Love Terra Therma
#41
Posted 02 August 2013 - 01:33 PM
#42
Posted 02 August 2013 - 01:44 PM
Colonel Pada Vinson, on 02 August 2013 - 01:29 PM, said:
if you turtle, its a draw. thats the point. and yes, thats exactly the entire point - that you have to make a choice - assault, or defend, or split your forces.
sorta like in the real world when you gotta leave yur base to attack and leave defenders behind.
My point is the whole concept of assault mode is stupid. Nobody wants to stay behind and defend the base, it is boring and not fun. If the other team does not try to cap it is also pointless and leaves your team a man down. People don't leave their base vulnerable because they are stupid, they leave it vulnerable because they are trying to make sure they get to enjoy the part of the game that is fun and rewarding (combat).
I am not opposed to a capture mechanic and I get why it is there, I just think the way it works in assault mode is very poorly designed. I would love to see a mode where there is only one base and each side takes turns defending and attacking. That would lead to some great fun.
Edited by Lostdragon, 02 August 2013 - 01:47 PM.
#43
Posted 02 August 2013 - 01:45 PM
Lostdragon, on 02 August 2013 - 01:44 PM, said:
just play conquest then. that's usually what I do..no instant cap wins, and more strategy & force splitting to hold all the nodes. faster mechs are more useful too. untill tonnage limits, it'll have to do.
#44
Posted 02 August 2013 - 01:47 PM
That is what is holding mwo back from greatness. The lack of any sort of respawns will always cause the game to be about killing.
Think about it. Look at all the games that allow respawns, and how many different kinds of game modes they have. Then look at games and modes that only feature one life.
Not hard to see that respawns add a tactical depth currently not found in the game, and will never be found. It will always been deathmatch until we got modes that allow respawns.
#45
Posted 02 August 2013 - 01:55 PM
Colonel Pada Vinson, on 02 August 2013 - 01:45 PM, said:
just play conquest then. that's usually what I do..no instant cap wins, and more strategy & force splitting to hold all the nodes. faster mechs are more useful too. untill tonnage limits, it'll have to do.
I have issues with conquest too. I mostly play a JR7-F and there have been several occasions on Alpine and Tourmaline when I have done nothing but run around and cap, never encountering an enemy to fight. But capping is necessary to win and if you are the only light and you don't cap it screws your team so I do it to get the win, even though the rewards are crap and it is not fun.
The bottom line is I love to fight and the two modes we have do not necessarily encourage that. If there was a third mode that required combat objectives to win I would never play the other two.
This forum keeps eating half my posts.
Edited by Lostdragon, 02 August 2013 - 01:58 PM.
#46
Posted 02 August 2013 - 02:01 PM
DaZur, on 02 August 2013 - 05:31 AM, said:
Don't like speed caps? Someone needs to assume guard duty...
Don't like wandering aimlessly? I dunno, maybe have someone scout....
Don't like base encampment /entrapment? Don't feed the blob-troll and blindlessly pour into a kill-zone...
Find a bug or glitch in the map? Gather the coordinates and report it...
Sadly many
#47
Posted 02 August 2013 - 02:06 PM
Lostdragon, on 02 August 2013 - 01:55 PM, said:
The bottom line is I love to fight and the two modes we have do not necessarily encourage that. If there was a third mode that required combat objectives to win I would never play the other two.
This forum keeps eating half my posts.
The game should have launched as an attack/defend move. Where 1 team has 3 to 4 objectives to defend, then after that round the teams swap position, and the winner is not who got the most kills, but who got the most objectives.
#48
Posted 02 August 2013 - 02:15 PM
Braggart, on 02 August 2013 - 02:06 PM, said:
The game should have launched as an attack/defend move. Where 1 team has 3 to 4 objectives to defend, then after that round the teams swap position, and the winner is not who got the most kills, but who got the most objectives.
There was a mode in one of the older games, MW4, I think, where you had to attack/defend a convoy that took random routes around the map. That one was really fun and I'd like to see something like that in MWO.
#49
Posted 02 August 2013 - 02:20 PM
#51
Posted 02 August 2013 - 03:47 PM
Edited by JohnnyWayne, 02 August 2013 - 03:47 PM.
#52
Posted 02 August 2013 - 10:08 PM
The derp phase for the previous map, Canyon Network, was softened by the simultaneous release of OP version of Seismic and the fact that it's a tiny map.
Give it some time and you'll see.
Edited by Jman5, 02 August 2013 - 10:10 PM.
#53
Posted 02 August 2013 - 11:38 PM
I agree with what another poster said elsewhere.........Terra Therma is PGI's way of punishing us for bitching about not getting any new maps.
I hope the designer of that map burned his hands when he drew it.
#54
Posted 03 August 2013 - 07:58 AM
Jman5, on 02 August 2013 - 10:08 PM, said:
The derp phase for the previous map, Canyon Network, was softened by the simultaneous release of OP version of Seismic and the fact that it's a tiny map.
Give it some time and you'll see.
Didn't work for alpine.
#55
Posted 03 August 2013 - 10:10 AM
#56
Posted 04 August 2013 - 03:45 AM
#57
Posted 04 August 2013 - 08:28 AM
But I do see a lot of capping, maybe people just need to fix their 'run forward as fast as possible' mindset.
#58
Posted 04 August 2013 - 08:32 AM
Edited by General Taskeen, 04 August 2013 - 08:33 AM.
#59
Posted 04 August 2013 - 08:39 AM
#60
Posted 04 August 2013 - 08:55 AM
I don't go further than 2 grids from my base on this map.
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