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W2Hy Do Lights Play Conquest And Not Cap?


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#81 Kjudoon

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Posted 27 May 2014 - 08:49 PM

View PostShinVector, on 27 May 2014 - 07:50 PM, said:


Damn... I missed you then... Would have thrown the match to go after you.. Hahah....
Strangely I almost never come across you guys.. Probably the timing issue.

Victors are one of the best if not the best mech for getting high scores in the tourny dude.

That woulda been a teamkill then. It was on caustic valley.

#82 ShinVector

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Posted 27 May 2014 - 09:32 PM

View PostKjudoon, on 27 May 2014 - 08:49 PM, said:

That woulda been a teamkill then. It was on caustic valley.


Awwwwww.... Hmmmm I will need to check, I didn't have too many matches on Caustic...

#83 Kjudoon

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Posted 27 May 2014 - 09:51 PM

Well, I at least knew I had a quality teammate at the time.

#84 Bigbacon

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Posted 28 May 2014 - 10:27 AM

View PostTodd Lightbringer, on 27 May 2014 - 05:52 PM, said:


The current iteration of Conquest in my opinion is relatively boring, and gets drug out at times. It's like sitting there during Skirmish waiting for that last damned Raven 3L, or Spider, to die, but they won't because they're too busy trying to rack up damage against 6+ people they have no chance at killing.


as a light player, if it is a close game, I'll fight on but anymore, if it is like me VS 6 or 7 I find them get some hits in and just power down in the middle of the mosh pit. I'm not good enough to win against them and I don't want to drag the round out any longer.

View PostKoniving, on 13 April 2014 - 12:20 PM, said:

Of course, increase the points to result in said capture victory. Say 1,500 instead of 750? Maybe 1,000? But only on the larger maps.


this should be the way it is on any map in conquest AND assault. Make the pay outs much larger so that there is an incentive to actually win by the primary objective of the mode.

I'd say double everything for a primary win, use what is there now for a secondary win.

#85 Koniving

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Posted 28 May 2014 - 10:34 AM

View PostBigbacon, on 28 May 2014 - 10:27 AM, said:

this should be the way it is on any map in conquest AND assault. Make the pay outs much larger so that there is an incentive to actually win by the primary objective of the mode.

I'd say double everything for a primary win, use what is there now for a secondary win.


The part you quoted totally doesn't fit with what you're replying to. :ph34r:

#86 Celem

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Posted 28 May 2014 - 12:11 PM

I would agree with the OP's sentiment to a certain degree. Pug drops do neglect the cap system quite badly. I've been playing about 2 weeks and have lost 4 conquest games already to a single surviving spider or ecm raven vs half a team who cant keep up. My fault for dying early in my ridiculously rare light.

First some background. I only own and play lights, couple of trial dabbles in bigger mechs. I always drop solo pug, which is a really really quick queue for a light when not in the major us prime zone (with high player count comes high meta, and lights are as much a part of it as snipers and lurms). I also always drop all 3 game modes to speed the queues further. Unfortunately, i'm really new, and not a good shot at all yet. See the following as the reaction of a MWO noob who games heavily but very little FPS/twitch.

Now if it comes up as conquest I still have a decision to make. All my lights with 1 notable exception (an ac/5 ember build) are really quick, but im only gonna cap a couple of maps. As others mentioned, Alpine is worth it, but only in 1 of my 3 firestarter variants. I will often cap tourmaline and... theres one with a lake and then a long ridge of doom, fight tends to centre on this ridge and sticking your head up gets it removed..
I'll also cap that Manifold thing, the odd machine-looking place or terra therma but stay right out of the core spots unless in Ember. But when im in Ember, my best and fastest mech, I almost never cap.

For example: Capping in the generic cookie-cutter harassment ember on alpine deprives the team of what to my mind is the best striking light available (never mind the only hero light with jumpjets), I've happily isolated and murdered assaults alone on alpine, big map, wander off and the lights eat you. And on just about any map you care to mention the swathe of hvy/assault mechs dropping would definitely rather have the Ember strike for them and keep the spiders/ravens/cicadas off than be 2.5km out. If im in my vanilla firestarters im either poptarting with an ERLL because I like to do it plain and simple, or running an 8ml fs9-a and striking much like a poor ember anyway.

So sorry, even though im really quick, im probably not going to cap. Some really hot maps if I happen to be in the fs9-a with 8mls i give up and cap, i could never manage heat, not in TT, not in Mux and not here. An obvious exception is where the scores actually get to the point where it becomes the optimal path to Victory, because I do game for that, not kills. Most light pilots are a bit this way, or we'd all have earth-shakers like you and wander about wielding our current total weight just in weaponry

This is common sense, you've all seen which mechs get heavily played. Just about every game will see an erll ecm raven or a turbo'd up spider or similar on one side or the other, and they can really ruin your day. Yet these hvy/assault pilots who I do a favour to dont thank me when I trash the incoming lights, then aggro up on wounded big mechs towards the end of the match, because I end up 'stealing their kills' rather than 'doing work' as I like to think of it. (its a prime situation for the Ember, when the other side mainly consists of half cored/banged up big boys you really really wanna be standing behind 4 MGs moving at 150 with jets for extra sexy)

TLDR
Trust the lights to play their roles. Some of the pilots will be pillocks, nothing you can do, pillocks everywhere. But hopefully they will be where you need them most, and as people have pointed out repeatedly thats often not on a cap.

Edited by Celem, 28 May 2014 - 12:25 PM.


#87 The Basilisk

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Posted 29 May 2014 - 05:06 AM

A reason why light pilots stopped acting like *Light Mech Pilots* ist that doing recon jobs and doing cap isn't rewarded properly.
If rewards would be dealt out according to your *profession* there would be no problem.
An other reason is those buggers are sometimes harder to kill than assaults.
So beeing light pilot AND dmg dealer is now an absolute viable way to go.
You are rewarded for the same thing as those guys actualy meant to do the dmg dealer job and you are sitting in a mech that is either bugshielded or protected by the layout of heavier mechs who simply can't use their overwhelming firepower either because of heat management or their hillarious movement restrictions.

#88 Lostdragon

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Posted 29 May 2014 - 06:01 AM

I stopped playing conquest when they made the cap timers three times longer than they used to be. I have zero desire to stand in a box for three minutes. Conquest used to be really fun when the cap timers were shorter. The games were more dynamic because things could change quickly. The mode needs to be updated to make it more fun, especially if you want light pilots to cap.

#89 Kjudoon

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Posted 29 May 2014 - 06:15 AM

Meh. I play conquest a lot but with the exception of 2 maps, it's just assault mode on a faster timer thanks to PGI setting up the cap points to be too close and removing the light's ability to sneak around. Alpine is a waste of almost half the map now.





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