Evil Ed, on 10 March 2014 - 01:28 AM, said:
Experiment is closed, but will mention this last assault match I played yesterday:
51. CN. This match I decided to be more active in how my team acted. Started as a skirmish C4/D4 and I made sure my team always was one kill ahead. At 8-7 with us pretty damaged and the enemy tending to fall back due to severe damage I asked my team to fall back to base in A3. We took defensive positions covering B3 area leaving our left flank open (covered by turrets). Enemy fell back to their base, hopeing that we would attack. 6 minutes of waiting, seeing an enemy Firestarter once. Full time and win to us.
Interesting thing is that once we had fallen back the enemy didn't have a chance to win - and more importantly: It would be a huge risk us attacking them. The turrets really took command in this game and forced us to wait the full 15 minutes to secure the win. Without turrets this match was probably 80-20 to our favor and still a bit interesting.
Indeed. I'm seeing this more and more as well.
Solutions could be:
1. disable turrets with 5 minutes left
2. lower turret hitpoints & refire significantly
3. add a turret control point in the middle of map that lets you disable enemy turrets/flip them to your side.
4. move turrets & bases to skirmish mode and bring assault back.
Personally think just disabling turrets with 5 mins left would solve the problem - we are seeing a massive reduction in top quality end of match battles & manuevering due to the turrets.
Case in point, I hit enemy base with my quad ac/5 jaegger and about 100 rounds of ammo left. I took out 4 turrets, only to be legged & then stuck, destroyed by 2 more turrets i didnt realize existed. Ended up costing my team the match as they ended up 2v2 on the other side of map. The base cap is completely futile as a tactical manuever, it's purely a "we rolled you, now we roll your turrets, gg" is about all that its good for anymore, the minute everyone is crippled all the turrets have done is drag games out endlessly.
Assault was definitely better pre-turret, and I'd take the base cap rush over what we see now for gameplay any day.
Conquest takes too long to cap, it's boring, i dont play mech to stand around for 2 minutes flipping bases. assault is basically skirmish with a twist now, and skirmish pretty much remains 12v12 blob warfare.
I hope PGI has some big ideas on how to improve the gamemodes and can quickly revert us back to pre-turret assault which had way more tension filled moments (like both teams capping, 1 team wins by 1 tick) or a race to get on the pad seconds before it's finished capping, etc etc etc.