This type of game, many do not grasp very well. I do not think anyone will until a post is made. Majority of rounds in conquest is all assault mode. "Stick together" including all three lances (stick together). Doesn't make sense, all has to stick together, but taking bases. All the rounds been in, everyone is always in assault in conquest. Straight to the battle. No toying with the enemy, luring, maneuvering .Just run to the enemy and fight for most kills. I have seen bragging about score, but not about winning the round.
No one defends....no one. Everyone caps a base, and then leaves it unintended for enemy. Why cap a base then run away from it, for another base or help the team in battle? I have never seen a good tactic in Conquest. My conquest tactic is:
Have a base, have 2+ (if anyone has patience) to defend that base while some others defend at a distance of that one base. Other team members cap other. When 3 bases are capped, now have the lances move around with defenders on caps, to cap other bases.
Other is escorting lights to cap, and when they finish capping, some team mates (heavy, assault), defend.
The thing is though, no matter how good these are, will be difficult, due to maps are small, timer (15 minutes), 750 is not to far away, and enemy will be "Stick together" and destroying the defenders. Not a easy type of game for these factors.


The Conquest Dilemma
Started by GuardDogg, Dec 26 2013 10:05 PM
7 replies to this topic
#1
Posted 26 December 2013 - 10:05 PM
#2
Posted 27 December 2013 - 12:19 PM
If you are getting people to cap in conquest you are already doing really well. Most of the games I see they won't even cap. They will start in that direction but, when a fight busts out they take off running. I've seen huge groups of 8 players walk right by a cap without capping. With that many people it could be done in seconds but, they just don't care.
It's not hard, all you need is one base more than your enemy has that's it. Actually it doesn't even have to be full just a section of one more than your enemy and you still win.
As far as the large groups of people unfortunately if one team does it the others have to because there is no way to win otherwise. I tried to take a smaller lance to cap one side before and the entire enemy team blob was headed the same way. As soon as they rounded the corner we got steamrolled. What ends up happening is basically you have to do the same thing or the blob will just rollover and devour any small 4 man lance. They don't even have to be good players, 4 are never going to stop 12 it's just that simple. With lights at least they can break off and retreat if the blob is coming to their cap so that's one way to help it. Or sneak around and back cap where the others have already went but, that will only last so long.
It's not hard, all you need is one base more than your enemy has that's it. Actually it doesn't even have to be full just a section of one more than your enemy and you still win.
As far as the large groups of people unfortunately if one team does it the others have to because there is no way to win otherwise. I tried to take a smaller lance to cap one side before and the entire enemy team blob was headed the same way. As soon as they rounded the corner we got steamrolled. What ends up happening is basically you have to do the same thing or the blob will just rollover and devour any small 4 man lance. They don't even have to be good players, 4 are never going to stop 12 it's just that simple. With lights at least they can break off and retreat if the blob is coming to their cap so that's one way to help it. Or sneak around and back cap where the others have already went but, that will only last so long.
#3
Posted 27 December 2013 - 12:41 PM
the problem is that without community warfare the only stat that really matters is c-bills earned/xp earned per min. The sad fact is that a quick loss will always be more cbills per min that a slow cap win and it even beats out xp per min at a certain point(depending heavily on performance of course). And until they release CW you wont see that change because win/loss doesn't actually mean anything.
#4
Posted 01 January 2014 - 04:35 AM
I think a big part is people don't realize that there is a bonus to winning by capping (in Assault too) of 75 for winning, and 50 if you helped cap.
Also max resources gathered means max C-bills reward.
But most PUGs are either chasing squirrels or think someone besides them cares what their KDR is.
One last thing, guarding bases in Conquest isn't a big deal if your team responds appropriately. If you work together, you can take another base quicker than they can take yours. If you can get a 200 point lead, you can pretty much lock in a win.
The big problem is the morons who whined for Skirmish mode won't actually play it. Too many good players ripping them a new one, so they try to "easier" prey and then whine when they are capped.
Also max resources gathered means max C-bills reward.
But most PUGs are either chasing squirrels or think someone besides them cares what their KDR is.
One last thing, guarding bases in Conquest isn't a big deal if your team responds appropriately. If you work together, you can take another base quicker than they can take yours. If you can get a 200 point lead, you can pretty much lock in a win.
The big problem is the morons who whined for Skirmish mode won't actually play it. Too many good players ripping them a new one, so they try to "easier" prey and then whine when they are capped.
#5
Posted 01 January 2014 - 05:06 AM
Nick Makiaveli, on 01 January 2014 - 04:35 AM, said:
The big problem is the morons who whined for Skirmish mode won't actually play it. Too many good players ripping them a new one, so they try to "easier" prey and then whine when they are capped.
I didn't even want a Skirmish mode (why dumb down our current RoboCounterstrike any more?) but I play it more often than not these days... feels as if it earns better. Generally shorter matches and higher damage, I think.
Conquest tended to be more varied at least, because even if a big fight did break out it'd at least be in a different part of the map than the usual places in Assault. I remember one of the most intense slugfests of my life on Tourmaline near the downed Gazelle dropship during a Conquest match. Finished the game by kills but had a clear 300-point lead.
