Psa: New Spawn Points!
#21
Posted 04 December 2013 - 12:25 PM
I'm seeing a lot of pug and newbie lances split off and run by themselves into the enemy. This is a terrible idea. Instead try to move (and get everyone in your lance to move) towards the biggest concentrations of friendlies or a destination marker if someone drops it, and then go from there.
In fact I highly recommend players take command, set a waypoint, and then resign if they wish once everyone has grouped up. It's useful to have a marker.
The team that groups up and fights as one wins. The team that runs off and tries to engage with just their lance dies.
#22
Posted 04 December 2013 - 02:10 PM
#23
Posted 04 December 2013 - 02:43 PM
#24
Posted 04 December 2013 - 02:45 PM
#25
Posted 04 December 2013 - 02:52 PM
AM I THE ONLY PERSON WHO NOTICED THAT THERE ARE SPAWN POINTS FOR A TDM GAME MODE??
Normally I wouldn't care, bu Smurfy pulls the data from the .xml files that control how the game behaves. So guys? GUYS? IT'S HAPPENING!!
#26
Posted 04 December 2013 - 03:00 PM
Kraven Kor, on 04 December 2013 - 11:14 AM, said:
Splitting up the spawn points is a great idea; but it needs to be combined with more mission-style game modes that encourage and force teams to split up to cover multiple locations.
We start split-up now, great, but have no benefit from remaining split up.
This game needs more objective-based, mission-style gameplay, stat.
A map with 12 on 12 needs to have at least 3 to 5 important locations where teams need to deploy mechs to. Force teams to split up and force teams to consider who to send where and why.
Anything would be better than "cap or kill."
This!
Community Warfare would be an excellent chance to incorporate interesting game-modes.
There are plenty of possible map-objectives to encourage lance-focused combat:
- A radar station which gives it's controller more map-awareness
- Supply Depot where players can refill ammunition (but quite slowly and only one player at the same time)
- Repair Bays (works equally slow as the ammo-depot and only to a certain degree)
- Airbase (allows airstrikes without modules, maybe can even transport mechs to distant locations or evacuate heavily damaged ones)
- Abandoned Artillery Battery (allows artillery strikes without modules)
- Facilities to plunder (gives additional cbills to the controlling side over time)
Of cause not all of those things may be a good idea at the end of the day, but i'm pretty sure it's possible to do some very cool mission based and lance-oriented gameplay instead of the current one.
#27
Posted 04 December 2013 - 03:01 PM
So much for tactics. We get the Hunger Games Cornucopia
#28
Posted 04 December 2013 - 07:33 PM
giganova, on 04 December 2013 - 12:13 PM, said:
I can, you can, not everyone can. I play with a friend who only has one arm, she's an amazing pilot even if the impairment is considered. She uses a series of on-the-fly macros and foot switches to play the game just as well as anyone else. Another one of my buddies is legally blind, but he holds his own with the rest of them. My point being, not everyone is like you and voice coms would dramatically improve their gaming experience when it comes to coms. As far as abuse of the system goes, that is why I specified "proper" coms with the ability to mute on a user to user basis, not that hard to pull off. Integrated voice comms are sorely needed in this game, and not just for the obvious reasons.
And I know a guy who can't type in game since he doesn't play MWO. True story.
Seriously, TS, Vent, Mumble.....all free to download and use. Plenty of servers around. So um yea, PUGs are for people who, well, want to PUG. Everyone else can find people to drop with......
#29
Posted 04 December 2013 - 10:11 PM
Daggett, on 04 December 2013 - 03:00 PM, said:
- A radar station which gives it's controller more map-awareness
- Supply Depot where players can refill ammunition (but quite slowly and only one player at the same time)
- Repair Bays (works equally slow as the ammo-depot and only to a certain degree)
- Airbase (allows airstrikes without modules, maybe can even transport mechs to distant locations or evacuate heavily damaged ones)
- Abandoned Artillery Battery (allows artillery strikes without modules)
- Facilities to plunder (gives additional cbills to the controlling side over time)
Of cause not all of those things may be a good idea at the end of the day, but i'm pretty sure it's possible to do some very cool mission based and lance-oriented gameplay instead of the current one.
Man great ideas! Would love to play such a map!
#30
Posted 05 December 2013 - 06:46 AM
giganova, on 04 December 2013 - 12:13 PM, said:
I can, you can, not everyone can. I play with a friend who only has one arm, she's an amazing pilot even if the impairment is considered. She uses a series of on-the-fly macros and foot switches to play the game just as well as anyone else. Another one of my buddies is legally blind, but he holds his own with the rest of them. My point being, not everyone is like you and voice coms would dramatically improve their gaming experience when it comes to coms. As far as abuse of the system goes, that is why I specified "proper" coms with the ability to mute on a user to user basis, not that hard to pull off. Integrated voice comms are sorely needed in this game, and not just for the obvious reasons.
While I appreciate the situation, and I do agree proper comms would be useful in game, I'd guestimage that the above situations don't apply to at least 95% of the user base, meaning 95% of the user base can spare the time to communicate in PUGs. Catering to folks who can't communicate to PUGs anyway doesn't help the general playing public.
