Conquest Is Still Terrible
#21
Posted 08 October 2014 - 08:19 AM
#22
Posted 08 October 2014 - 08:29 AM
#23
Posted 08 October 2014 - 09:08 AM
Mawai, on 07 October 2014 - 02:08 PM, said:
Conquest is the most unrewarding to play mode in the game ...
I agree but I've always thought they should add some kind of reward for capping. The lights/fast mediums are always put in a position where they have ot cap more than they can fight so even in a game that is a win by kills you have probably spent half your time standing somewhere capping or decapping ;_; but if you got something for taking points (more than just that tiny reward for participating in a cap win) it might make it worth it...
#25
Posted 08 October 2014 - 10:04 AM
Troutmonkey, on 08 October 2014 - 05:34 AM, said:
I've posted about this a couple of times and never get a dev response outside of "stop creating threads every patch"
Russ said "a reasonable suggestion", as for readdressing cap times again, in the I want a refund thread that spawned the modes revote currently in place. Fingers crossed?
Edited by XphR, 08 October 2014 - 10:05 AM.
#26
Posted 08 October 2014 - 06:05 PM
#27
Posted 09 October 2014 - 12:28 AM
#28
Posted 09 October 2014 - 02:02 AM
Uite Dauphni, on 09 October 2014 - 12:28 AM, said:
This game is very much prone to snowballing. It's less of a factor at high skill levels, but remains a large factor.
#29
Posted 09 October 2014 - 02:16 AM
#30
Posted 09 October 2014 - 04:16 AM
Savage Wolf, on 09 October 2014 - 02:02 AM, said:
It really is. I think the best protection against snowballing is having multiple equally viable victory conditions, so that it's possible to recover from early mistakes by switching strategies. In the game as it is now that is just not the case, though conquest is a little better than the other gamemodes. And in my experience, conquest does see fewer completely lopsided outcomes as a result, at any skill level.
Edited by Uite Dauphni, 09 October 2014 - 04:17 AM.
#31
Posted 09 October 2014 - 04:44 AM
WOOHOO...
It was an experiment that when horribly wrong but at least they have agreed to sort it out and that is good enough for me
EDIT
Here is link confirming the rollback. (I'm so damn happy now)
http://mwomercs.com/...45#entry3802545
Edited by reaverOfCheesecake, 09 October 2014 - 04:51 AM.
#32
Posted 09 October 2014 - 04:51 AM
Uite Dauphni, on 09 October 2014 - 04:16 AM, said:
It has certainly something to do with the current emphasis on deathmatch where the effects are the worst. And yes, I certainly don't feel like I get stomped as often as others are talking about, but that could also be difference in skill level. Would only know for sure if I had all the data.
But objectives can certainly change game play to be less prone to snowballing.
#33
Posted 09 October 2014 - 05:29 AM
Conquest: High brain function desiring ever changing situations and options
Assault: Medium brain function desiring the same situation with the ability to die with turrets
Skirmish: Low brain function desiring slow, heavily armed, overly armored camping vehicles with the ability to kill squirrels
with one shot
#34
Posted 09 October 2014 - 05:40 AM
As a side note - I think conquest would be more interesting if there was a negative effect applied to the opposite team other than a possible loss, i.e. Battlefield's faster ticket countdown (which would obviously not be applicable here). Maybe a comms disruption on the team with less caps - to remove the IFF tags/shared targeting (similar to the known IFF bug): this would lead to more friendly fire incidents to the team without IFF AND cause some hesitation in targeting/triggering direct fire.
Or you could just give us more C-Bills
#35
Posted 09 October 2014 - 07:17 PM
skorpionet, on 08 October 2014 - 06:11 AM, said:
I thought the point of the mode was to cap points? A fast mech lets me get to points quickly and then cap them. Unfortunately due to the slow cap rates my speed is completely negated, and capping has become pointless.
It used to be that capping would win games, with the enemy having to break it's death ball formation to contest enough caps to win, anything else would be a loss.
Now, spreading out to cap means that you stand on spot for 3 minutes, by which point the enemy death ball has rolled on through and killed you, with plenty of time to roll on through the other 4 points. You can't even cap behind the death ball because they'll still have time to roll all the way back and kill you - Even with cap accelerators.
60 (25 each side and 10 seconds neutral) seconds should be full -cap to full cap, with each mech contributing .5sec/sec to the cap speed. You can then cap out the minimum cap speed so that it would take 15 seconds or so. This makes capping possible, and leads to faster paced and more dynamic games
Edited by Troutmonkey, 09 October 2014 - 09:20 PM.
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