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Skirmish Mode - This Is Battletech


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#41 ZachKells

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Posted 18 December 2013 - 09:55 PM

All but one of my matchs were within 3-4 kills of victory and there wasnt really much camping more or less just a blood bath. And from what they said ketti that's going to be more the focus of the scenario maps from what I gathered as far as respawns go. I like skirmish as is, brief brutal and sweet. It'd be called war if it was one

#42 Ingvay

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Posted 18 December 2013 - 10:57 PM

By far the biggest issue I see with Skirmish Mode, is the lack of tonnage limits.

All but two matches I did today, the tonnage of the teams was woefully unbalanced. One match had six Atlas, 3 Stalkers, A Victor and Jaeger and Cent, against our mostly medium and light with one heavy and one assault. They just pushed hard and rolled us with tonnage.

That seems to be an issue, one that is still to be resolved. Without tonnage limits, it's a total crapshoot whether you get a fair match or not.

#43 ZachKells

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Posted 19 December 2013 - 05:27 AM

I can understand the tonnage being an issue for most, but I also cannot relate as I cant recall a time its happened to me. To me takeing anything lighter than a heavy into the field you have already signed off on being trashcompacted by an assult mech as an accepted risk. Limiting tonnage is more of a clanner thing...As well as tonnage limits makeing CW if we ever see it a bore.

Edited by ZachKells, 19 December 2013 - 05:29 AM.


#44 VIPER2207

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Posted 19 December 2013 - 06:25 AM

View PostMischiefSC, on 17 December 2013 - 08:26 PM, said:

I have yet to run into someone powering down and being a twit.

that's what happened in my first match in skirmish, same in my third match...

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I find that less irksome than a cap-rush. Less of a waste of time. At least a powered down mech is a game of hide-and-seek, capping is just an act of boredom.

so, watching a guy in a powered down mech facing a wall for 10 minutes is less boring than being capped when only one of your team is alive, and less waste of time than losing and dropping right after that again?

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You know where everyone is going - where the enemy is.

yeah... exciting, isn't it?

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Scouting doesn't matters

FTFY

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There is nothing to distract the other team from you, no reason for them to pull back or split up when they find you.

again... exciting, isn't it?

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It's less forgiving of mistakes

just because there is only one mistake you can do: getting killed.

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It's more like Battletech, less like CoD

that made my day.
it's pretty much exactly like CoD. even "Soldat" (http://soldat.thd.vg/en/) from 2002 has last man standing as a gamemode, if i remember correctly.
Shooting people without any goals besides "kill the enemy" is one of the most boring things existent for me.

but all that is only my opinion, so don't take it personal :)

Edited by VIPER2207, 19 December 2013 - 06:26 AM.


#45 MischiefSC

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Posted 19 December 2013 - 09:15 PM

View PostVIPER2207, on 19 December 2013 - 06:25 AM, said:

that's what happened in my first match in skirmish, same in my third match...


so, watching a guy in a powered down mech facing a wall for 10 minutes is less boring than being capped when only one of your team is alive, and less waste of time than losing and dropping right after that again?


yeah... exciting, isn't it?


FTFY


again... exciting, isn't it?


just because there is only one mistake you can do: getting killed.


that made my day.
it's pretty much exactly like CoD. even "Soldat" (http://soldat.thd.vg/en/) from 2002 has last man standing as a gamemode, if i remember correctly.
Shooting people without any goals besides "kill the enemy" is one of the most boring things existent for me.

but all that is only my opinion, so don't take it personal :(


I don't. If there's a mode with real goals, viable objectives, that'd be awesome. Hold the radar tower, your team gets periodic pings of enemy locations. Hold an 'ammo dump' that can be destroyed by enemy fire and your team can stand there to slowly reload. Escort a vehicle from point A to point B that the other team has to destroy. All for that.

