#1
Posted 21 April 2014 - 01:37 PM
The objective is there for it to be capped, but with the way things are now you might as well never bother trying to get it unless the rest of the enemy team got demolished. Just because a bunch of idiots pissed and moaned about actually needing to defend (or at the very least spot 1 or 2 enemy lights) their single crucial objective doesn't mean it should be practically nullified by turrets that take FOREVER to die. Especially now that skirmish is available and you can pick & choose which modes to play, turrets should just be removed (or very heavily nerfed, even more than they were which wasn't enough) so that we can go back to the objective actually mattering somewhat in assault.
I'm sure that if/when some sort of attack/defense mode happens THEN we can have a mode with some real turret defenses, but putting them in other game modes just wrecks it.
#2
Posted 21 April 2014 - 01:48 PM
The purpose of turrets was to slow down the cap and discourage single mechs from capping.
The purpose of turrets was not to discourage capping altogether and turn base assault into skirmish.
#3
Posted 21 April 2014 - 01:50 PM
Pjwned, on 21 April 2014 - 01:37 PM, said:
There are only three maps in which this happens with any frequency — Forest Colony, River City and Frozen City. All three are obsolete and undersized, with almost nowhere to go beyond spawn points before players are extended or simply out in the open.
Quote
Caps happen; they're just not what ends a game in 2 minutes any longer. Are you trying to sneak in with a single light?
Edited by East Indy, 21 April 2014 - 01:50 PM.
#4
Posted 21 April 2014 - 01:54 PM
Base turrets need to be removed and the cap rate doubled for CWO!
All hail the Cap-Warriors, never fire never fight, get victory C-Bills for free!
#5
Posted 21 April 2014 - 01:55 PM
Khobai, on 21 April 2014 - 01:48 PM, said:
The purpose of turrets was to slow down the cap and discourage single mechs from capping.
The purpose of turrets was not to discourage capping altogether and turn base assault into skirmish.
I lay full blame on the anti-capping whiners who should have patiently waited for a TDM mode and left Assault alone.
#6
Posted 21 April 2014 - 02:01 PM
Mystere, on 21 April 2014 - 01:55 PM, said:
I lay full blame on the anti-capping whiners who should have patiently waited for a TDM mode and left Assault alone.
Ahh so let the match time-out is better because both teams sat at their bases and waited for the other team to cap rush....
Welcome to the DERPmaster 2000, the automated complaint poster that complains about complaints and solutions producing thoughtless requests ranging from the removal of game elements to the trashing of weapons systems. Now available to the super low price of 4 payments of 40,000 C-Bills!
#7
Posted 21 April 2014 - 02:03 PM
With 3/3/3/3 coming I can see a drop in the number of assault matches due to not enough solo lights.
#8
Posted 21 April 2014 - 02:08 PM
Most importantly, they're actual new content.
Their current implementation though, effectively removed my favorite gamemode. I've had some fun games with the turrets, but nothing that beats the do-or-die brawl you'd get trying to maintain control of that little square.
I'm fine if we keep Assault as-is, and bring back the original gamemode under a different name. Then we'd have 2 gamemodes for those who have absolutely no sense of positioning and area control.
I can only dream about TF2 style 5-point gamemodes.
#9
Posted 21 April 2014 - 02:14 PM
Khobai, on 21 April 2014 - 01:48 PM, said:
The purpose of turrets was to slow down the cap and discourage single mechs from capping.
The purpose of turrets was not to discourage capping altogether and turn base assault into skirmish.
weird. I've been on plenty of teams where we torched the turrets and capped. Works best on the big maps, obviously.
Other times on smaller maps, we trashed the turrets to prise the rest of the hiding OpFor out. Either way, I find they significantly add to the game play of most matches, as they require more than simple bullheaded rambo rushes.
#10
Posted 21 April 2014 - 02:16 PM
Maybe turrets would be ok if only one team had a base to defend while the other team ...Assault..ed... it?
#11
Posted 21 April 2014 - 02:19 PM
Quote
turrets would also be okay if the objective of base assault was to destroy the mobile hq instead of capture it. that way both teams would actually have to split up into attackers and defenders. would help solve some deathballing issues too.
#12
Posted 21 April 2014 - 02:21 PM
#13
Posted 21 April 2014 - 02:24 PM
#14
Posted 21 April 2014 - 02:33 PM
#15
Posted 21 April 2014 - 02:40 PM
Bishop Steiner, on 21 April 2014 - 02:14 PM, said:
Other times on smaller maps, we trashed the turrets to prise the rest of the hiding OpFor out. Either way, I find they significantly add to the game play of most matches, as they require more than simple bullheaded rambo rushes.
Interesting. I've seen both of those things happen (though only once or twice,) and they usually lead to a pretty fun match. Unfortunately, it seems like a good 85% of assault matches begin and end with setting up a killbox and camping the turrets.
If capping rewards were increased substantially, it might be a different story. I think I'd like an assault mode like that more than any of the previous incarnations.
#16
Posted 21 April 2014 - 02:47 PM
#17
Posted 21 April 2014 - 03:22 PM
#19
Posted 21 April 2014 - 03:26 PM
#20
Posted 21 April 2014 - 03:29 PM
Davers, on 21 April 2014 - 03:22 PM, said:
Neg. 7 turrets on each map, and each carries 2 ML's and 2 LRM/10's. That is a combined loadout of 14 ML's and 14 LRM/10's. That is 84 tons of weaponry. Not quite a medium 'Mech.
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