#6
Posted 01 January 2014 - 05:34 AM
I really didnt like the idea of skirmish at all, however it has produced some of the more memorable battles ive experienced. It still feels its lacking something < Insert Community Warfare comment here> but its fairly quick and good fun and encourages actual team work.. which cant be a bad thing.
#7
Posted 01 January 2014 - 06:02 AM
People are not playing conquest the way you want them to, because, there is no cbills or xp for capping in conquest. Sure you get paid for the resources you aquired during the game but it is not a massive amount compared to kills assists component destruction saviour bonus etc etc.
No one is capping because the mentality is: Why should I cap? Someone else is moving that way Ill get the c-bills for that cap whether i help or not and I increase my win bonus more by shooting someone.
Basically for conquest to be played how you want it played, the reward system for that game mode needs reworking.
As a side point a lone mech left defending is take your pick. . . useless / out of the fight / seperated / wolfpack fodder
No one is capping because the mentality is: Why should I cap? Someone else is moving that way Ill get the c-bills for that cap whether i help or not and I increase my win bonus more by shooting someone.
Basically for conquest to be played how you want it played, the reward system for that game mode needs reworking.
As a side point a lone mech left defending is take your pick. . . useless / out of the fight / seperated / wolfpack fodder
#8
Posted 01 January 2014 - 07:24 AM
No, Conquest most often works like this:
Lights cap due to speed. Usually certain points are taken first by teams with one point fought over. If no to few Lights, Mediums can cap.
Asaults, Heavies and any leftover Mediums fight it out.
In some smaller cases, you may get the whole team capping for strength in force. But if both do this, they could miss each other quite a bit.
Map will determine more specifically how people cap. A few examples of typical starts:
River City - Gamma team will usually go for Epsilon and try for Theat, rarely making moves on Kappa. Sigma team will go for Kappa, sometimes Theta and even rarer Epsilon.
HPG Manifold - Gamma takes Epsilon, Sigma takes Kappa and oth fight for Theta with rare moments of capping the other 4.
Tourmaline - Best is for each team to focus on getting one point and fighting for a second. Usually Sigma takes Kappa, Gamma Epsilon and a fight for Theta with small skirmishes elsewhere.
Frozen City - Sigma gets Kappa, Gamma Epsilon, either small Lights / Mediums fight for Theta (though with new lance drops sometimes there are now bralws of big guys in lance on lance) then the brawl starts.
Go through each map, you will see there are regular patterns to most Conquest fights.
The cap bonus is only given once. I can cap 4-5 times in Conquest but only get one bonus.
People who wanted Skirmish but are showing up in any matches are probably picking that, Any instead of Skirmish. I did note elsewhere I found that choosing Any gets me into matches quicker than choosing a specific match type.
Lights cap due to speed. Usually certain points are taken first by teams with one point fought over. If no to few Lights, Mediums can cap.
Asaults, Heavies and any leftover Mediums fight it out.
In some smaller cases, you may get the whole team capping for strength in force. But if both do this, they could miss each other quite a bit.
Map will determine more specifically how people cap. A few examples of typical starts:
River City - Gamma team will usually go for Epsilon and try for Theat, rarely making moves on Kappa. Sigma team will go for Kappa, sometimes Theta and even rarer Epsilon.
HPG Manifold - Gamma takes Epsilon, Sigma takes Kappa and oth fight for Theta with rare moments of capping the other 4.
Tourmaline - Best is for each team to focus on getting one point and fighting for a second. Usually Sigma takes Kappa, Gamma Epsilon and a fight for Theta with small skirmishes elsewhere.
Frozen City - Sigma gets Kappa, Gamma Epsilon, either small Lights / Mediums fight for Theta (though with new lance drops sometimes there are now bralws of big guys in lance on lance) then the brawl starts.
Go through each map, you will see there are regular patterns to most Conquest fights.
Nick Makiaveli, on 01 January 2014 - 04:35 AM, said:
I think a big part is people don't realize that there is a bonus to winning by capping (in Assault too) of 75 for winning, and 50 if you helped cap.
Also max resources gathered means max C-bills reward.
But most PUGs are either chasing squirrels or think someone besides them cares what their KDR is.
One last thing, guarding bases in Conquest isn't a big deal if your team responds appropriately. If you work together, you can take another base quicker than they can take yours. If you can get a 200 point lead, you can pretty much lock in a win.
The big problem is the morons who whined for Skirmish mode won't actually play it. Too many good players ripping them a new one, so they try to "easier" prey and then whine when they are capped.
Also max resources gathered means max C-bills reward.
But most PUGs are either chasing squirrels or think someone besides them cares what their KDR is.
One last thing, guarding bases in Conquest isn't a big deal if your team responds appropriately. If you work together, you can take another base quicker than they can take yours. If you can get a 200 point lead, you can pretty much lock in a win.
The big problem is the morons who whined for Skirmish mode won't actually play it. Too many good players ripping them a new one, so they try to "easier" prey and then whine when they are capped.
The cap bonus is only given once. I can cap 4-5 times in Conquest but only get one bonus.
People who wanted Skirmish but are showing up in any matches are probably picking that, Any instead of Skirmish. I did note elsewhere I found that choosing Any gets me into matches quicker than choosing a specific match type.
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