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Conquest Is Not Skirmish!


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#1 maniacos

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Posted 26 May 2014 - 01:42 AM

Honestly, I don't get why this is such a problem for so many players. When I lost Conquest, it was mostly because of one of these reasons:

- 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.

#2 Warge

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Posted 26 May 2014 - 01:58 AM

Maybe it's not the player's problem but unreasoned rules?

#3 Grimmrog

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Posted 26 May 2014 - 02:13 AM

tbh, a team winning via primary objective, like assault and conquets should get an additional 50k CBills.

Some times a lot people sacrifice themselfes for winning via objective. But their rewards are so low its really not much encouraging to go for these goals when in the skirmish offers so much more rewards.
Additionally maybe, reduce all assits/spot/component/kill rewards to half if the game mode is NOT Skirmish.

#4 Jettrik Ryflix

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Posted 26 May 2014 - 02:16 AM

The approach to conquest really depends on the size of the map.
On Terra Therma, capping is the best strategy, simply because everything is so spread out.
On Frozen City, however, brawling is usually best. The teams start so close that the brawl is typically done far before capping becomes an issue. The team that runs off and tries to cap theta will be divided, and has a much lower chance of winning the inevitable brawl.

#5 GI Journalist

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Posted 26 May 2014 - 02:20 AM

I sometimes run a Light in conquest and diligently attempt to cap and stay alive. Should my team fair well in combat, and wipe out all of our opponents before we collect 750 resources, I receive nothing more than the base c-bills and xp for victory.

This victory condition has taught people to ignoring capping and concentrate on damage, which guarantees a reward for success.

#6 Rogue Jedi

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Posted 26 May 2014 - 02:27 AM

I mostly agree with you but

View PostJherek C, on 26 May 2014 - 01:42 AM, said:

If you disabled a mech for instance, let the stumb zombie wander, it doesn't matter.


in this situation also make sure it is legged because in conquest a mech with no weapons can win you the match, so you so not want the disabled mech able to move fast enough to cap multiple points.

edit: I am mostly a light pilot and if pugging I usually avoid Conquest because there is little more boring than running to a location and standing their for 2+ minutes while the bar gradual changes colour, this is not a problem in a premade because you know other people will help you cap, meaning far less time waiting at each point

Edited by Rogue Jedi, 26 May 2014 - 02:32 AM.


#7 Thorqemada

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Posted 26 May 2014 - 02:31 AM

Til resourcecount ~500 every Conquest is Skirmish!

#8 Sh4nk0h0l1c

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Posted 26 May 2014 - 02:33 AM

Hello there OP!

I am with you in this!

Here is what i suggested today to turn conquest in a Little less skirmish!!

http://mwomercs.com/...urce-collector/

Cheers!

#9 Lancer Deistler

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Posted 26 May 2014 - 02:39 AM

What enoys me is concequst on river city. If you start at the starport you are mostly like to loose. The common tactic seems to be going kappa, then gamma, then epsilon. AND THAT FAILS ALMOST EVERY TIME! Because the slow heavy and assault mechs get caught in lower city, when the enemy team had taken epsilon and is pushing for sigma and kappa. And that is NOT the fault of the people who get caught and are forced to fight back, abandoned by their team.

You have to secure the resources AND protect your teammates. The team who manages this the best usually wins.

#10 PhoenixFire55

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Posted 26 May 2014 - 03:31 AM

TerraTherma ... even tho it is probably the most hated maps ... is the only map where capping is actually a valid strategy. All other maps are either too small, or cap points are too close to each other to use any other strategy than kill-them-all with a huge blop of mechs.

Alpine ... 12x12 squares map with 4 out of 5 bases within 3 squares of each other. Nuff said?

Don't blame people for using a proper strategy, blame devs for making capping useless in conquest mode.

#11 Bishop Steiner

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Posted 26 May 2014 - 03:43 AM

View PostGrimmrog, on 26 May 2014 - 02:13 AM, said:

tbh, a team winning via primary objective, like assault and conquets should get an additional 50k CBills.

Some times a lot people sacrifice themselfes for winning via objective. But their rewards are so low its really not much encouraging to go for these goals when in the skirmish offers so much more rewards.
Additionally maybe, reduce all assits/spot/component/kill rewards to half if the game mode is NOT Skirmish.

I say the team that wins by the primary objective should DOUBLE whatever rewards.

#12 Mechteric

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Posted 26 May 2014 - 03:50 AM

River city is so small for conquest, not sure I've seen a win by cap there ever

#13 Ursh

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Posted 26 May 2014 - 03:52 AM

A lot of light pilots have tuned their tactics to making their living by shooting the backs out of heavies and assaults, not by fighting other lights. Then you have the ECM lights/cicadas who mount long-range weaponry and are only interested in sniping. These guys don't want to cap because it exposes them to heavier gunboats getting a sneaky alpha on them from long-range.

I do get annoyed by players who will walk right by a contested point and not stand on it long enough to gather points or at least stop the enemy team from accruing points from it, even after they've won whatever little skirmish transpired to bring them to that position. Nope, they've got mechs to kill and can't be bothered to waste time accomplishing a team objective.

