KhanHeir, on 14 October 2013 - 02:23 PM, said:
The problem with assault/conquest mode is its more like " MOBA " mode, its rules, maps and game design function exactly like it.
A majority of the time the fastest variants in weight class are more valuable simply because of the map control. It's a big reason why JJ mechs are pulled over stronger mechs. Because who wants to be dragging their feet back to base or attempting to hike up a cliff side desperately because the last mechs are you and a raven.
Capturing is a BIG problem, there is little risk for a cap victory outside reward cut and some players are so dense they'll harm anothers grind just to do so. Games types that work well in the mech genre are capture the flag and team deathmatch, CTF would give rolls to lights and mediums, crazy right?
During their gong event capping became a huge issue at the very end as the last teams literally poked around in the middle of the map while trying to slip at least one light in.
The current game mode sucks and no one but fools enjoy capping.
Here is a problem. You see capping as disruptive to YOUR content or grind and because maybe a pilot who is outnumbered 5 to 1 by mechs many times over their own tonnage doesn't suicide into your waiting arms to supply you with XPs and imaginary robot dollars makes them dense.
Sometimes the time to fight is over your team has failed in the slugfest and a solo surviving light pilot decides that fighting 4 5 or 6 assault mechs is a bad plan and caps instead.
And little risk to cap victory? guessing you missed the patch notes where the cap time was vastly increased.Do you even know how easy it is to RTB from most of our maps.Most of the time it's your team mates being dense and not responding that loses the cap.
There needs to be some sort of counter to the assault mech mafia and it's not brawling when outgunned.
As for your observations on the Gong event. Those were premade teams right? Using the treat of a cap attempt adds a level of strategy beyond hidey peeky hope for the best cover fights.
It becomes mandatory to divert resources to prevent the cap these resources are not being used against your main battle line.A strong capping attempt requires the enemy to respond with more resources thus depleting the resources used to counter your assault.
I can tell you that a very important part of organized team vs team play is removing the enemy light mechs from play while keeping yours and it's exactaly for the above situation.
Mediums and Lights do have roles.
Lights hunt and destroy other lights,recon to determine enemy location and composition,threaten caps or capture objectives.
Mediums move in support of heavy and assault mechs if fast these mechs respond to base cap attempts.If properly outfitted hunt lights.
No one but fools enjoy losing a game they could win.
Edited by Lykaon, 15 October 2013 - 02:38 AM.