Capping isn't any of that though. I get that if you've seen a teammate get away with trolling someone it probably irked you. My anecdotal experiences are no more or less valid than your own. The point I was making about CoD vs Skirmish is that it's more like battletech - straight up combat is the name of the game be it real war or any shooter. Standing in a magic square to win however is a very arbitrary 'alternative option' that always soured the game for me. It created an arbitrary and unrealistic tactical situation that made sniping and holding one of a couple positions the only real tactical option and most matches involved someone trying to troll the other team.

That's the difference for me. There are tons of tactics and scouting is absolutely critical because you don't know where the other team is, if they blobbed up, if they're flanking, if you're going to get shot in the back. A good scout who keeps the enemy targeted so their teammates can see their movement will make or break a win in Skirmish. In Assault/Conquest it didn't matter. They were going one of two places - cap rush if they had an opening or the pre-designated camping position from which they could get back to cap in time and from which they set up their PPC/AC snipers. Each team only had a couple of options. Skirmish eliminates that. You might get a rush, or a pincer, or get into a brawl and get flanked. The other team can go anywhere they want and their only concern is not getting caught alone by you.

As I said though, your millage may vary. Me though? Never going back. I've had about 1 in 10 matches involve anything other than a 10-12 or 11-12 hard-fought victory or narrow defeat. My performance mattered more than it ever did in Conquest/Assault and each game was carried by coordination and tactics, not standing in a square. I enjoy that.

#46 Livewyr

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Posted 19 December 2013 - 09:21 PM

I pretty much refuse to play Skirmish.. it encourages blobbing around with reckless abandon with no real way for lights to have a meaningful impact outside of spectacular individuals.

Question (as I have not played Skirmish): Is there a noticeable weight trend difference between Skirmish and Assault? (I suspect there is, heavier mechs are generally better for straight combat than lighter mechs, but I'm open to surprises.)

#47 Kenyon Burguess

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Posted 19 December 2013 - 09:26 PM

its like a fun game of marco polo at the summer pool. 11 players crammed into a light mech staring at a wall while trying to report "I hear footsteps, one of you is close" to the enemy. good times. good times.

#48 zortesh

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Posted 19 December 2013 - 10:52 PM

Its simple to fix, have the counter start going down faster as the number of mechs lowers... if theres one enemy left, and they shut down simply end it.

Or... add an eject button.

Or... have some function for teammates to vote someone dead, and detonate there mech if more then 50% of the remaining players vote yes.

Or ... if any mech after the first 5 minutes of the game does not shoot at something, give it so many seconds to fire or self destruct. (return to combat or be executed for cowadice)

So many easy ways to fix it... i could probably easily come up with more

#49 GRiPSViGiL

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Posted 19 December 2013 - 11:10 PM

Yet another thread that needs PGI's official stance.

Here you go have a gander here.

Have look at the last post by Egomane.

You got the game mode you wanted and now it isn't what you really wanted !?!?!

LOL.

Edited by GRiPSViGiL, 20 December 2013 - 01:28 AM.


#50 VIPER2207

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Posted 19 December 2013 - 11:48 PM

View Postzortesh, on 19 December 2013 - 10:52 PM, said:

Its simple to fix, have the counter start going down faster as the number of mechs lowers... if theres one enemy left, and they shut down simply end it.

Or... add an eject button.

Or... have some function for teammates to vote someone dead, and detonate there mech if more then 50% of the remaining players vote yes.

Or ... if any mech after the first 5 minutes of the game does not shoot at something, give it so many seconds to fire or self destruct. (return to combat or be executed for cowadice)

So many easy ways to fix it... i could probably easily come up with more


alternative ways to end the game besides killing all enemys? so.... assault?

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#51 MischiefSC

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Posted 20 December 2013 - 12:26 AM

There's no need for all the drama. Someone wants to go run and hide and get mocked he'll get found and killed, or the time will run out. I've never seen anyone pull it off so far and even if someone did I'd rather play hide and go seek for 5 minutes than stand on the base to cap/go protect your own base from cap against the last lone light.

Skirmish is exactly what it should be. If you're absolutely terrified that once in a blue moon you might have to go track down the last enemy mech maybe Conquest is more your speed. Nice and predictable, there's only a couple places for people to go.

