Skirmish And The Ecm Griefer
#41
Posted 20 December 2013 - 04:53 AM
#42
Posted 20 December 2013 - 04:55 AM
Dr Herbert West, on 20 December 2013 - 04:52 AM, said:
Just add a cap point in the middle of the map that only goes active after 10 minutes (or longer if the map is large). Thats it. You don't have cap rushes, and you eliminate the possibility of a light running down the clock after his team is wiped.
Ronan, on 19 December 2013 - 01:15 PM, said:
Extra conditions... so, Assault mode?
KharnZor, on 19 December 2013 - 01:45 PM, said:
Edited by VIPER2207, 20 December 2013 - 04:56 AM.
#43
Posted 20 December 2013 - 07:32 AM
**** out of my game mode, this is exactly what I wanted. Go play assault or Conquest if you feel finding/hunting one crippled mech is too difficult. If it is, then killing things clearly are not your forte. Go cap arbitrary red squares in the other two game modes, then.
#44
Posted 20 December 2013 - 08:11 AM
Best of all, the enemy doesn't ignore the cap, and neither do we. No one is trying to enforce some whack and self-serving 'honor code' on their own team. And there's no more in-game whining from the enemy about capping when it happens. The people playing assault now are gamers who take a little strategy with their pewdakka.
Assault has been good over the past couple of days. You get killed because you were outfought. You get capped because you were outmaneuvered.
I haven't tried skirmish, yet. I was going to, but I ran a couple of assault matches first and got totally hooked in. I'm sure I'll get around to skirmish eventually. After I finish skill-grinding my Sabers, my next mech is going to be a Spider...
#45
#46
Posted 20 December 2013 - 09:24 AM
I haven't seen it happen yet in the few days since Patch Day. First Skirmish game for me ended with me in my Awesome and my cored Atlas team-mate (I don't think he had any weapons left) vs. an enemy Locust. The Locust stuck around and fought, so I'll give him credit. Why? Because he still could get in some damage and maybe kill that nearly dead Atlas. We won, but it was a good fight. So, even in a case like that, it just wasn't worth it for the Light pilot to run away, IMHO.
#47
Posted 20 December 2013 - 10:03 AM
wasn't expecting to be a fan of skirmish/TDM but it hasn;t been that bad- even starting to do ok in my lights and i'm not a good light pilot.
#48
Posted 20 December 2013 - 10:15 AM
#49
Posted 20 December 2013 - 10:29 AM
Rhent, on 18 December 2013 - 03:13 PM, said:
I've already dealt with this on Skirmish a few times and its not exactly fun being forced to lumber around for 8 minutes while a light mech just runs around and doesn't engage. Skirmish needs this:
In the event there is 1 vs 4+ left, and there has been no weapon damage done in the last 30 seconds, the game automatically ends and the team with the most numbers win. It would prevent the light mech from griefing everyone, including his own team to make them sit out playing the game for 10 minutes. So at the very least, the light mech would have to do some kind of damage every 30 seconds to keep the game going. Eventually he's going to explode.
Of course if Piranha's intent was to grief the playerbase, then by all means keep Skirmish as it currently stands.
LOL it's not trolling. No sane light pilot is going to engage 5 bigger mech, and you will never catch him while trying to stay in a murder ball. Split up and cover the map. Gives you a chance to kill him, and gives him a chance to fight back. I doubt he wants to just run away for 7 minutes any more than you want him to.
Alternatively you can stay in your murderball and run around in very slow circles until the timer runs out, it's your choice really.
Edited by Mogney, 20 December 2013 - 01:10 PM.
#50
Posted 20 December 2013 - 10:55 AM
There was one guy left in a game the other night, and he was up against 5 or 6 enemy mechs, and managed to take down all but 2. Was I angry he wasted time? No! It was very exciting to watch a good pilot work, don't remember his name but he was wearing a Marik tag. I typed to tell him to take his time and play it out his way, was a fine show of mech skills.
Don't take that away! Leave skirmish mode alone!
#51
Posted 20 December 2013 - 11:10 AM
What I really like is mediums and light heavies seem to be kings of Skirmish.
I do have a question about win conditions... what happens if a team kills all but one player on the other team... say an 11v2 win, with one light hiding... if everyone DCs except the light, wouldn't the team still win? If so, this seems like a problem that will solve itself.
#52
Posted 20 December 2013 - 11:13 AM
Rhent, on 18 December 2013 - 03:24 PM, said:
They can fix skirmish if they do what I've outlined. Otherwise, its an example of a game mode that took minimal work to put in and had zero thought in making. Oh wait, I think I described how a certain game team does its implementation. My bad.
