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Conquest Changes, When?


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#1 Troutmonkey

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Posted 21 October 2014 - 03:13 AM

View PostRuss Bullock, on 10 October 2014 - 11:45 AM, said:

I am also looking to change the cap time in conquest for a near future patch.

Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.

Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.

Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.

Mix that with the extra rewards - it might breathe more life into conquest.


Anyone got a timeline on this? Because it's something that I would really like to see.

#2 totgeboren

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Posted 21 October 2014 - 03:30 AM

Yeah, same here. Because it would be easier/faster to cap, teams would on average get more cap points, meaning games would be won slightly faster, meaning there would be less time to win by kills, meaning capping would be more important, meaning we might get more games that are not just deathmatch. Horray.

On the other hand, you would get more time to actually fight other mechs and not just sit and look at the scenery, so kills per second might go up a bit too.

I would personally like to a see a conquest where you don't have small squares that you capture. It would be cool if the entire map was like 5 sections and you capped by being within the correct section. That way you are always capping, and a single light can stop the entire enemy team from capping a fifth of the map, but you get rid of the artillery bait that the current cap points are, and you also get rid of the either-cap-or-fight-thing the current set-up promotes.

Edited by totgeboren, 21 October 2014 - 03:34 AM.


#3 Troutmonkey

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Posted 21 October 2014 - 04:20 AM

I'm really sick of standing in a square and deciding either to
A: help us not lose by joining the fighting
B: keep standing in the square and hope that enough of my team will have survived to win via cap.

Option a always gives more CBILLs, has a much higher chance of winning, and is a lot more fun to boot. Enemy can't cap if they're dead, and the enemy can't run if they have to stand in a square for 3 minutes to win.

Edited by Troutmonkey, 21 October 2014 - 04:22 AM.


#4 Mawai

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Posted 21 October 2014 - 04:35 AM

View PostTroutmonkey, on 21 October 2014 - 03:13 AM, said:


Anyone got a timeline on this? Because it's something that I would really like to see.



I think one of the issues is that it is NOT really a 50 second flip time. This is the time to fully fill the capture bar. If you want to recapture it ... the time seems more like 50 seconds to empty the bar, 50 seconds on neutral and 50 seconds to recap it ... resulting in almost 3 minutes of game time to flip the capture point.

On the other hand 13 seconds was too small ... I don't think anyone would argue with that ... since you can flip a point back in 39 seconds which is 11 seconds less than it takes to move the bar one section in the current mechanic.

It isn't the time for the initial capture that is the issue ... it is the total flip time required to change the capture point back and forth.

#5 Troutmonkey

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Posted 21 October 2014 - 04:41 AM

View PostMawai, on 21 October 2014 - 04:35 AM, said:



I think one of the issues is that it is NOT really a 50 second flip time. This is the time to fully fill the capture bar. If you want to recapture it ... the time seems more like 50 seconds to empty the bar, 50 seconds on neutral and 50 seconds to recap it ... resulting in almost 3 minutes of game time to flip the capture point.

On the other hand 13 seconds was too small ... I don't think anyone would argue with that ... since you can flip a point back in 39 seconds which is 11 seconds less than it takes to move the bar one section in the current mechanic.

It isn't the time for the initial capture that is the issue ... it is the total flip time required to change the capture point back and forth.


Yes you're right. It takes 3 minutes to cap, full red to full blue. That time needs to be reduced but the "neutral" time needs to be made really short, no more than 10 seconds. For me ideally it would be ~20 to uncap, ~10 to flip, ~20 to full cap

#6 Blakkstar

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Posted 21 October 2014 - 05:21 AM

Faster capture time, slower point accumulation.

That gives you the gameplay benefits of a more fluid battle with more strategy, while keeping games more or less the same length.

There are a lot of options that could be explored though. Neutral turrets on objectives. Different point values for objectives (make the central cap point worth 2 points per tick). Having moving objectives like Halo's Crazy King.

#7 LordKnightFandragon

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Posted 21 October 2014 - 05:59 AM

View PostTroutmonkey, on 21 October 2014 - 04:20 AM, said:

I'm really sick of standing in a square and deciding either to
A: help us not lose by joining the fighting
B: keep standing in the square and hope that enough of my team will have survived to win via cap.

Option a always gives more CBILLs, has a much higher chance of winning, and is a lot more fun to boot. Enemy can't cap if they're dead, and the enemy can't run if they have to stand in a square for 3 minutes to win.



And thats exactly why no one caps in Conquest.....they all see the bigger picture, why stand around and get shot while you can simply kill the enemy......Capping is only good for maybe, just maybe...putting a little pressure on the enemy, knowing they either need to shoot well and fast or get some cap sectors.






Though PGI reaally should look to MWLL for how to make a conquest map fun, different and kinda cool. MWLL has firebases for each side, several smaller bases throughout the map...or one of them I know I played did. And several spots to capture, usually in the smaller bases. Plus maps are pretty big.

Edited by LordKnightFandragon, 21 October 2014 - 06:01 AM.


#8 Rasc4l

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Posted 21 October 2014 - 06:06 AM

Yeah it's getting a bit boring to tell the noobs at the start of a conquest round not to cap, just roll the enemy team like it was skirmish, which it in effect is.

