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New Invasion Mode Objectives - Dec 17


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#21 Roadbeer

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Posted 17 December 2014 - 08:50 PM

View PostMystere, on 17 December 2014 - 08:34 PM, said:


And if in less than 24 hours coordinated groups consistently end the game in two waves, will people go back to the forums and cry again? Then what, 3 more generators?

It's the pussification of the masses and their desire for an easy button.

Muh, groups are OP
Muh, tactics are OP

NERF NAO

God forbid you get good or something. Thinking mans shooter, watered down for Call of Battlehalo fans.

#22 N0MAD

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Posted 17 December 2014 - 08:53 PM

Its a quick fix,beter than not trying something, but fundamentally its a map design problem, hopefully this is experience in the design of future maps.
They still got the ability of say adding eg, small firebases in the canyons leading into the gates, and other options.

#23 Mystere

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Posted 17 December 2014 - 08:59 PM

View PostN0MAD, on 17 December 2014 - 08:53 PM, said:

Its a quick fix,beter than not trying something, but fundamentally its a map design problem, hopefully this is experience in the design of future maps.
They still got the ability of say adding eg, small firebases in the canyons leading into the gates, and other options.


It's a solution provided by one-dimensional thinking. A much better one would have been:

View PostMystere, on 17 December 2014 - 08:46 PM, said:

PGI should just have made this another version of Invasion and then switch randomly between this and the old one for variety. It might even tempt attackers to scout first before committing to an assault plan.




View PostWolfwood592, on 17 December 2014 - 08:47 PM, said:

I am getting really tired of reading people whine about the whiners yet giving no way to fix the problems.


See above. :P

#24 Alex Warden Wolf

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Posted 17 December 2014 - 09:00 PM

AMAZING....that´s EXACTLY how i imagined it a few days ago (even basically the same corners :D) ... good work :)

Edited by Alex Warden Wolf, 17 December 2014 - 09:01 PM.


#25 Mystere

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Posted 17 December 2014 - 09:06 PM

View PostPaul Inouye, on 17 December 2014 - 05:36 PM, said:

Hello folks, as per Russ' Town Hall reveal, there are some new objectives in the defender's base of the Invasion maps.

First off, the Orbital gun (which some of you call Omega) has been closed off at the back and the power generator there is hidden from damage. There are 3 new power generators in the defender's base around the Orbital gun. You must now destroy these 3 power generators to make the Orbital gun open and expose the internal power generator. Destroy the internal power generator and win the match.


Here's a slight tweak ...

Make this another version of Invasion and then switch randomly between this and the old one for variety. It might even tempt attackers to scout first before committing to an assault plan.

#26 N0MAD

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Posted 17 December 2014 - 09:14 PM

View PostMystere, on 17 December 2014 - 09:06 PM, said:


Here's a slight tweak ...

Make this another version of Invasion and then switch randomly between this and the old one for variety. It might even tempt attackers to scout first before committing to an assault plan.

Certainly a valid suggestion, and i bet there will be dozens more valid suggestions and many more non valid ones.
seems for now this is what you get.

#27 Mystere

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Posted 17 December 2014 - 09:20 PM

View PostN0MAD, on 17 December 2014 - 09:14 PM, said:

Certainly a valid suggestion, and i bet there will be dozens more valid suggestions and many more non valid ones.
seems for now this is what you get.


I'm just tired of solutions resulting from one-dimensional thinking. We could now have 2 maps with 2 variations each, instead of still ending up with just 2 maps. And the attackers have no way of finding out which variation they are fighting in until they scout out the place.

But no, almost always we just have something nerfed or buffed as a solution.

Edited by Mystere, 17 December 2014 - 09:20 PM.


#28 Xetelian

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Posted 17 December 2014 - 09:21 PM

Adding more targets will slow the zerg down a little.

Edited by Xetelian, 17 December 2014 - 09:21 PM.


#29 SweetJackal

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Posted 17 December 2014 - 10:14 PM

View PostPaul Inouye, on 17 December 2014 - 05:36 PM, said:

Hello folks, as per Russ' Town Hall reveal, there are some new objectives in the defender's base of the Invasion maps.

First off, the Orbital gun (which some of you call Omega) has been closed off at the back and the power generator there is hidden from damage. There are 3 new power generators in the defender's base around the Orbital gun. You must now destroy these 3 power generators to make the Orbital gun open and expose the internal power generator. Destroy the internal power generator and win the match.


Two huge requests, both related to Lore.

