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Don't Pick Conquest If You Don't Know How To Play Mwo


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#1 crashlogic

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Posted 27 December 2015 - 04:12 PM

I am tired of playing conquest four out of five games. When I do play conquest its with teams who scatter in an effort to cap, and then get killed off piecemeal by a well coordinated team that sticks together. So if you can't work with the team and come up with a plan, or a least go long with someone else's plan, please don't vote for conquest.
Oh yeah, and voting sucks. I liked it better when I did not have to play conquest at all.

Edited by crashlogic, 27 December 2015 - 04:13 PM.


#2 Accused

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Posted 27 December 2015 - 04:13 PM

For some reason people love playing Terra Therma Conquest a lot these days too.

#3 JohnnyWayne

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Posted 27 December 2015 - 04:16 PM

Because map votes are independent of gamemode votes. That brings up bad combinations like this.

Btw, Tier 3 means you play with Tier 5s. So .... they neither read this forum nor will give a damn. Sorry ;)

#4 stoogah

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Posted 27 December 2015 - 05:05 PM

Not long ago people were tired of playing skirmish 9/10 games. CQ is good because it gives more options (like one team sitting in the middle of terra is not going to win without moving out and it's much better in alpine). When people scatter across the map you will lose no matter what mode you are playing. It happens sometimes but really not that often...
Since we can vote I always vote for cq. Every single time (and assault if there is no option for cq). It's always better to play cq because asssault and skirmish are just about deathballing and/or nascaring. And I can't stand nascaring where idiots are rushing, dying and then complaining about lack of support by (often already dead) assaults.
I remember times when playing on caustic was about trading fire over the crater and lighter mechs trying to flank when heavier mechs trying to stop attackers. There was no nascar AT ALL. If one side attacked the other was defending. Or frozen city... same tactics - trading fire, light flanking etc. All action around crashed dropship. Teams were not swaping map sides. Now it's a fkn roundabout. Any game in cq is better than this. ANY GAME (however frozen city even in cq is often nascared).

Also as T3 player MM can place you even in T5 games where still fresh steam players are running rampant.

#5 Y E O N N E

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Posted 27 December 2015 - 05:12 PM

I like it when people in chat during a CQ game try to defend their stupidity by saying "the game mode is to cap, not kill" after they get steamrolled because they broke off into groups early match, leaving the slow 'Mechs to die and themselves too under-gunned to stop the incoming freight train.

You can't cap if the enemy has more people than you do and has significant time to go uncap. That's why you kill first and cap second.

#6 CJ Daxion

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Posted 27 December 2015 - 05:40 PM

Track how often you really do... because i would love to trade places with you if it really is true.. my stats as of late... conquest is barely 12%


45 skirmish
35 assault
14 conquest


Conquest is a mode that you have to change tactics on the fly... Sometimes split, sometimes power push one cap.. sometimes a pair of lights run off in two different directions while people group up.. Sometimes its a giant brawl at theta.. You need good tactical scouting and a group that will respond to the dynamics..

the game is so different every time... not like skirmish were you can death ball at the same spot and typically have a game..

#7 Narcissistic Martyr

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Posted 27 December 2015 - 05:41 PM

View PostAccused, on 27 December 2015 - 04:13 PM, said:

For some reason people love playing Terra Therma Conquest a lot these days too.


because it's the single best conquest map

also a lot of that is me using my x10 multis

Edited by Narcissistic Martyr, 27 December 2015 - 05:42 PM.


#8 jaxjace

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Posted 27 December 2015 - 05:42 PM

View PostYeonne Greene, on 27 December 2015 - 05:12 PM, said:

I like it when people in chat during a CQ game try to defend their stupidity by saying "the game mode is to cap, not kill" after they get steamrolled because they broke off into groups early match, leaving the slow 'Mechs to die and themselves too under-gunned to stop the incoming freight train.

You can't cap if the enemy has more people than you do and has significant time to go uncap. That's why you kill first and cap second.


also killing and damage pays more.

#9 xWiredx

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Posted 27 December 2015 - 06:11 PM

View PostJohnnyWayne, on 27 December 2015 - 04:16 PM, said:

Btw, Tier 3 means you play with Tier 5s. So .... they neither read this forum nor will give a damn. Sorry Posted Image

At least partially this. Being in tier 2 removes the prospect of tier 5s on my team (barring flood gates opening, which doesn't happen during US prime time play) and I rarely see what OP describes happen now.

#10 Johny Rocket

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Posted 27 December 2015 - 06:23 PM

View Postcrashlogic, on 27 December 2015 - 04:12 PM, said:

I am tired of playing conquest four out of five games. When I do play conquest its with teams who scatter in an effort to cap, and then get killed off piecemeal by a well coordinated team that sticks together. So if you can't work with the team and come up with a plan, or a least go long with someone else's plan, please don't vote for conquest.
Oh yeah, and voting sucks. I liked it better when I did not have to play conquest at all.

Please less generalization. The chances you are facing an organized team everytime is very low. Might be you don't see half of their team doing exactly the same while the other half play skirmish as they intended.
Not a big fan of mode voting. I like conquest, it offers the most and breaks the fight up all over the map.

As for whether new players should vote for or play conquest, how did you learn to play this game? Sure it wasn't by not playing?