Skirmish is awesome. Don't mess it up. Some people are just scared of the theoretical potential of trolling. You're more likely to get trolled by a syncdropping tryhard team running new accounts to go roll the lower Elo tiers than have this actually play out. Figure out where someone can hide and go search there.


View PostLivewyr, on 19 December 2013 - 09:21 PM, said:

I pretty much refuse to play Skirmish.. it encourages blobbing around with reckless abandon with no real way for lights to have a meaningful impact outside of spectacular individuals.

Question (as I have not played Skirmish): Is there a noticeable weight trend difference between Skirmish and Assault? (I suspect there is, heavier mechs are generally better for straight combat than lighter mechs, but I'm open to surprises.)


It discourages blobbing - you're vulnerable to flanking in a blob, which leads to the answer to the second part - lighter. You play a few Skirmish matches and quickly realize that without being to able to always count on a fight being in one of 3 places (either cap or the standard spot) mobility is far more critical. Lights and mediums can hit and run and if you can't keep up with your team (who, if they're smart, stay on the move - trying to dig in somewhere is a great way to get pinned and chewed) you're going to get left behind and butchered.

Best tactic is 2 or 3 groups, split up but close enough to support each other. You spread into a bit of a line and cover each others flanks. Sometimes you'll get an 8-man blob and 4 fast mechs devouring incautious poptarts (you have to stop to poptart. Without the ability to control where and when the fight takes place poptarting is suddenly way, way less effective than mobility and a solid brawling loadout) and would-be snipers hoping to set up away from their group.

Grab something in the 80-100 range with a good brawling loadout. JJs for mobility are even better. Wolverines, Griffins and Shawks are suddenly *killer* in Skirmish. You get a 4man of them with a nice balance of weapons and it kicks ***. Ravens are good now too. ECM is more critical since you can't always assume where the enemy will go and what they'll do. Get into a flank position, wait for the fight to start and then backstab. If you take heavy fire, pull out.

Brawls are a haven for decent lights. Same with mobile battles - people getting left behind. Big brawls with people to backstab. Fast Victors are the best Assault for Skirmish and leave the PPCs home, take the LLs and streaks. Highlanders are too slow on most maps, you'll end up stopping to try and take a couple poptart shots and suddenly you're alone and some Griffin is in your grill feeding you Streaks and your PPCs are worthless. Stay mobile, don't get pinned down or left behind, stick with a couple other similar speed mechs and rush in, brawl, make your kill, drag him off to feed, rinse and repeat. Expect to get bloody.

#52 Lyoto Machida

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Posted 20 December 2013 - 04:21 AM

View PostLivewyr, on 19 December 2013 - 09:21 PM, said:

I pretty much refuse to play Skirmish.. it encourages blobbing around with reckless abandon with no real way for lights to have a meaningful impact outside of spectacular individuals.

Question (as I have not played Skirmish): Is there a noticeable weight trend difference between Skirmish and Assault? (I suspect there is, heavier mechs are generally better for straight combat than lighter mechs, but I'm open to surprises.)


So you say you've never played the mode but also say that you know how the games in that mode play out???

Sounds to me like a virgin talking about sex...

#53 oldradagast

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Posted 20 December 2013 - 09:14 AM

View PostSug, on 17 December 2013 - 09:18 PM, said:

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I don't understand **** like that.

IF YOU ARE THE LAST MECH ALIVE AND YOU WANT TO SAVE YOUR PRECIOUS KDR JUST QUIT THE MATCH!!! THE MATCH WILL END!!


Admittedly, until the hot fix, quitting in a match while active usually resulted in the game throwing a "pure function call" error and crashing, but yes, I agree with you.

I also have no idea why anyone would hide. 1 game isn't going to affect your K/D ration that much (unless you're brand new, in which case it is highly unlikely you'll be the last man left on your team), so it is better to die fighting and get some more Xp and Cbills that way.

#54 Sug

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Posted 20 December 2013 - 09:19 AM

View Postoldradagast, on 20 December 2013 - 09:14 AM, said:

1 game isn't going to affect your K/D ration that much


That's the problem. I need about 20 kills for every 1 death just to move my Kdr up 0.01

Every time I die that's 10+ min wasted.

