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Solution For "last-Mech-Hide" In Skirmish Mode


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#41 mekabuser

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Posted 18 December 2013 - 06:27 PM

View PostCorbon Zackery, on 18 December 2013 - 06:41 AM, said:

There is no solution there is nothing he can do because there is a pack of idiots who couldn't handle assault running around trying to kill him.

The fact that you couldn't find him shows how smart the pilot is. How dumb your roaming high alpha wolfpacks are.

Survivors should get bonus money for making you walk around the map for 15 minutes like idiots because there's no objective other than mass slaughter. At some point in your travels you will wonder why there's no base to cap to end you misery. Then you realize your in Skirmish mode.

it sounds like you have the exact same mental makeup of someone who would go and hide as last player. If its more than 4v1 the last guy should be pinged by the game.
there is no shortage of D bags who play this game as evidenced by all those who continuously ran any type of OP build into the ground.. The number of players who utilized said builds as an incentive to pgi to "fix it" is probably less than 10 percent.. All the others were just mental midgets.
THis game, more than likely has more than its fair share of individuals who are obtuse to say the least.

#42 somenothing

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Posted 18 December 2013 - 06:30 PM

I had this idea in another thread for - which somebody mentioned earlier in the week for a game mode variant of Assault, calling it something like 'King of the Hill'.

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


View PostZyllos, on 18 December 2013 - 08:24 AM, said:


I think this is more of an issue that the capture points are centered as a clearly marked square around a capture point.

Instead, there should be zone's of influence that is shaped strategically around a capture node, an inner and outer capture zone.

The inner capture zone would be roughly triple the size of the current capture zones. This will quickly capture the point at a high rate.

The outer capture zone would be extremely large, like 500 to 750m away from the capture point. This zone will slowly capture the point at a slow rate.

Basically, the inner zone will capture roughly 133% faster than the outer zone, but if an enemy is in the outer zone while your team is in the inner zone, the capture speed will be only 33% of the base capture speed. Both sides in the inner zone will cancel each other out.

What this does is allow players to maneuver and hide in the outer zone while still maintaining defense of a capture point. If the enemy pushes beyond the outer zone to the inner zone, they will begin capturing the point.

The zones should be in a non-uniform polygon. The outer zone will have defensible boundaries to outside influence and against the inner zone. What I mean by this is that the capture polygon will extend out past terrain that helps assaulting/defending the point.

For conquest, I think 1 of the 5 capture points should be weighted in higher capture value, most likely being the center most point. If you have it captured, it's worth 2 capture points of the others.

These changes would add a lot of depth to these style of modes. The major issues is that the capture zones themselves are so small and have no variation that any tactical depth is basically rendered down to "kill mechs then capture" instead of allowing mechs to maneuver while still being able to capture points.


#43 mekabuser

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Posted 18 December 2013 - 06:37 PM

There is nothing wrong with the mode.. Its what ALOT of guys want. It frees us from the cap mechanic which was just stupid 80% of the time interesting 10 percent and epic another 10 percent.. It was mostly a waste of time for someone like me,, and MANY others.
It cant be helped if a certain percentage of players just love to be <choose your curseword>
actually it could have.. but this is pgi.. Hopefully they fix it soon with any number of mechanics to rid us of the last one or 2 who want to be "special"

As there is little to no dev interaction on these boards.. it will be interesting to see how long it takes..

ANd people WONDER why so much of the community just cant handle pgi or the lead devs anymore.
Lets see if they prove me wrong.

#44 Deathlike

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Posted 18 December 2013 - 11:17 PM

The primary problem with Assault is that the base is pretty much fixed, despite the "new spawns" have changed the dynamic.

Had the base been given different starting locations (think MW4 with more than 2 spawn points), you would have more play in different areas of the map.

For instance, Canyon is completely devoid in any good play outside of the main battle ground @ D4. In Skirmish, you are not constrained to that base, so you can have your fights at optimal fighting locations at the time of the engagement.

If Assault had like 3 different HIDDEN/UNKNOWN base locations (the locations are fixed, but you aren't given the real location on the map) for each team, then you would be able to change the fighting dynamic. Some maps just have an optimal blob path towards a specific location for consistent success and that's still the problem this game faces in its match diversity.

#45 GRiPSViGiL

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Posted 18 December 2013 - 11:56 PM

Skirmish hasn't added the supposed tactical variety some would claim. The teams still gather up like they used to in Assault it just happens to be in a different place than before and poptart ensues. The lance that can't find it way to the main group gets annihilated and game over.

The only difference is the team with less players has absolutely no chance for victory. At least in assault if you lost the brawl but 3 or 4 got out to make it to base you had a chance to cap win.

#46 C91

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Posted 19 December 2013 - 12:49 AM

Well that kind of thing happens from time to time. I remember one game on River City: the last enemy Locust didn't show up for minutes but was alive (he was typing in the chat). Since the tunnel and stuff was already clear I finally found him behind the boat ... his last words: oh.

I think some people just do that to troll and some try to get one kill or another (I saw some really exciting games where the last light almost killed an enemy team while he was the last one).

One potential solution would be to simply stop the time once the last enemy mech is just standing around (either shutted down or powered up) for e.g. 2-3 minutes. I mean ... this shows that he clearly doesn't want to do anything but trolling / keeping his/her K/D up, and if he/her is the last and outnumbered by the other team there's no need to keep the time running.
But that's just me.

Otherwise, I'm fine with it, since this doesn't seem to happen too often ...

#47 Egomane

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Posted 19 December 2013 - 05:29 AM

Just like the other thread I just closed, I don't care about the two conflicting sides here. The ones who want an easier way out to win as "search the last mech" and those who defend the right of the last mech to save its live.

I do care about the language you are flinging at each other and your not so creative ways around the word filter.

If you can not argue without insults or obscene language, I'll have to take the thread away from you. Sorry, to those who argue in a civilized manner.

Closed!





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