Assaultmode And Turrets
#1
Posted 17 March 2014 - 10:56 PM
In PUG matches I have seen the change as well, though it was less radical and you still see lances of lights running around. But I guess everyone can feel what turrets did to the game.
Last but not least, many matches of assault-mode are now played as - camp the base and don't move.
In a nutshell, this feels like the opposite of what I would have wished for. What are your thoughts?
#2
Posted 18 March 2014 - 12:31 AM
They are here in prep for when attack/defend shows up, the first non-killemall mode, which is what Conquest SHOULD be (cap all resources, not kill all mechs).
#3
Posted 18 March 2014 - 01:59 AM
In fact they made it worse by removing the only dynamic element from the mode (scout cap).
So now everyone sits in their own base and wait for the enemy to come. This does not work in a 2 base system.
At least one team needs a reason to attack/cap the enemy base. This could be by force (removing one base for example) and/or by giving them advantages (in fact the attacker should have superior tonnage/or player number) . Another idea might be different spawn points - 2 lances spawn close to the enemy base, while one spawns in your own base - to defend.
(Another idea might be to add method's to gain turret "control" or at least disable them -> mechcommander/MW4)
Edited by Nryrony, 18 March 2014 - 03:56 AM.
#4
Posted 18 March 2014 - 04:03 AM
Nryrony, on 17 March 2014 - 10:56 PM, said:
In PUG matches I have seen the change as well, though it was less radical and you still see lances of lights running around. But I guess everyone can feel what turrets did to the game.
Last but not least, many matches of assault-mode are now played as - camp the base and don't move.
In a nutshell, this feels like the opposite of what I would have wished for. What are your thoughts?
Sounds like the players are adapting properly to the environment of the games scenario. Sine all anyone wants to do is kill each other... Cause what else is there to do? So more armor and bigger guns are needed to get the job done.
I have always been an assault pilot in MW:O, I venture out now and again, but I always come home.
Edited by Joseph Mallan, 18 March 2014 - 04:04 AM.
#5
Posted 18 March 2014 - 04:27 AM
#6
Posted 18 March 2014 - 05:09 AM
it's like going frost/frost/restodruid in WoW arenas, having the tank camp just within sight of the survivors and avoid getting hit in L4D (Since the rescue vehicle won't arrive till tank dies),
It's dirty, unfun, cheap, and overpowered.
Now, lights are almost balanced, just the ECM godmode ruining their only counter that isn't named the cicada (SSRM)
#7
Posted 18 March 2014 - 06:42 AM
Pushing the base has a 30% success rate, so it's not the best option either. It's turned into a get a kill, wait them out near the turrets gamemode.
#8
Posted 18 March 2014 - 09:47 AM
#9
Posted 18 March 2014 - 10:04 AM
However, as stated before, most units dropped their scouts after this change (or only kept 1-2 Spiders/Ravens mainly for pure scouting purposes and a little poking at 500m+).
When you see builds like 4x Highlander 4x Cataphract 4x Shadowhawk/Victor (meta builds with standard engines) defending their base. There seems little reason to bring a long a Jenner or a Firestarter, their weapons alone are to suited for ranged/siege combat, not to mention their armor, while their speed becomes useless due to range and blobbing.
So instead of more diversity we see even more meta, similar to skirmish mode.
Edited by Nryrony, 18 March 2014 - 10:06 AM.
#10
Posted 18 March 2014 - 10:16 AM
#11
Posted 18 March 2014 - 10:43 AM
Candun, on 18 March 2014 - 10:16 AM, said:
You are talking about PUG matches, I mostly about 12 vs 12 with fixed teams.
Here game-play changed from "the usual" to stay in base or kill one and hide in base.
However, even in PUG matches (which usually are far from logical) I noticed a tendency to drop the scouts, and overall go heavier.
To come back to your example, I agree with what you are saying, but that's the point! The bases are to close, the positioning simply is bad. In the end the game mode makes no sense, why leave your base if you have the advantage of towers? This needs to change, its not all about the damn towers, its about a reason to move outside the base and to attack.
#12
Posted 18 March 2014 - 10:43 AM
Nryrony, on 17 March 2014 - 10:56 PM, said:
In PUG matches I have seen the change as well, though it was less radical and you still see lances of lights running around. But I guess everyone can feel what turrets did to the game.
Last but not least, many matches of assault-mode are now played as - camp the base and don't move.
In a nutshell, this feels like the opposite of what I would have wished for. What are your thoughts?
Play Skirmish...
#14
Posted 18 March 2014 - 11:17 AM
#15
Posted 18 March 2014 - 11:29 AM
SirLANsalot, on 18 March 2014 - 11:17 AM, said:
Which is not logical, if you got more kills, you can sit in your base with turret cover for the game to end - victory.
I know that's not fun, and usually in PUG you won't see a situation like this, but from a strategic point of view you have no reason to chase an enemy into his base when you got the upper hand.
#16
Posted 18 March 2014 - 06:50 PM
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