#55 Ahja

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Posted 20 December 2013 - 10:26 AM

Skirmish is just a big waste of time and makes all the worst points of this version of the BT/MW stand out. Without letting you chose your maps and mode its more a irritation than anything fun. Also separate drops in skirmish just puts the game farther away from its supposed goal of role warfare. If you are no longer interested in role warfare PGI just make an announcement that this is no longer a aim of the game so we can move on.

#56 Serapth

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Posted 20 December 2013 - 11:15 AM

View PostLivewyr, on 19 December 2013 - 09:21 PM, said:

I pretty much refuse to play Skirmish.. it encourages blobbing around with reckless abandon with no real way for lights to have a meaningful impact outside of spectacular individuals.

Question (as I have not played Skirmish): Is there a noticeable weight trend difference between Skirmish and Assault? (I suspect there is, heavier mechs are generally better for straight combat than lighter mechs, but I'm open to surprises.)



Frankly, I have found the exact opposite... Skirmish seems to actually favor the fast medium, especially on the outset when people are scattered. The game certainly feels more fluid, with the only difference being you dont see light hordes as much as you used to, and I am ok with that.

#57 Serapth

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Posted 20 December 2013 - 11:20 AM

The funny part in this thread is... people are writing like the majority of people are unhappy with skirmish, but if you read the posts, it's only the occasional ***** that wants to turn it back into Assault, or people that hate the concept as being "less tactical and more CoD like". Many of whom seem like they haven't even tried it yet...


The people actually playing Skirmish, well, they seem pretty happy. In game chat you hear almost nothing but positive reviews.


So, yes, many of us asked for skirmish mode for a very long time, got exactly what we asked for, and are pretty damned happy as a result, thank you very much. The other thing many of us asked for, base defense in assault, is actually in the pipeline too, so yay.

Edited by Serapth, 20 December 2013 - 11:21 AM.


#58 Mofwangana Bogogono

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Posted 20 December 2013 - 11:41 AM

View PostGyrok, on 18 December 2013 - 05:27 AM, said:

Agreed with all of this... I had one match where last man was a spider, and he had an ER PPC, so he ran to about 1000M and shot at our last 4 mechs every now and again...for 7 minutes. That was a bit ridiculous. However, Skirmish *IS* what this game should be all about.


Same here. New meta: lights with long-range weapons dragging the battle out for an extra 6-7 minutes.

The first 5 minutes of the match are fun, but the last 10 are tedious. They need to drop the match time by ~8 minutes.

#59 VIPER2207

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Posted 20 December 2013 - 12:05 PM

View PostSug, on 20 December 2013 - 09:19 AM, said:

That's the problem. I need about 20 kills for every 1 death just to move my Kdr up 0.01

Every time I die that's 10+ min wasted.


one thing i can't understand, and noone could explain to me so that i understand until today, is... why do you give a eff about your K/D? noone can see it besides yourself? is that some kind of i-drive-a-1000hp-car-to-enlarge-my-*****-thing? at least someone can see your nice car, but not your K/D?
simply don't understand...

#60 Sug

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Posted 20 December 2013 - 02:20 PM

View PostVIPER2207, on 20 December 2013 - 12:05 PM, said:

one thing i can't understand, and noone could explain to me so that i understand until today, is... why do you give a eff about your K/D? noone can see it besides yourself? is that some kind of i-drive-a-1000hp-car-to-enlarge-my-*****-thing? at least someone can see your nice car, but not your K/D?
simply don't understand...


Oh I don't care. I just used my KDR math as an example.

View PostMofwangana Bogogono, on 20 December 2013 - 11:41 AM, said:

Same here. New meta: lights with long-range weapons dragging the battle out for an extra 6-7 minutes.


Terrible meta. Much better to play it cool for the first half of the match and then swoop in at the end like a vulture.

Light mech at 100% at the start of the match = useless.

Light mech at 100% at the end of the match = win.





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