Conquest Is Not Skirmish!
#21
Posted 26 May 2014 - 06:29 AM
Nothing came out from that... so clearly they just want more people to play a variation of Skirmish.
It also doesn't help that cap points cap really slow.
Until PGI actually takes a serious look at Conquest (they won't for now because of the Clan packs), this mode will stay in mediocrity for a while.
#22
Posted 26 May 2014 - 06:41 AM
Now, the enemy can generally just grab 1-2 more of the caps that are close together and ride it out. Also, you have to sit so long to cap something that a medium or fast heavy can probably make it to your cap to start putting fire on you.
I thought the cap timers were fine when conquest first came out, because shifting caps made it a much riskier proposition to run to the middle and play last man standing, because you'd be down 4 caps to 1 really quickly and by the time you won the brawl the other team would have an almost insurmountable points advantage. With the slow-capping though, that just doesn't happen so much anymore.
I agreed with the assault cap timer being raised, but I think it was a serious mistake for conquest, because it reduced the risk of losing if you decided to do the blob of death against the enemy team.
#23
Posted 26 May 2014 - 07:57 AM
lol
#24
Posted 26 May 2014 - 08:12 AM
I find most weeks people follow the incentives of conquest pretty well. They try to get 400+ resource points and all the kills because that maxes out the C-bill rewards.
#25
Posted 26 May 2014 - 08:12 AM
When they make it worth while to play the game mode instead of kill then you'll see less of the main battle taking place (then you'll get complaints of cap warrior online again probably). Oh well, I don't expect to see any change any time soon.
#26
Posted 26 May 2014 - 08:26 AM
#27
Posted 26 May 2014 - 08:34 AM
MWLL's Terrain Control was what conquest should be, a far more enjoyable game mode, you could kill and kill and kill and still lose the game. Killing was only functional to capping (or denying capping) and a minor score advantage.
Edited by EvilCow, 26 May 2014 - 08:35 AM.
#28
Posted 26 May 2014 - 09:41 AM
ggclose Conquest
#29
Posted 26 May 2014 - 09:50 AM
#32
Posted 26 May 2014 - 10:31 AM
Almighty Cico, on 26 May 2014 - 03:55 AM, said:
Nope. But when your 6 Lights go death-balling with you and you lose to 12 dead, something is fooked up bad. Just un-check Conquest and just play Assault or Deathball.
#33
Posted 26 May 2014 - 10:36 AM
Chemie, on 26 May 2014 - 04:08 AM, said:
3/3/3/3 should help on conquest but skirmish and especially assault will still be TDM.
And you remember WHY they changed the Cap times right? Capping was to fast. All these deals sound the same as the tale of the "3 Bears" ffs. Everything is either Too Hot, Too Cold or... wait a minute. We seem to have lost the Third Bowl. lol
Edited by Almond Brown, 26 May 2014 - 10:36 AM.
#34
Posted 26 May 2014 - 10:46 AM
Zolaz, on 26 May 2014 - 07:57 AM, said:
lol
They WHINED before the changes, they WHINE after the changes and they will WHINE after any other changes.
And many wonder why they do not seem to listen to the Players? What would be the perfect Cap times eh? Come on, you Armchair Devs types have all the answers right?
Deathlike, on 26 May 2014 - 10:31 AM, said:
When you play to win, that is irrelevant.
Then the Game Mode is always irrelevant, other than some have 2 choices with which to Win by.
Edited by Almond Brown, 26 May 2014 - 10:47 AM.
#35
Posted 26 May 2014 - 10:47 AM
Its a good thing we can turn off game modes....
#36
Posted 26 May 2014 - 10:53 AM
Jherek C, on 26 May 2014 - 01:42 AM, said:
- 1st we collected most resources but the team was killed
- 2nd we been the team with far the most kills but we had like 300 vs 750 resources
People, conquest is the game mode with the most clear tactic objectives.
Skirmish and Assault are rather free how you win and you can coordinate your team the one or the other way, but in Conquest it is always just one way to go.
Some send the lights off to cap, that's as much as they learned already, but now the heavies run into brawl and get killed one after another because they have no lights supporting. The other match the team runs after kills and suddenly loses chasing the last surviving squirrels that collected all 750 resources.
There are some quite easy rules of thumb in Conquest:
- don't hunt for kills
If you disabled a mech for instance, let the stumb zombie wander, it doesn't matter. Go back into cover and look for the next target
- stay alife
You don't have to kill anyone.
- use the terrain for cover
Don't get yourself crippled up or destroyed because you hunted that one heavy that was such a easy kill while his buddies peel off your armor.
LIGHTS CAP, HEAVIES KEEP THE ENEMY BUSY WHILE STAYING ALIFE
It is as easy as this.
When you die, the enemy will go after the lights while they cap and it will be an easy run for them. If your lights wing the heavies into brawling the enemy, they will be destroyed first and you will not have the speed to circle the map and collect resources.
And, you get paid for everything. I won matches in my light with having 0 damage points on my score but loads of collected resouces and I got roughly the same amount of c-bills like in Skirmish mode, where I have kills and kill assists.
Silly goose!
Conquest = skirmish with stupid stuff in the way of the fight
Assault = skirmish with turrets
Skirmish = skirmish with no gimmicks
Clearer?
#37
Posted 26 May 2014 - 11:46 AM
Jherek C, on 26 May 2014 - 05:19 AM, said:
So Assaults and heavy mechs have all the fun while lights sit in little boxes and earn next to nothing on a win. No wonder I have seen light usage at 9%.
#38
Posted 26 May 2014 - 11:58 AM
#39
Posted 26 May 2014 - 12:23 PM
Davers, on 26 May 2014 - 11:46 AM, said:
At this point, running a light in a tourney is a chance to win some glory w/o being antagonized for being a light mech.
#40
Posted 26 May 2014 - 02:19 PM
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