RichAC, on 27 December 2013 - 07:14 AM, said:
The fact you feel capping is easier is interesting cause most people i know prefer not to play conquest, because they lose more and feel its not a good game mode for pugs since there is less communication. Maybe now that they have skirmish, they should make capping a base in assault the ONLY way to win haha. Just like LoL. Then their turrets they want to put on bases would actually make sense. and assault wouldn't just be the original skirmish mode.
1.12 vs 1.29 is hardly a huge difference. My stats are pretty much the same. Its due to good matchmaking. For most people its the opposite though. I just noticed I don't have skirmish stats.
You say its rare someone hides on skirmish, and I say its rare a 4 man spider team caps the first couple minutes in assault... I wouldn't exaggerate and say 1-100, but I bet w/e the ratio is its the same for both
. I say its easier to drop solo in skirmish, only because there is no strategy except follow the murder ball. And you will always have your teamates backing you up, unless your really clueless and get caught by yourself somehow. But that does not mean you can make more of a difference by yourself, i think its quite the contrary and your team matters more, as opposed to conquest or assault, where capping could change the tide of the match, even by one person, like a lone medium or light. Or assault capping or defending an assault base by himself...etc... Maybe I can change the tide of a match in skirmish just as much if I took out like 6 guys by myself with my DDC, but what would i be doing by myself? Maybe that shadowhawk can try and flank and take out 6 alone... haha.
The tactics are the same in conquest, except it might be 4v4 instead of 12v12. . The difference is there is strategy involved. You want to draw out a battle, I want to win the war. Skirmish is the aimbot practice mode, and I'm not saying anyone is cheating or that I don't have a positive k/d or need a "crutch". Aim is the only thing you consider valuable or skillful I guess. But ironically in conquest You are actually more likely to be outnumbered where your tactics and aim skills will play even a bigger role.
I just think the game should be more then just who has the best aim or most powerful loadout and armor. It should also be about intelligence and strategy as well. Thats one of the things that attracts me to this game over your typical twitch shooter. Thats what makes this game different. Maybe you should be playing hawken instead. But to each his own.
I play for stats whether good or bad, and I play to win, sue me. Its also what makes sports interesting. It provides a goal, numbers to crunch and accumulate, and doesn't mean I don't like a challenge, although I'm very competitive.
I'm just tired of hearing complaints about capping, or demanding people step off bases or go suicide if they are the last man standing. As if good stats or winning is a bad thing. Start another match or go Quit and pick a different mech lol
I have no issue with people trying to hide in Skirmish. I think it's silly but it doesn't bother me. There's a world of difference between having lost and still managing to hide at the end of the match and coming into Assault with a cap accelerator and a plan to effectively troll both teams (which it is - we all know it is, that's a part of why people do it) and score an early cap victory.
I find the capping mechanic feeble at best. I'd be all over an attack/defend mode - one team on defense of a base with turrets, the other team on offense. How about flexible tactical objectives? You take the 'cap' associated with the radar tower and your team gets periodic pings of enemy locations. You hold the ammo dump (map specific even) and your teammates can stand in the square to slowly reload. You could even make the objectives destroyable.
Currently though caps in Assault are there essentially as a crutch. They lessen, not expand, tactics. They are a tool for trolling and a cheap trick to try if you can't win any other way.
If all you do is murder ball I see why Skirmish is trouble for you. Try communicating and coordinating with your pugs, drop with a few friends and get good at flanking. The problem isn't Skirmish - the problem is habits people have developed from Assault. I've played several pug games where my team agreed to stick with lances and ran as 3 sets of 4 mechs. We stuck close enough to support each other but not in a murder ball. We called 'Advancing to C4, drawing fire' and 'flanking to D2'. We *destroyed* the other team. No VOIP, just chat. Just pugs. You can do that in Skirmish because you're all on the same goal and there's no magic square to end the match early. All you've got is actual battlefield tactics, thus their impact is far more critical.
Skirmish is *not* like Assault or Conquest but without caps. That's like saying riding a bicycle is the same as riding a Big Wheel. Caps in Assault are the training wheel. All you have to think about is steering, balance isn't an issue. You take the training wheels off and it's a whole other skill set. You try to ride you bike like it's still got the training wheels on and you're going to have a tough ride.
Diego Angelus, on 27 December 2013 - 12:46 AM, said:
Hi we cross words again on this topic

As I said before Assault/Conquest is always going to be more tactical only problem with it is that rewards for capping are pathetic so people don't bother to play mode as it should they act like its skirmish while some still try to attack/defend. I mean its sad when we get victory by cap because no one gets Cbills. I'm 100% sure that if rewards were better for cap people would try to cap base more and that means teams would have to defend them harder so we would see team split into attack/defend forces and created more movement on maps. Hardcore mode ? its same as any other mode same goes down in assault and conquest you will win or lose based on how you play. lets lets be real people play assault like its skirmish so we have lots of those situations you were talking about only difference is that people bring more heavier mechs on skirmish.
I hope to get good rewards on wining by cap so I can say gj to light for giving us free victory and c-bills in short time because enemy team was dumb and didn't want to react on caps and play mode correctly.
I'm all for changes to capping rewards in Assault. Help make the perception match the reality - Assault is and has always been about capping, not fighting. 60 seconds standing in a box trumps any and every other action, decision or tactical play you can make in Assault. It's the supreme maneuver. There is no more effective module than the cap accelerator for Assault and thinking otherwise is fooling yourself. The ability to cap out the enemy base before they can come back if they ever get more than 600m away from it gives you absolute control of the battlefield. Like I said prior - it's training wheels. You want to control enemy positioning in Skirmish? use heavy fire to drive them into cover or use a 'broken wing' (being an easy target) to draw them where you want them. Make a stupid tactical mistake and half your team gets killed? There is no cap to run to. You set your jaw, find a good position and ask your team to call weak points on mechs so you can try to focus-fire them down before your ID catches up. You kick your game up a notch or you lose.
I've got no issue with Conquest. If I could cut Assault out and drop Skirmish and Conquest.... well, I'd still stick with Skirmish. As I've said before I'm getting 60 or 70% of my matches being excellent. Not just good, but excellent. Hard-fought wins and losses. I haven't minded the few times I've been rolled because it was still a good match. I've seen some brilliant play and picked up some great tactical and build ideas.
If you're not getting more tactics out of the opportunities that Skirmish provides that's a personal problem, not one with the mode.
Skirmish took the training wheels off. Get on your bike and ride.