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Game Mode Fury - Real Reasons


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#21 Belorion

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Posted 07 October 2014 - 08:27 PM

Lets not forget, Russ put up a poll on this originally and the relaxed voting system is what the people voted for.

Yes

WE asked for this change! We can't be critical of PGI on this. They listened to the community. Unless we don't want them to listen to the community any more.

Re-Poll location got moved to here: http://mwomercs.com/...oting-poll-v20/

#22 Asmudius Heng

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Posted 07 October 2014 - 08:32 PM

View PostLefty Lucy, on 07 October 2014 - 08:27 PM, said:


Being "outflanked" means absolutely nothing against an organized defense.

I'm talking about tournament play where it's two organized teams fighting one another. That's where the real weakness of the game mode is revealed. If you do manage to get dislodged from a defensible position it just means that you got outplayed so badly it wasn't even funny.


So how do the other game modes fare on the top end of town?

View PostBelorion, on 07 October 2014 - 08:27 PM, said:

Lets not forget, Russ put up a poll on this originally and the relaxed voting system is what the people voted for.

Yes

WE asked for this change! We can't be critical of PGI on this. They listened to the community. Unless we don't want them to listen to the community any more.

Re-Poll location got moved to here: http://mwomercs.com/...oting-poll-v20/


This isnt a QQ thread Belorion ;)

This is a game mode discussion thread which needs to be had because separating the modes just segregated them and left them to stagnate without discussion IMO

#23 Elizander

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Posted 07 October 2014 - 09:43 PM

Any game mode requires you to engage first before prioritizing them. You can't split up and get caps because a competitive enemy team will kill your small groups. You can't attack the enemy base because the turrets will slow you down and cap your knees then the enemy team will know where you are and you'll take more damage than engaging them in the open. Given that the rewards are weighted towards wiping out the enemy team, this makes the objectives even less of a priority. You can lose Conquest with a 0-11 score but you probably earned way more than the enemy team that won without getting many kills.

#24 Asmudius Heng

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Posted 08 October 2014 - 07:02 PM

View PostElizander, on 07 October 2014 - 09:43 PM, said:

Any game mode requires you to engage first before prioritizing them. You can't split up and get caps because a competitive enemy team will kill your small groups. You can't attack the enemy base because the turrets will slow you down and cap your knees then the enemy team will know where you are and you'll take more damage than engaging them in the open. Given that the rewards are weighted towards wiping out the enemy team, this makes the objectives even less of a priority. You can lose Conquest with a 0-11 score but you probably earned way more than the enemy team that won without getting many kills.


Since this is no respawn the obejctive of killing the enemies only is always going to be the most important. Objectives should really be in service to this primary objective. Control points to gain in game advantages that help you seek, kill, or defend against the enemy.

Game winning objectives are only really workable in a respawn system which MWO is not really about.

This is a core concept PGI has not grasped yet - the closest they have is conquest where the obejctives provide a way to influence how your team and the enemy team move and counter more dynamically - but you either need to have the strtagy to deathball and kill before you lose to caps - or you need to be a kiting strategy basically willing to lose most of your mechs to win via a cap out only.

However the deathball is way more popular because it is less risky, and generally more fun for all involved, and more rewarding.

Skirmish with option in game objectives that GIVE your team an asset that can be USED to aid the destruction of your enemies and mitigate your risks etc would be much more preferable.





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