Deathmatch Mode Where?
#1
Posted 13 May 2013 - 10:25 AM
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
Posted 13 May 2013 - 11:03 AM
#3
Posted 13 May 2013 - 11:17 AM
#4
Posted 13 May 2013 - 11:25 AM
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
Posted 13 May 2013 - 11:39 AM
Twenty-Two, Twenty-Two Threads about Base Capping (in just this sub-forum), ah ah ah.
Quote
HILARITY!
/defend your base
#6
Posted 13 May 2013 - 12:01 PM
Atheus, on 13 May 2013 - 11:17 AM, said:
I still don't think CW is going to change anything "in game" and I still hope I am wrong.
#7
Posted 13 May 2013 - 12:13 PM
Atheus, on 13 May 2013 - 11:17 AM, 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
#8
Posted 13 May 2013 - 03:33 PM
Zerberus, 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
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
Posted 13 May 2013 - 04:32 PM
Edited by Zerberus, 13 May 2013 - 04:33 PM.
#10
Posted 15 May 2013 - 01:56 PM
#11
Posted 15 May 2013 - 10:02 PM
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
Posted 16 May 2013 - 08:21 AM
Keifomofutu, on 15 May 2013 - 10:02 PM, said:
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
Posted 16 May 2013 - 10:16 AM
Hammertrial, 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
Posted 16 May 2013 - 10:21 AM
kuangmk11, on 13 May 2013 - 12:01 PM, said:
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
Posted 16 May 2013 - 10:24 AM
#16
Posted 16 May 2013 - 10:27 AM
Keifomofutu, 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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