The New Skirmishmode
#21
Posted 18 December 2013 - 07:44 AM
#22
Posted 18 December 2013 - 07:46 AM
People whined because of base caps... so remove cap module and make a max of 2 mechs on a point twards the speed of cap. Or base it on the tonnage on the point up to a max, aka light mechs arnt as effective at a cap as say, an Atlas. Fixed.
Edited by KKillian, 18 December 2013 - 07:49 AM.
#23
Posted 18 December 2013 - 08:12 AM
#24
Posted 18 December 2013 - 08:18 AM
It was SAID deathmatch is a stupid idea because the last mech might hide, and you have to search him.
It does not matter if this light pilot can not win. He might do it to show how stupid the call for a deathmatch was, and how pointless it can be to hunt down the last mech.
Alpine peaks must be the horror in the deathmatch. When you try to hunt down the last light mech in the slow assaults
#25
Posted 18 December 2013 - 08:50 AM
Edited by Mighty Spike, 18 December 2013 - 08:54 AM.
#26
Posted 18 December 2013 - 11:14 AM
Edited by Will9761, 18 December 2013 - 10:01 PM.
#27
Posted 18 December 2013 - 01:58 PM
I only want assault or conquest, both are fine and I would like to be randomly put into either. Just not into skirmish. Check boxes in mode selection or something in options, either is fine. Just no skirmish please!
#28
Posted 18 December 2013 - 02:46 PM
In every game I died last night, it was because a horde of mechs came up on our rear.. ..this is also a symptom of players trying to get that one kill and ignoring the rest of the team. frantically typing "D3" "D3" "WHOLE FRICKEN TEAM" to deaf ears, chasing a single spider in d5 just results in elevated blood pressure and pug rage.
If the teams are going to be dropped so far apart, why not make it so that you have to fight through a lance to get to your team? Or spread things out more?
Furthermore, the problem with assualt was not the cap - it was getting capped out. I have always, always vehemently said that the best solution to this is to make cap a rewards drain rather than a cap out. So you do lose outright, but could stand to lose 50% of your C-Bill rewards or something unless you stop the cap (no penalty for partial cap).
Option to disable modes must be put in.. ..skirmish sucks.
Edited by White Bear 84, 18 December 2013 - 02:47 PM.
#29
Posted 18 December 2013 - 03:42 PM
Asmosis, on 18 December 2013 - 12:44 AM, said:
Well, fortunately for me, my percentages are much lower than yours. But that is probably because ...
I cap for the tears, the vast flowing rivers of male nerd rage tears.
<maniacal
>
#30
Posted 18 December 2013 - 03:49 PM
Mighty Spike, on 18 December 2013 - 08:50 AM, said:
Here is a hint to all you one-dimensional thinkers. Those mechs that are hiding may not be doing so to kill time. They may actually be quietly seeking prey.
Besides, why should the last surviving enemy mech make things easy for you? It's so much better for them to make you earn that last kill.
Edited by Mystere, 18 December 2013 - 03:52 PM.
#31
Posted 18 December 2013 - 03:53 PM
Mediums are actually very relevant in skirmish as they are very effective flankers and positioning in skirmish is even more crucial.
Edited by Jetfire, 18 December 2013 - 03:54 PM.
#32
Posted 18 December 2013 - 03:59 PM
I played about five matches in Skirmish last night, one ended with the winning team looking for the last 'mech (a hiding, shut down spider), another ended with the winning team looking for the last 'mech (a disconnected or AFK trial DRG). Both searches took about four or five minutes.
I hope, that once they have a few thousand matches worth of data to compare, they figure out how long it really takes to reach the point of no return for a match (I'm guessing something less than 10 minutes) and shorten the time limit.
Another option would be, after a certain amount of match time has elapsed (maybe five minutes), if there is no opposing force damage dealt after a minute, then a countdown timer starts ... an a minute later, the match ends.
The different spwn points are a nice change.
#33
Posted 18 December 2013 - 05:40 PM
#34
Posted 18 December 2013 - 06:01 PM
Essentially, a base capture mode with a long timer (at least 2-5 minutes). To add my 2 cents, I think it should:
- have a wider area as the capture point, say, 100x100m, so that you can have 1-2 lances there to defend it over the course of the capture
- yes, people will be using artillery & air strikes, so the designers might want to consider not making it capture faster when you have more mechs in the area - that way, you can use a formation defense instead of just using a death-ball approach as currently in Assault mode
- also consider only have 1 'hill' to capture, and have it in a central point of the map, or just an equal distance from spawn points
If there is a better suggestion thread I should post this to, pls poke me / let me know...
#35
Posted 18 December 2013 - 06:40 PM
What we really needed are check boxes though, so we can select assault + skirmish.
#36
Posted 18 December 2013 - 08:49 PM
#37
Posted 18 December 2013 - 09:16 PM
I find it dreadfully boring as everyone just inches from one piece of cover to the next and just tries to snipe for most of the match.
#38
Posted 18 December 2013 - 09:37 PM
How about:
Conquest: Leave as is. It's the only game mode that feels close to making sense.
Assault: Move the bases further in. You have to move to protect them, and you're able to RTB effectively. It's all well and good to say "Duh! You should have defended! ERMAGHERD!" but in reality, far too many assault games play out as the 2 sides base swapping in entirety. Maybe assault is fine for 12v12, but it's terrible for PUG - even with features like commander (the nav points of which obscure vision...) and even with the best attempts from multiple people to play it properly.
Skirmish: Fine as is, but instigate some excuse (satellite imagery, trace heat, seismic scanning, a pack of wolf hounds trained to smell mech armour) to reveal at the 5 minute mark the location of every player.
#39
Posted 19 December 2013 - 02:48 AM
Problem was the base rushers, not the actual cappers.
Instead, they put out this VERY basic TDM mode, so they can hoot and holler they 'Released a New Game Mode: Players Rejoice'
Meh. My solution, in TDM, is, if I'm on the team with one mech left, and he hides, I've NO issues with giving away his position. In the end, the go and hide/shutdown is complete toolery.
Edited by Ensaine, 19 December 2013 - 02:50 AM.
#40
Posted 19 December 2013 - 03:29 AM
Mystere, on 18 December 2013 - 03:49 PM, said:
Here is a hint to all you one-dimensional thinkers. Those mechs that are hiding may not be doing so to kill time. They may actually be quietly seeking prey.
Besides, why should the last surviving enemy mech make things easy for you? It's so much better for them to make you earn that last kill.
I mean those Pilots who standin shuted down in some Corner or a place where nobody can shoot em and show absolutly no activity.. With Pilots who sneak around and Attacks from behind is everything fine. That is the nice thing with this mode. You can really play Hunter Kiler and more. Everyone has the right to play how he/she wants. But when you ask" are you active or did you shut down?" become the answer "Find me,shuted down to get some flaming" is everything said. Im long enough in the Game to know whos hunting and whos trollling..i love to go hunting with my 86 km/h phract when im the only survivor and 2-3 enemys left.
Edit: Nope,im not a Friend of easy kills
Edited by Mighty Spike, 19 December 2013 - 03:31 AM.
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