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Base Captures Too Fast On Conquest


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#21 Almond Brown

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Posted 04 February 2014 - 11:59 AM

View PostSI The Joker, on 04 February 2014 - 11:30 AM, said:

Methinks someone lost a 10-2 conquest match on Alpine because all your assaults decided to roll-out instead of protecting your base.

Sound familiar?


And the enemy capper likely had a "Cap Accelerator Module" on board to help speed things along. LOL! :)

View PostTrauglodyte, on 04 February 2014 - 11:43 AM, said:

Conquest needs to remove the two starting base nodes and be turned into king of the hill. If I'm going to conquer something, I shouldn't already have part of it. That defeats the point and, more importantly, the definition of the word upon which the game mode is based.


LOL! That is hilarious. Never did a Conqueror ever have a starting point, or s base of operations in all of Conquering History. LOL! Simply brilliant! ;)

#22 Joseph Mallan

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Posted 04 February 2014 - 12:11 PM

View PostSI The Joker, on 04 February 2014 - 11:30 AM, said:

Methinks someone lost a 10-2 conquest match on Alpine because all your assaults decided to roll-out instead of protecting your base.

Sound familiar?

Yes :)

#23 Xyroc

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Posted 04 February 2014 - 12:21 PM

The only thing that irritates me about conquest is the lack of rewards for the people doing the actual capping of the points.

#24 Trauglodyte

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Posted 04 February 2014 - 12:40 PM

Quote

LOL! That is hilarious. Never did a Conqueror ever have a starting point, or s base of operations in all of Conquering History. LOL! Simply brilliant! :angry:

It just doesn't make sense in how the maps are set up. When nations or territories are conquered, there are typically borders involved. In MWO, it just doesn't feel like we're actually doing what the game mode suggests. If the starting base actually looked like a freaking base, it would be different. Do you get what I'm saying (at least)?





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