#11 Jman5

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Posted 27 December 2015 - 06:49 PM

In my experience it's often the non-cappers who are at fault for losing a conquest game. While 4 guys are out capping, they try to take on the enemy's 12-man deathball head on. So they get obliterated and the folks who were playing the long game are now screwed because it's suddenly 12 vs 4.

When you drop in a pug conquest it's important to be aware of what your team is doing. If they are sticking together, you want to be aggressive. If they are out capping, you want to play conservatively until you're up in caps, you can regroup, and the other team is now panicking to uncap everywhere at once.

I like Conquest mode because it's dynamic, but you need good map awareness.

Edited by Jman5, 27 December 2015 - 06:51 PM.


#12 Sandpit

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Posted 27 December 2015 - 06:56 PM

View PostJman5, on 27 December 2015 - 06:49 PM, said:

In my experience it's often the non-cappers who are at fault for losing a conquest game. While 4 guys are out capping, they try to take on the enemy's 12-man deathball head on. So they get obliterated and the folks who were playing the long game are now screwed because it's suddenly 12 vs 4.

When you drop in a pug conquest it's important to be aware of what your team is doing. If they are sticking together, you want to be aggressive. If they are out capping, you want to play conservatively until you're up in caps, you can regroup, and the other team is now panicking to uncap everywhere at once.

I like Conquest mode because it's dynamic, but you need good map awareness.

same here for the most part
"lets all pile up on theta"
then when the enemy team doesn't just blindly charge at them and prolongs the fight, they lose because they ignored the caps.

#13 Y E O N N E

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Posted 27 December 2015 - 06:56 PM

View PostJman5, on 27 December 2015 - 06:49 PM, said:

In my experience it's often the non-cappers who are at fault for losing a conquest game. While 4 guys are out capping, they try to take on the enemy's 12-man deathball head on. So they get obliterated and the folks who were playing the long game are now screwed because it's suddenly 12 vs 4.

When you drop in a pug conquest it's important to be aware of what your team is doing. If they are sticking together, you want to be aggressive. If they are out capping, you want to play conservatively until you're up in caps, you can regroup, and the other team is now panicking to uncap everywhere at once.

I like Conquest mode because it's dynamic, but you need good map awareness.


I think that depends on your perspective. The early cap game is almost always a losing strat, and the enemy's deathball will often come crashing down on one of your cap groups that can't possibly escape and it's GG. Sometimes you get miracle plays from astute Light pilots or miracle fumbles from terrible enemies against your one super comp guy, but not usually.

So who's really at fault: the guys who chose the strat or the guys messing it up because they are too slow to do otherwise?

#14 Aresye

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Posted 27 December 2015 - 08:13 PM

View PostYeonne Greene, on 27 December 2015 - 05:12 PM, said:

I like it when people in chat during a CQ game try to defend their stupidity by saying "the game mode is to cap, not kill" after they get steamrolled because they broke off into groups early match, leaving the slow 'Mechs to die and themselves too under-gunned to stop the incoming freight train.

You can't cap if the enemy has more people than you do and has significant time to go uncap. That's why you kill first and cap second.


Exactly!

The MLMW matches were all Conquest. It helped prevent stalemates and made gameplay more dynamic.

Conquest is a "tactical" element for the skirmish game mode. The objective is still to eliminate the enemy team. You capture points so you can hold an advantageous position that forces the enemy team's hand. It's an extra variable that teams can utilize to their advantage, never the "main" variable.

#15 Moldur

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Posted 27 December 2015 - 08:19 PM

OP still has a point. What he says is basically applicable to all the modes though. Conquest is not usually my favorite, though on some maps it gives consistently fun games.

The steamroll happens, but when you get two teams that are on par with each other in conquest, it becomes a fine dance as everyone spectates the last 3-4 pilots of each team, feeding them information and hoping their guys pull through.

#16 SeaLabCaptn

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Posted 27 December 2015 - 08:20 PM

This thread is a perfect example of why match score and rewards need a rework. Capping gets the win but pays less, which is why players adopt the incorrect strategy in this game type, more so when event score is at risk. Winning pays more and a divided team is more efficient at capping points than a death ball. Correct strategy should be to cap the points, but who wants to do that if it pays less?

Ideally there should be one mech capping a point with cover support. There isn't much room to hide multiple mechs behind the cap building, and most cap points are exposed. This requires good communication and emphasizes scout roles. See a problem?

Conquest favors the speed of light pilots, which serves little purpose in a death ball that moves as fast as it's slowest member. Forget about damage, match score, and event qualification, I play to win and I feel if you're balling up you're playing it wrong.

#17 Kaeb Odellas

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Posted 27 December 2015 - 08:28 PM

Always kill first. Dead mechs can't kill or cap points. Reduce the enemy's ability to kill and cap, and you'll have an advantage in both.

#18 FupDup

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Posted 27 December 2015 - 08:30 PM

All three modes can basically be distilled down to different flavors of "kill all the robbits."

#19 Kraftwerkedup

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Posted 27 December 2015 - 08:38 PM

Yeah I dont really get the OP. You shoot gundams.

Being in a deathball is better than not being a deathball. Ok? Yes? Yes? What do you want me to do Mr Lebowski? Buy a new rug for every bum who has his mitirated upon by a vandal? Good day to you sir.

#20 meteorol

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Posted 27 December 2015 - 10:50 PM

But but but conquest is for capping!

- guys after getting rolled 0/12





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