And add a turret or two to the cap points. Would love it if capping took 20 seconds, then 5 seconds more for the first turret and another 5 s more for the second. This way you could get the cap+defenses in 30 seconds total. Any subsequent cap by enemy would take 40 s in total, because first you would uncap for 20 seconds and then recap another 20 seconds. At this time, the enemy has probably shot the turrets to hell and they should not regenerate magically. Turrets would therefore reward the first capper only when they could claim the turrets (unless of course they only cap it for 20 seconds and leave the turrets non-functional, then they could be recapped and claimed by the enemy who comes to cap).

#9 Bluttrunken

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Posted 21 October 2014 - 06:12 AM

View PostRasc4l, on 21 October 2014 - 06:06 AM, said:

Yeah it's getting a bit boring to tell the noobs


Ignored the rest of your post after that. A bit less off your "high horse" and a bit more constructive pretty please.

Edited by k05h3lk1n, 21 October 2014 - 06:12 AM.


#10 Mekwarrior

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Posted 21 October 2014 - 06:21 AM

As short a capture time as possible would be good. I'd like a fast paced conquest game with mainly light mechs that was at least as much about conquest as battle. I wish they would go back to the original time, not somewhere in between. The current capture time is extremely boring, somewhere in between would be moderately boring.

I find light mechs becoming less useful in other game modes unless they are spotters, taggers, etc.

I kind of miss the light pack battles of the old conquest but I haven't played since the capture time was increased nearly a year ago or whenever it was and pilot mainly heavies in skirmish now.

Edited by Mekwarrior, 21 October 2014 - 06:22 AM.


#11 Elizander

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Posted 21 October 2014 - 06:38 AM

Let's put a force field on the cap zones so that people can't just pick you off from a distance. :rolleyes:

#12 Rasc4l

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Posted 21 October 2014 - 06:54 AM

View Postk05h3lk1n, on 21 October 2014 - 06:12 AM, said:


Ignored the rest of your post after that. A bit less off your "high horse" and a bit more constructive pretty please.

Hahaa well aren't we a bit sensitive. I'm not an excellent player, I've just played enough to know how the game works.

I'm just referring to noobs as people who have not played that much and don't know how the game works. With current capping times, it is much more effective to just try to kill the enemy in conquest mode than splitting your group to 2-3 lances trying to make a cap victory.

#13 Almond Brown

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Posted 21 October 2014 - 09:42 AM

Maybe try a Cap Accelerator... Oh wait, you would have to only select Conquest Mode then. Hey, there is an idea. Want to play Skirmish Mode, select Skirmish mode only and leave the Conquesters to their Conquesting. Maybe them Newbs may learn some real tactics and strategy while their at it too... ;)

#14 Mothykins

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Posted 21 October 2014 - 09:46 AM

View PostTroutmonkey, on 21 October 2014 - 03:13 AM, said:


Anyone got a timeline on this? Because it's something that I would really like to see.

Time line is now.

#15 Scratx

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Posted 21 October 2014 - 09:48 AM

Today's patch changes conquest timers.

#16 Troutmonkey

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Posted 21 October 2014 - 03:22 PM

View PostAlmond Brown, on 21 October 2014 - 09:42 AM, said:

Maybe try a Cap Accelerator... Oh wait, you would have to only select Conquest Mode then. Hey, there is an idea. Want to play Skirmish Mode, select Skirmish mode only and leave the Conquesters to their Conquesting. Maybe them Newbs may learn some real tactics and strategy while their at it too... ;)


I actually have a cap accelerator and it barely did anything to cap times, maybe 10 seconds total was knocked off.

I'm yet to try the new cap times, but keen to see how they go. Anyone have hard numbers on the new times?

#17 Bilbo

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Posted 21 October 2014 - 03:25 PM

View PostTroutmonkey, on 21 October 2014 - 04:41 AM, said:



Yes you're right. It takes 3 minutes to cap, full red to full blue. That time needs to be reduced but the "neutral" time needs to be made really short, no more than 10 seconds. For me ideally it would be ~20 to uncap, ~10 to flip, ~20 to full cap

It doesn't take that long anymore. You might want to check it out.

#18 InspectorG

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Posted 21 October 2014 - 03:43 PM

View PostTroutmonkey, on 21 October 2014 - 04:20 AM, said:

I'm really sick of standing in a square and deciding either to
A: help us not lose by joining the fighting
B: keep standing in the square and hope that enough of my team will have survived to win via cap.

Option a always gives more CBILLs, has a much higher chance of winning, and is a lot more fun to boot. Enemy can't cap if they're dead, and the enemy can't run if they have to stand in a square for 3 minutes to win.


Dude, thats the best part!

THE FEAR! of capping alone.

The second guessing?????? Stay? Go? Stay? Go? Stay? Go? Stay? Go? Stay? Go? Stay? Go? Stay? Go?...

Makes a pilot go MAD!!!!

#19 Russ Bullock

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Posted 21 October 2014 - 04:01 PM

This is active now - cap times are MUCH faster





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