#14 xCico

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Posted 26 May 2014 - 03:55 AM

I brought atlas ddc with powerfull brawler build and i should cap with that? Especially with 63 kph. PGI should give more cbills for caps and I will cap, with all damage and kills + salvage its better than cap something...

Edited by Almighty Cico, 26 May 2014 - 03:55 AM.


#15 GrandLocomon

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Posted 26 May 2014 - 04:05 AM

View PostAlmighty Cico, on 26 May 2014 - 03:55 AM, said:

I brought atlas ddc with powerfull brawler build and i should cap with that? Especially with 63 kph. PGI should give more cbills for caps and I will cap, with all damage and kills + salvage its better than cap something...

Clearly the DDC isn't intended to cap, people aren't saying everyone should cap, just that capping isn't actually the best tactic for conquest except for terra therma. Some people, like me, do cap and aim to win that way, but often most people see conquest as no different to the other modes. The idea is to change the mode, then influence people's behaviour, because there will be an incentive to win by cap. Let's make the slow-bo assault mechs cap! ... said no one ever. It would be a change too far if everyone only wanted to cap and never engage. We are fighting over the same resources after all.

PS. Terra therma is the only map that it is a better idea to cap. They went too far with moving the bases in alpine. I liked them how they were before, meant lights had more of a role. What's this? Roles? We can't have that now!

Edited by GrandLocomon, 26 May 2014 - 04:11 AM.


#16 Chemie

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Posted 26 May 2014 - 04:08 AM

When they increased the cap times, everyone just switched to heavy / assaults making all three game modes TDM. Even 3 lights running as a pack can't cap quickly enough...and of course the turrets just made assault mode a skirmish on a reduced size map.

3/3/3/3 should help on conquest but skirmish and especially assault will still be TDM.

Edited by Chemie, 26 May 2014 - 04:09 AM.


#17 maniacos

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Posted 26 May 2014 - 05:19 AM

Atlas is not meant to cap, if you read my post you see that I described your role there. The atlas, other assaults and heavy also the heavier medium's roles are important as the light's role: They keep the enemy busy, especially at the centered cap points while lights can circle around the map and take care of the other spots.

The most successful conquests I had when I went with a pack of lights capping the resources while the heavies tied the enemy into a battle so that all enemy mechs we encountered been a light here and there at a cap point.

I also don't agree, that only Mordor is a good conquest map. Crimson Strait is very good for lights, they have 4 points to cap, also the canyon where lights can circle and the assault force can take good cover. Caustic works as well, but is harder for the heavier fraction because all fighting will mostly focus on the caldera. Frozen City has Sigma, Theta, Gamma for lights staying on distance to the main fight while the buildings give good cover for heavies and they can collect some resource points at Epsilon and Kappa. And last but not least, in Toumaline this tactic works too.

Oh and yes I won conquests on Alpine, when the whole team but a few lights been brawling on the pass shoting each other at the cap points.

#18 WildmouseX

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Posted 26 May 2014 - 05:39 AM

I've gotten cap wins in my light on every map, many times with me being the only one left alive. get your closest cap, then run for the cap the enemy spawned at, they will ignore it since they are now brawling - even if your team wipes, you've gotten the head start and can keep to stay alive....

of course if your team wins on points, and you are soley responsible for the vast majority of those points you don't get **** for a reward... so few people do it.

also, this game is full of cowards, hiding like little 5 year old girls trying to protect their K/D ratio.... had a game last night get dragged out 10 min longer because some A-hole on our team ran out of missiles in his untouched atlas, and powered down in a hiddey hole after the rest of us got wiped - pretty much anyone in an atlas can be expected to run and hide instead of stand and fight. - I chased one out of bounds where he got blowed up by the game with my spider.

#19 Grimmrog

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Posted 26 May 2014 - 05:52 AM

View PostAlmighty Cico, on 26 May 2014 - 03:55 AM, said:

I brought atlas ddc with powerfull brawler build and i should cap with that? Especially with 63 kph. PGI should give more cbills for caps and I will cap, with all damage and kills + salvage its better than cap something...


If cap points were worth it, even the slow mechs would have their role in guardign already capped points. Simply because other would try to cap the cap worthy points.

View PostWildmouseX, on 26 May 2014 - 05:39 AM, said:

I've gotten cap wins in my light on every map, many times with me being th

also, this game is full of cowards, hiding like little 5 year old girls trying to protect their K/D ratio.... had a game last night get dragged out 10 min longer because some A-hole on our team ran out of missiles in his untouched atlas, and powered down in a hiddey hole after the rest of us got wiped


This, too much swag about k/d I had a similar situation where they would have never found me for the next 6 minutes, But I just walked out of bounds, because i have better things to do than wasting my time waiting for a self stroking statistical number.

#20 Nicholas Carlyle

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Posted 26 May 2014 - 06:28 AM

Here is the thing...winning doesn't mean jack. It means extra c-bills and xp. Big whoop.

If I lose on conquest due to a shut down locust, while having killed the rest of their team....i'm good with that.

Maybe CW will fix that? Doubt it.





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