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Conquest: Not Starting With Capped Point @ Start


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#1 Deathlike

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Posted 10 December 2013 - 02:04 PM

Reference to related thread:
http://mwomercs.com/...-inconsistency/

It is well known that Alpine has changed caps locations... only because the primary problem was that the cap points were insanely far away from each other.

One of the hidden changes that was made was that NONE of the cap points were precapped for you, thus reducing your actual overall gains from winning the match.

One would argue that it would "increase the time" to play on Conquest, as starting the resource collection timer early would lengthen the match, however I don't recall any instance where a Conquest match ended with the entire match timer consumed... it was usually a resource win (or victory by complete annihilation of the opposing team). I have heard some people participating in the rare tie (which is rare as is, but harder to generate in Conquest, so lucky for those of you that have participated).

Is this change good or bad?

I tend to lean towards bad, because right now it seems that Conquest wins by complete destruction of a team seems to be occurring more often than a cap win. This is SUPPOSED to be a mode where role warfare should have some meaning (as little as just capping a point for 60+ seconds depending on the # of people assisting you). Now it's just a questionable/alternate version of Assault with less people whining about capping (because, it's literally a whole mode designed for mechs capping). It shouldn't be this shallow a gameplay mode...

#2 jper4

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Posted 11 December 2013 - 11:31 AM

i actually thought it was a decent idea- if only to make up for how close the caps points are now compared to before. also means less time running all the way across the map from gamma to theta because those are the last two caps you need before the other side wins and realizing you have no chance of getting there in time even though the other team has almost hit 700 and only has theta left to get points from.

in a way it turned alpine a into frozen city sized map with hills given the cap point locations and less chance of being able to just sit on a cap because that guy on the cap 1200m away is taking potshots at you while capping themselves.

#3 Deathlike

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Posted 11 December 2013 - 11:36 AM

View PostTanar, on 11 December 2013 - 11:31 AM, said:

i actually thought it was a decent idea- if only to make up for how close the caps points are now compared to before. also means less time running all the way across the map from gamma to theta because those are the last two caps you need before the other side wins and realizing you have no chance of getting there in time even though the other team has almost hit 700 and only has theta left to get points from.


I understood why they moved the points (the capping portion made the map rather desolate in fighting in many places outside of old Epsilon... and there's lots of Alpine that goes untraveled). The problem is where they are positioned now.

Quote

in a way it turned alpine a into frozen city sized map with hills given the cap point locations and less chance of being able to just sit on a cap because that guy on the cap 1200m away is taking potshots at you while capping themselves.


Frozen City is "relatively" bigger than the size of the middle 3 spawns (+1 on sigma being relatively close). Getting from point to point from the middle sections on Alpine is significantly easier to do than any of those points in Frozen City.

Edited by Deathlike, 11 December 2013 - 11:37 AM.


#4 Dashwood Fox

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Posted 12 December 2013 - 10:33 AM

I like that you start without a cap now. It adds more dymanic.

What I don't like is how close the points are on Alpine now. Yes they were a little too far apart before. But at least a lighter team had an advantage over the groups that brought Assault spam.

I think before we move the the points closer together like they are in River City (which is the worst conquest map) we need to look at getting more people to bring Mediums and Lights.

#5 Asmudius Heng

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Posted 12 December 2013 - 02:45 PM

I would agree the cap points are a little close together.

But I do still like the map and general cap point placements .... I would like to see them be split further apart though but i still think its better than the previous version overall

#6 Bront

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Posted 15 December 2013 - 01:00 PM

Alpine conquest is different and fun. I'm a little disapointed that it doesn't use more of the map, but it's deceptive, because there are 2 cap points that are far away from the center, and capping them can make all the difference.





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