Not to be insensitive or anything, that's just the way things go.
#31
Posted 05 December 2013 - 06:50 AM
aniviron, on 04 December 2013 - 02:52 PM, said:
AM I THE ONLY PERSON WHO NOTICED THAT THERE ARE SPAWN POINTS FOR A TDM GAME MODE??
Normally I wouldn't care, bu Smurfy pulls the data from the .xml files that control how the game behaves. So guys? GUYS? IT'S HAPPENING!!
Um, yeah, they announced it was ready for rollout, it might be in as early as next patch, and probably no later than January.
#32
Posted 05 December 2013 - 06:58 AM
Bront, on 05 December 2013 - 06:50 AM, said:
Um, yeah, they announced it was ready for rollout, it might be in as early as next patch, and probably no later than January.
No doubt the reason for the spawn point and base changes. TDM is coming and Attack/Defend isn't that far behind.
#33
Posted 05 December 2013 - 09:02 AM
Daggett, on 04 December 2013 - 03:00 PM, said:
This!
Community Warfare would be an excellent chance to incorporate interesting game-modes.
There are plenty of possible map-objectives to encourage lance-focused combat:
- A radar station which gives it's controller more map-awareness
- Supply Depot where players can refill ammunition (but quite slowly and only one player at the same time)
- Repair Bays (works equally slow as the ammo-depot and only to a certain degree)
- Airbase (allows airstrikes without modules, maybe can even transport mechs to distant locations or evacuate heavily damaged ones)
- Abandoned Artillery Battery (allows artillery strikes without modules)
- Facilities to plunder (gives additional cbills to the controlling side over time)
Of cause not all of those things may be a good idea at the end of the day, but i'm pretty sure it's possible to do some very cool mission based and lance-oriented gameplay instead of the current one.
I love these ideas.
Capping should be more than "standing in a square, gaining vague resources that are just points."
Make the caps DO something, if only minor, and have some clear in-game purpose, and it'll be more fun. Toss in more game modes, varying spawn points, and it'll be wild!
#34
Posted 05 December 2013 - 09:45 AM
Nick Makiaveli, on 04 December 2013 - 07:33 PM, said:
And I know a guy who can't type in game since he doesn't play MWO. True story.
Seriously, TS, Vent, Mumble.....all free to download and use. Plenty of servers around. So um yea, PUGs are for people who, well, want to PUG. Everyone else can find people to drop with......
Yeah, there are a few of us dedicated PUGgers out there. I tend to only play 2-3 games at a chunk, so I don't want to have to spend time finding a group. I'm okay with the fact that I'm a little hamstrung by my lack of comms.
Although a question for you, about your sig - "The .30-06 was apparently an early version of an AC"? I've been wondering if you aren't sure what a .30-06 actually is, or if it's a bit of tongue-in-cheek, seeing as the .30-06 is an old WW1 era rifle cartridge.
#35
Posted 05 December 2013 - 12:46 PM
So no, I cannot second the general goodwill towards the text and die system currently in place.
And. it bears repeating that contrary to Bryan Ekman's statement that this is a Cryengine issue I could steer just fine with Pedals and Throttle while driving a mech with Battle grid open in Oct 2012. So what changed? Were we JS users nerfed to give the poor poor mouse people a level playing field? I notice the Battlegrid is also no longer semi transparent, to help SA.
#36
Posted 05 December 2013 - 12:51 PM
#37
Posted 05 December 2013 - 12:59 PM
Hammerhai, on 05 December 2013 - 12:51 PM, said:
Dont look now but we anti-TDMers are going to be forced to play this way to conquer planets. Great way to get me to quit the game since it is militarily stupid and wasteful to an intelligent surrender.
If the COD twichmonkeys want this let them play each other and quit bothering the sane and intelligent who like tactics and strategy beyond 'yaaaarrrr KILLLLLLL!!!!1!!'
Edited by Kjudoon, 05 December 2013 - 01:00 PM.
#38
Posted 05 December 2013 - 01:10 PM
Maybe. I'd be lying if I said that PGI hasn't disappointed me with some of their game mechanic ideas.
#39
Posted 05 December 2013 - 01:16 PM
Kraven Kor, on 04 December 2013 - 11:14 AM, said:
Splitting up the spawn points is a great idea; but it needs to be combined with more mission-style game modes that encourage and force teams to split up to cover multiple locations.
We start split-up now, great, but have no benefit from remaining split up.
This game needs more objective-based, mission-style gameplay, stat.
A map with 12 on 12 needs to have at least 3 to 5 important locations where teams need to deploy mechs to. Force teams to split up and force teams to consider who to send where and why.
Anything would be better than "cap or kill."
Yeah, it's called "Conquest".
#40
Posted 05 December 2013 - 01:17 PM
Buckminster, on 05 December 2013 - 01:10 PM, said:
Maybe. I'd be lying if I said that PGI hasn't disappointed me with some of their game mechanic ideas.
A smart TDM game has wave respawns- and the objective you capture is the cloning machine/factory/dropship that respawns your enemies.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users