First, can we not call them Power Generators? They should be coolant pumps, part of the Orbital Cannon's closed circuit cooling system. Knocking them out removes the ability for the generator at the base of the cannon and the cannon itself to sink the heat it is generating into the cooling system. To maintain it's regular firing cycles it would have to expose itself as part of a backup system, an open air radiator, which is what the current generator on the base of the cannon is.

Second, can we actually deal with the invincible metal doors from a lore standpoint? This is really easy actually, they are made of a hardened material that is far too dense and heavy to be practical in use on a mech. Modern Mech Armor is about Protection vs Weight and striking a balance between them. Fortification materials don't have to consider weight nearly as much as they aren't mobile and instead need to withstand as much damage as possible.

Where super metals don't make sense on portable, mobile command outposts in Assault they make perfect sense when used in the construction of critical elements of a fortress. Again, they do not need to be mobile, weight becomes a much lower factor and hindrance.

Edited by SuckyJack, 17 December 2014 - 10:16 PM.


#30 GrinNfool

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Posted 17 December 2014 - 10:57 PM

Pretty much what I expected, just surprised they did it so fast so props to PGI for moving on it. Willing to bet a light can still jump in behind the generator and kill it though hopefully PGI thinks about that and completely boxes it off instead of just from the back. Anyone who thought the current set up would stay I feel was delusional. You can't have 100% of the burden of skill on the defenders. Its just not good gameplay, what this shifts it too can't say til we play, perfect worlds it would be balanced, but if you are gonna give one side an advantage it SHOULD go to the defense. Interested to see this ins game kudos PGI, now just need some variations in invasion and it will be awesome.

#31 Kh0rn

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Posted 17 December 2014 - 11:08 PM

I was thinking of a game mode too bring a more warfare like system too the game. Brings in closer too the feel of actually fighting a campaign. The idea was called " Phase warfare". It would be over a larger map with various objectives. As the attacking team deploys its first objective may to be take out a com station too disrupt tracking or a turret control system too dull some of the turrets. Once set objectives are completed the drop sits move up and MFB (mobile field bases) are deployed too retro fit and repair damaged mechs too a certain degree. Any remaining defending mechs can either fall back or hit the attacking units while under going retro fit. And then the phase moves up too another objective, Like taking out or capturing a Mobile HQ which would gain some benefit too the team. The Defending team would also be allowed too counter attack or ambush too slow the advance down. The last phase would be the big objective, either take and hold or destroy a facility. The Victory the final victory is decided at that point.

#32 kapusta11

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Posted 17 December 2014 - 11:24 PM

Sorry Paul but you show complete lack of understanding of why people use zerg rush tactic. The true reason why people use is is that fighting defenders is pointless unless you know your team is better, they reinforce right on top of your head, you don't. You're always up against 12 mechs with turrets and, now nerfed, but still dropships. If anything, I expect attackers to use zerg rush 4 times i a row just to troll PUGs, competitive teams, more or less, learned to counter it anyways.

Edited by kapusta11, 18 December 2014 - 12:12 AM.


#33 totgeboren

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Posted 17 December 2014 - 11:39 PM

View Postmrripley9, on 17 December 2014 - 08:41 PM, said:

Coordinated groups without any skill. Zerg rushing requires little to no skill at all to do. All you need to have is a group of people who will do it with you.


To be honest, Clan deathballing requires even less skill and gives you about the same success rate against pugs as zerg rush does against pugs.

I applaud PGI for responding with changes so quickly (I'm pretty impressed to be honest), but I don't see any corresponding nerf to the equivalent clan braindead tactics? All drop in SCR and TBW, form up, press '0' on your keyboard and turn a bit on your way to the gun. Depending on hitreg, most PUGs (by PUG I mean a team of 3 or more separate smaller groups, not just solo droppers) will not be able to stop that, even if they know where the clanners are attacking from.

Edited by totgeboren, 18 December 2014 - 12:00 AM.


#34 mad kat

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Posted 18 December 2014 - 12:48 AM

So this fixes the Zerg rush (possibly) but now means we have to spend more time on base around head shotting dropships and turrets.

It's hard enough to get round the back and destroy one generator now you want us to sunder four of them. they may be small but those turrets and dropships are far too accurate.

Or a better idea the Gun is surrounded by a minefield that badly damages light mechs legs that'll make them think twice about light rushing it or the turrets just aim for the legs. Most lights can't afford their legs being crippled but an assault mech and heavy could probably get within range to pump out some serious long range alphas.

SNAFU.

Edited by mad kat, 18 December 2014 - 01:59 AM.






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