Conquest Rewards Needs To Be Changed
#1
Posted 06 June 2013 - 06:37 AM
The end game result was that i was the only surviving member of our team and they had 3 survivors, we won on resources 675 to 750 all i got for my effort was 13 points.
Come on devs i thought this was a balanced game mode, its obvious its just another brawler assault based game, there is definitely no incentive for people to capture the bases, so why put them there?
Conquest at the moment is just another assault based match with more than 1 base which is kinda pointless and feels like our request as a community for a different game type was half heartedly addressed and really we were just palmed off.
Really disappointed that this hasn't been given the appropriate reward for those that actually try to get the resources, may aswell just brawl it out
#2
Posted 06 June 2013 - 06:52 AM
like in every other cap based game...
#3
Posted 06 June 2013 - 08:43 AM
#4
Posted 06 June 2013 - 09:31 AM
-Edit: I agree fully, but PGI has given no reason to have any faith in them.
Edited by CancR, 06 June 2013 - 09:32 AM.
#5
Posted 06 June 2013 - 11:55 AM
If you run around just capping without engaging in battle and your team loses you score 0 zero, nadda, nothing not a single point.
Even though it states quite clearly that your score is a reflection on your activity during the match
I THINK NOT DEV's ________ YOU GOT THAT ONE WRONG FOR CONQUEST
#6
Posted 06 June 2013 - 08:06 PM
#7
Posted 07 June 2013 - 08:23 AM
I also think there should be a "last man standing" award if you're the last guy on your team alive and yet you still win. Maybe only apply this if you're the last guy and outnumbered and still win, but you get the idea - your last minute efforts, even if it is just surviving, made a big difference between victory and loss.
I also wish there was some way to reward people for preventing a base cap. I'm trying to get more into Medium mechs, and stopping base caps is one of the things they do, but I get nothing for it. Oh, sure - if we win, I can say that I prevented our loss by stopping the cap, but unless I kill the enemy trying to cap our base (or badly damage him), I don't get anything. In most cases, it's a swift light who runs for the hills when my medium mech shows up... so, I did prevent the loss, but I don't get a kill and all the time spent slogging back to base when the cap warning goes off is "wasted" since that time could have been spent dealing damage and getting XP.
Stuff like this is why people don't play lights or mediums as much - you simply get far less rewards for doing anything other than dishing out damage even though you're doing exactly what you're supposed to be doing in the game.
Of course, I'd also love to see a scaling bonus applied to the rewards given out for damage. Dealing 300 damage in an assault mech is not that impressive, but doing that in a light mech is staggering. Lighter mechs should get a bigger "damage reward factor" since the lighter the mech, the harder it is to hit huge damage numbers.
The flip side is that I'd give out somewhat larger cap awards (and "stop base cap" awards) to big, slow mechs. This really wouldn't change anything since damage would still be the best way for them to get points, but hey, if a guy somehow manages to win a Conquest game in an Atlas with a mix of damage and capping, he should get a bit more for that since it's an interesting feat to pull off, IMHO.
Edited by oldradagast, 07 June 2013 - 08:29 AM.
#8
Posted 07 June 2013 - 09:36 AM
oldradagast, on 07 June 2013 - 08:23 AM, said:
I also think there should be a "last man standing" award if you're the last guy on your team alive and yet you still win. Maybe only apply this if you're the last guy and outnumbered and still win, but you get the idea - your last minute efforts, even if it is just surviving, made a big difference between victory and loss.
I also wish there was some way to reward people for preventing a base cap. I'm trying to get more into Medium mechs, and stopping base caps is one of the things they do, but I get nothing for it. Oh, sure - if we win, I can say that I prevented our loss by stopping the cap, but unless I kill the enemy trying to cap our base (or badly damage him), I don't get anything. In most cases, it's a swift light who runs for the hills when my medium mech shows up... so, I did prevent the loss, but I don't get a kill and all the time spent slogging back to base when the cap warning goes off is "wasted" since that time could have been spent dealing damage and getting XP.
Stuff like this is why people don't play lights or mediums as much - you simply get far less rewards for doing anything other than dishing out damage even though you're doing exactly what you're supposed to be doing in the game.
Of course, I'd also love to see a scaling bonus applied to the rewards given out for damage. Dealing 300 damage in an assault mech is not that impressive, but doing that in a light mech is staggering. Lighter mechs should get a bigger "damage reward factor" since the lighter the mech, the harder it is to hit huge damage numbers.
The flip side is that I'd give out somewhat larger cap awards (and "stop base cap" awards) to big, slow mechs. This really wouldn't change anything since damage would still be the best way for them to get points, but hey, if a guy somehow manages to win a Conquest game in an Atlas with a mix of damage and capping, he should get a bit more for that since it's an interesting feat to pull off, IMHO.
There is, it's called the defender bonus. Kill a mech that was has tagged your base within 10s and you get savior bonus worth of rewards.
Now if he actually caps, he gets 50xp and no cbills, so once again killing is far more rewarded than playing your role.
#9
Posted 07 June 2013 - 04:14 PM
Hammertrial, on 07 June 2013 - 09:36 AM, said:
There is, it's called the defender bonus. Kill a mech that was has tagged your base within 10s and you get savior bonus worth of rewards.
Now if he actually caps, he gets 50xp and no cbills, so once again killing is far more rewarded than playing your role.
Huh... I didn't know that - thanks for pointing that out.
Still, I do wish there was a bonus for just saving the base. Most of the time, the fast light mech runs off, so while I "saved the day" by chasing him away, I get not only nothing for it, I *lose* time walking to base that could have been spent shooting random things for more XP.
So, yeah - more rewards for filling one's role would be nice.
#10
Posted 08 June 2013 - 11:14 AM
100 points for a win
20 points for a loss
no other scores
lets see how that works out
#11
Posted 08 June 2013 - 01:12 PM
SiorAlpin Wolf, on 06 June 2013 - 06:37 AM, said:
Shooting mechs is more or less what this game is about. As such caps are a tool to get the other team moving and force them to fight on your terms. This holds true in either game mode. The difference is that conquest allows for more manoeuvring and positioning without risking a quick defeat through a base cap.
In conquest you can stand to go 2/3 on caps for a while if you're making good progress on destroying the other team. As such teams have to balance capturing points with destroying the enemy. While light mechs are more suited for capture, this does not mean this is the only role they have to play. Harassment, quick reinforcement, scouting, squirrel chassing are all things a light mech can do while fighting in the main line
#12
Posted 08 June 2013 - 02:31 PM
How do you stop that?
#13
Posted 09 June 2013 - 01:35 PM
#14
Posted 10 June 2013 - 12:31 PM
Mutaroc, on 09 June 2013 - 01:35 PM, said:
Generally from what I've seen they limit their contact with the community except in "Ask the Dev" thread. I don't even think they read the rest of the forum to be honest. The only exception is to delete an entire thread if they get a complaint about a post in it. Customer service: 1 out of 10.
As to the OP, I can't count the times I've done the same in my spider. Won the game, last man standing because I spent the whole match capping. One way around it is to hit each or as many of the enemy at least once to get an "assist" bonus.
Edited by Barberian, 10 June 2013 - 12:32 PM.
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