The old way the mode was set up was too easy, and full of stupid holes in it.
Pjwned, on 26 July 2014 - 04:33 AM, said:
2. Funny how you don't give any arguments for what positive impact it would have and instead assume what my intentions are.
I made my arguments. The positive impact is in immersion, adding depth and some sense of context to the experience, and in making capping the objective an actual challenge.
Pjwned, on 26 July 2014 - 04:33 AM, said:
You're "summarizing" the argument falsely by "making an imaginary point and saying that's what [my] argument is," i.e strawman.
The fact that you don't actually see what your demand will cause, is on you, not me. I'm telling you what will happen if we go with what you want. You might not see your argument that way, but that's what's going to happen. Lack of foresight on your end, is your problem, not mine.
Pjwned, on 26 July 2014 - 04:33 AM, said:
I want base defense to matter for the team that starts right next to their base, if you want a more fortified base then have a proper game mode for it; you also continue to avoid telling me why attack/defend would not* make sense for that.
We have, it's called assault, and it's still incomplete, we're still waiting on the bases being fully done. The fact that you clearly want assault easy mode, and assault mode, to be 2 different modes shows exactly what your argument is,
it boils down to "Turrets are making capping hard for me, I don't want that, make it stop". You're pretty much in a similar (yet not as bad) camp to those that want Gauss charge removed.
Pjwned, on 26 July 2014 - 04:33 AM, said:
I have no reason to believe it would be any different from what it was before, a proper base capture mode that was only lost without any fighting when nobody gave a crap about their base.
Again, that statement shows how little your experience is with the strategy. 2 lights with cap accel can finish the cap in less than a minute (around 30 ish seconds in fact, maybe 40) that doesn't leave much time for a team to respond. The fact that you lost your "easy button" because the community partly got what we wanted (base parts, with turrets. Still waiting on the full base) is not a bad thing in this case. The tactic was broken, and the maps were incomplete. We've been expecting those turrets (we were actually expecting Calliope turrets) for over a year by the time I started playing. This wasn't something added into the game mode out of a whim because people were too lazy. No, they were supposed to be added a LONG time ago.
Pjwned, on 26 July 2014 - 04:33 AM, said:
They happen after the other side is completely stomped and some light mech decides to hide, so in other words it might as well not be happening at all.
Again, that's a completely false statement. Or at least you're completely twisting my own words to fit your flawed understanding of the game.
I'm only talking about proper base cap scenarios. Right now, with the long range game being so prevalent teams don't venture away from their base very often. On the small maps setting a cap feint is almost impossible because everyone hides behind a rock 2 feet away from spawn (then again, the small maps were never meant for 12 v 12), and so it seems like base capping there is difficult. However, on Alpine, HPG, Canyon, Tourmaline, Terra Therma, and sometimes Caustic. cap feints are a very viable tactic.
Just because you don't know how to pull it off now, doesn't mean it's borked, get some practice in. For the record. My team just lost to a cap rush on Terra Therma today. Enemy light/fast medium lance base rushed us. Killed the turrets by the time we got the "Base is under attack" message, and were capping immediately. Took the whole thing no more than 20 or so seconds for them to win once they stepped on the cap zone.
Pjwned, on 26 July 2014 - 04:53 AM, said:
I don't think there's anything inherently wrong with having ("real") bases & turrets in some form, it just doesn't belong in Assault and especially not because (just like you said) people don't want to learn to play and only want mech vs mech combat to matter even though Skirmish fulfills that completely.
If there was ever a mode where bases and turrets belonged, it would be Assault. If you just want capping for the sake of capping, play Conquest. Assault is a BASE ASSAULT (notice the assault word there?) a tactical skirmish where the enemy base and supply lines are vulnerable for capture. However, "ulnerable" doesn't mean just walk in and take it. There should, and must be defenses. The fact that you can't understand the simple concept of static base defenses, and how and why they apply to assault is mind-boggling.
Pjwned, on 26 July 2014 - 07:31 AM, said:
Skirmish and skirmish lite: turrets edition isn't very fun or different, I'd like it if it was actually Skirmish and Assault again.
Then use the in-game chat feature, take command, and try something different. Maybe try performing a cap. See how it goes.
Edited by IraqiWalker, 26 July 2014 - 08:33 AM.