Why allow just the final 3 or > to suffer and not "everyone" who is left over? Bad bias is bad.
#53
Posted 20 December 2013 - 11:17 AM
MischiefSC, on 18 December 2013 - 05:58 PM, said:
What?
That's a ridiculous comment to make, and it just kind of makes you sound like a lazy Med Pilot.
If you were in a medium, and focused on capping/camping in Assault, you were doing it all wrong.
Wild Hog, on 20 December 2013 - 10:55 AM, said:
There was one guy left in a game the other night, and he was up against 5 or 6 enemy mechs, and managed to take down all but 2. Was I angry he wasted time? No! It was very exciting to watch a good pilot work, don't remember his name but he was wearing a Marik tag. I typed to tell him to take his time and play it out his way, was a fine show of mech skills.
Don't take that away! Leave skirmish mode alone!
Also this ^.
Leave Skirmish the way it is.
Edited by Fut, 20 December 2013 - 11:22 AM.
#54
Posted 20 December 2013 - 11:19 AM
VIPER2207, on 20 December 2013 - 04:55 AM, said:
*quotes*
Could you be more dense?
What I described isn't even close to assault.
-Theres only one base, not two
-The base only goes active after the majority of match time (so no cap rush)
The point is that its just there as an off switch if a player runs off to hide to run down the clock.
Posting memes as a response to posts just makes you look silly. Quoting memes that other people posted as a response to a post ... well ...
#56
Posted 20 December 2013 - 11:44 AM
Prezimonto, on 20 December 2013 - 09:05 AM, said:
Not really. A skirmish is just a smaller scale engagement that is a FIGHT and lasts as long as it takes until it is over. Usual end causes, enemy runs out of resources, or in this case Mechs.
If special rules are needed, then how about if you do not engage at least 50% of the enemy forces in the first 10 minutes, your Mech simply self destructs and you are awarded SFA for your lack of effort.
Edited by Almond Brown, 20 December 2013 - 11:49 AM.
#57
Posted 20 December 2013 - 12:00 PM
Dr Herbert West, on 20 December 2013 - 11:19 AM, said:
What I described isn't even close to assault.
-Theres only one base, not two
-The base only goes active after the majority of match time (so no cap rush)
The point is that its just there as an off switch if a player runs off to hide to run down the clock.
if you want to know, i will tell you what will happen:
every skirmish-match will be a run to the single cap point, because both teams want to be there when it comes to the last enemy mech standing. and why? because...
1) ... fighting at another point of the map to the last enemy mech and going to the cap point afterwards (in slow assaults and heavys) would take some time, and players want to end a match as quick as possible when only one enemy mech is standing.
2) ... because players are afraid that the last enemy light could get to the cap point first and outcap them, although it's the last in his team (sure, you could prevent that by coding, that the last mech of a team is not allowed to capture the base, but that would make the rules more complicated, and it would be unfair to allow only one team to cap)
this takes all of your so-called tactical improvements away from the game mode. it would be conquest with only one base.
Quote
posting suggestions without thinking it to the end isn't much smarter...
#58
Posted 20 December 2013 - 12:06 PM
Dr Herbert West, on 20 December 2013 - 11:19 AM, said:
Could you be more dense?
What I described isn't even close to assault.
-Theres only one base, not two
-The base only goes active after the majority of match time (so no cap rush)
The point is that its just there as an off switch if a player runs off to hide to run down the clock.
Posting memes as a response to posts just makes you look silly. Quoting memes that other people posted as a response to a post ... well ...
From my own experience as well as what folks are saying here, players running off and hiding seem to be few and far between.
No need to add a secondary win condition.
#60
Posted 20 December 2013 - 01:10 PM
Rhent, on 18 December 2013 - 03:13 PM, said:
I've already dealt with this on Skirmish a few times and its not exactly fun being forced to lumber around for 8 minutes while a light mech just runs around and doesn't engage. Skirmish needs this:
In the event there is 1 vs 4+ left, and there has been no weapon damage done in the last 30 seconds, the game automatically ends and the team with the most numbers win. It would prevent the light mech from griefing everyone, including his own team to make them sit out playing the game for 10 minutes. So at the very least, the light mech would have to do some kind of damage every 30 seconds to keep the game going. Eventually he's going to explode.
Of course if Piranha's intent was to grief the playerbase, then by all means keep Skirmish as it currently stands.
I disagree 100% with your idea, because you never give the chance one light mech to possibly kill off the enemy as for such it truly comes down to the mech pilot and if your willing to play that game mode then you have to live with the confines of that game mode. To many people whine already about this and that, but truthfully the only things that matter in this game are still in development all other complaints feed the process of pushing back what does matter.
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