists a possibility that the last two mechs in the battle wipe out each other's weapons or run out of ammo and are unable to finish the fight. There would need to be a way for them to win or lose after that point.

For two there is the often talked about boogeyman of the light that simply refuses to engage in the match and simply runs away the entire time.


In either of those modes what purpose does anything short of a poptart or assault serve?

King of the hill: is basically our current assault, everyone runs to the center in their fatlas and shoots each other

single base assault: one assault team waits 10 minutes for the other full assault team to get to their base.

#13 Keifomofutu

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Posted 16 May 2013 - 10:16 AM

View PostHammertrial, on 16 May 2013 - 08:21 AM, said:


In either of those modes what purpose does anything short of a poptart or assault serve?

King of the hill: is basically our current assault, everyone runs to the center in their fatlas and shoots each other

single base assault: one assault team waits 10 minutes for the other full assault team to get to their base.


Well for starters in King of the Hill fast mechs will get first crack at the hill. For obvious reasons the points shouldn't tick down fast enough to fully cap the base. But they would give their team a head start. The other team might even panic and try to run in there to get them out one by one which could lead to the lighter team being able to pick them off while they are isolated.

Point 2) If the only possible role you can see for lights is running off to far flung corners of the map where they won't get their little selves hurt then the game is broken anyway. This is a combat game. Saying that lights won't be viable unless the game mode babies them with a completely noncombat role is silly.

If lights and fast meds have no actual purpose in a combat situation then they aren't viable in any case. And by viable I don't mean "run in there and solo heavies and assaults with their lasers."

Lights used to be the mechs that would show up and you would immediately take cover rather than stand around in a circle and shoot at them. Why did you take cover? LRM support. The second the light popped the ridge you knew 2-3 dedicated LRM boats would start bombing you and there would be nothing you could do about it as long as the light was alive. In this manner lights would force the other team into predicable cover locations that could be exploited by the rest of their team.

PGI needs to give lights tools to help bust up the assault clumps. Buffing Narc to useful levels would be a start. A Narc lets the more fragile quick mechs mark one of those PPC boats as a target for your entire team and then get to safety.

Edited by Keifomofutu, 16 May 2013 - 10:22 AM.


#14 Kraven Kor

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Posted 16 May 2013 - 10:21 AM

View Postkuangmk11, on 13 May 2013 - 12:01 PM, said:

I still don't think CW is going to change anything "in game" and I still hope I am wrong.


CW will have HUGE, MASSIVE changes to gameplay.

For one, there will be a game mode WITH ONLY ONE MAGIC SQUARE (which, sadly, actually sounds "Good" to me right now...)

Secondly, that magic square will (possibly) have static defenses... that don't really do a damn thing other than give the base cappers a few extra XP for base capping.

HUGE CHANGES.

I, too, hope I am wrong.

#15 Karyu

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Posted 16 May 2013 - 10:24 AM

Yea deatchmatch will be soooo much less annoying than "capwarrior" online right? Waiting out that last shutdown Spider in the corner of the map for 15 minutes because hes padding his KD will be way less stupid than being ninja capped because you don't understand the basics of area denial.

#16 Hammertrial

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Posted 16 May 2013 - 10:27 AM

View PostKeifomofutu, on 16 May 2013 - 10:16 AM, said:


Well for starters in King of the Hill fast mechs will get first crack at the hill. For obvious reasons the points shouldn't tick down fast enough to fully cap the base. But they would give their team a head start. The other team might even panic and try to run in there to get them out one by one which could lead to the lighter team being able to pick them off while they are isolated.

Point 2) If the only possible role you can see for lights is running off to far flung corners of the map where they won't get their little selves hurt then the game is broken anyway. This is a combat game. Saying that lights won't be viable unless the game mode babies them with a completely noncombat role is silly.

If lights and fast meds have no actual purpose in a combat situation then they aren't viable in any case. And by viable I don't mean "run in there and solo heavies and assaults with their lasers."

Lights used to be the mechs that would show up and you would immediately take cover rather than stand around in a circle and shoot at them. Why did you take cover? LRM support. The second the light popped the ridge you knew 2-3 dedicated LRM boats would start bombing you and there would be nothing you could do about it as long as the light was alive. In this manner lights would force the other team into predicable cover locations that could be exploited by the rest of their team.

PGI needs to give lights tools to help bust up the assault clumps. Buffing Narc to useful levels would be a start.


If multiple lights can't capture the hill fast enough then there is no point in bringing them. Any scouting/tagging can be done by the atlas on the capture point.

Let's go into the scenario:

Team A with multiple lights rush caps, Team B with one light rushes caps

Team Bs one light stops multiple lights from capping, probably dies fairly quickly

Team Bs poptarts get into range of center, immediately kills all the remaining lights with poptart strength (cause let's face it, the center in every match is easily exposed from nearly all sides)

Team with more assaults wins by walking over the few numbered assaults


Scenario B:

Team A with more lights hangs back, and doesn't rush base, assault team B rushes cap

Team A Lights manuever to flank, Team Bs step on cap

Team As fewer assaults are forced to push to cap point, getting ahnillated by superior weaponry

Team As light mechs are now forced to fight on capture point or lose, which is a lose lose situation anyways.


Team A brings all assaults, Team B brings all assaults, both teams stomp to center and kill each other. HEY! That's what we have now!

Edited by Hammertrial, 16 May 2013 - 10:29 AM.






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