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New Invasion Mode Objectives - Dec 17


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#1 Paul Inouye

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Posted 17 December 2014 - 05:36 PM

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.

Click the image below to enlarge:

Posted Image

#2 Greenjulius

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Posted 17 December 2014 - 06:32 PM

The speed of this change is greatly appreciated. Spread the fight out, less deathballing. I like it.

#3 Mystere

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Posted 17 December 2014 - 06:49 PM

Wave 1, take the new generators out. Wave 2, take the cannon generator next.

People are prematurely celebrating, as if something has drastically been changed.

#4 Dawnstealer

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Posted 17 December 2014 - 06:52 PM

Taking out defending clans is hard enough, especially if they're a group that knows what they're doing.

Edited by Dawnstealer, 17 December 2014 - 06:52 PM.


#5 Deathlike

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Posted 17 December 2014 - 06:53 PM

Do we have pictures of the other map as well?

#6 Asmudius Heng

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Posted 17 December 2014 - 06:57 PM

I think this is not a bad solution but i would prefer it to be capturable instead of destroyable to allow defnder to retake ground .... with other adjustments so its not unfair on the attackers.

Though simply fiddling with the health of each item can also make a difference to a degree.

The idea of having capturable places means you might need to hold multiple points before you push the main rather than just swarming the oebjectives then swarming the end goal and still having a zerg strat.

Worth trying this and letting it play out though

#7 Alistair Winter

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Posted 17 December 2014 - 07:01 PM

View PostMystere, on 17 December 2014 - 06:49 PM, said:

Wave 1, take the new generators out. Wave 2, take the cannon generator next.
People are prematurely celebrating, as if something has drastically been changed.

Nah, we're just happy that PGI is responding very quickly to criticism. In the old days, changes like these took forever. Now we're seeing it happen in the course of a week.

It probably won't be necessary, or even a good idea, to send a whole wave of mechs simply to take out one generators, by the way. But deathballing will still be the best option. If you send a pack of light mechs alone to deal with one generator, there's a fair chance they'll be wiped out by turrets.

The defense needs to be based less on turrets and more on good positions for defending mechs, in my opinion. Right now defending mechs only have slightly better positions than attacking mechs. We can't even defend our gates. We're just watching them crumble from the inside.

#8 InspectorG

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Posted 17 December 2014 - 07:03 PM

Make maps random between new multi-generator and old single-generator.

More objectives for the same amount of development work!!!

#9 Mystere

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Posted 17 December 2014 - 07:16 PM

View PostAlistair Winter, on 17 December 2014 - 07:01 PM, said:

Nah, we're just happy that PGI is responding very quickly to criticism. In the old days, changes like these took forever. Now we're seeing it happen in the course of a week.


I'm just disappointed that PGI again caved to the whiners instead of letting the late learners catch up. They should have just created another flavor of "Invasion" and then randomized between the two. That gives scouting a purpose.


View PostAlistair Winter, on 17 December 2014 - 07:01 PM, said:

It probably won't be necessary, or even a good idea, to send a whole wave of mechs simply to take out one generators, by the way. But deathballing will still be the best option. If you send a pack of light mechs alone to deal with one generator, there's a fair chance they'll be wiped out by turrets.


I was thinking along the lines of assigning one lance per new generator, inducing the defenders to split up as well.

View PostInspectorG, on 17 December 2014 - 07:03 PM, said:

Make maps random between new multi-generator and old single-generator.

More objectives for the same amount of development work!!!


But the whiners needed to be catered to yesterday. :rolleyes:

Edited by Mystere, 17 December 2014 - 07:17 PM.


#10 InspectorG

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Posted 17 December 2014 - 07:18 PM

View PostMystere, on 17 December 2014 - 07:16 PM, said:



But the whiners need to be catered to. :rolleyes:


Hey, they got their band-aid.

I want my 'not another skirmish' objective.

We can has both !!! :D

#11 Mawai

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Posted 17 December 2014 - 07:20 PM

So ... does this gate prevent you jumping into the gun behind the generator and blowing it up from inside or does it just make it harder for defenders to hit the folks that do this?

#12 Cimarb

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Posted 17 December 2014 - 07:23 PM

If these new generators have "half the health of the gate generators", they will go down extremely quickly. I am pessimistic, but will see how it works live...

#13 Greenjulius

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Posted 17 December 2014 - 08:07 PM

View PostMystere, on 17 December 2014 - 06:49 PM, said:

Wave 1, take the new generators out. Wave 2, take the cannon generator next.

People are prematurely celebrating, as if something has drastically been changed.

Either way, this increases the time it will take for a rushing team to get to the generator. More facetime with the enemy = more dead mechs. It's a start...

#14 volon12

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Posted 17 December 2014 - 08:08 PM

are they ecmed

#15 ShadowWolf Kell

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Posted 17 December 2014 - 08:18 PM

It's interesting that one of the generators is dab smack in the middle of the Vault base, which just so happens to be where a lot of defenders like to perch for long range weapons fire.

I hope being able to kill it from the gate won't be possible, or it'll be an epic fail.

#16 Mystere

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Posted 17 December 2014 - 08:34 PM

View PostGreenjulius, on 17 December 2014 - 08:07 PM, said:

Either way, this increases the time it will take for a rushing team to get to the generator. More facetime with the enemy = more dead mechs. It's a start...


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?

Edited by Mystere, 17 December 2014 - 08:34 PM.


#17 One Medic Army

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Posted 17 December 2014 - 08:39 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?

Just because it's practically impossible to balance, doesn't mean we shouldn't try.

That said I think we'd be better off with capturing rather than destroying, and a best 2 of 3 thing, with defenders able to re-cap. Then again, that may be too difficult to attack against a coordinated enemy with terrain and respawns advantage.

#18 The Red Priest

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Posted 17 December 2014 - 08:41 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?

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.

#19 Mystere

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Posted 17 December 2014 - 08:46 PM

View PostOne Medic Army, on 17 December 2014 - 08:39 PM, said:

Just because it's practically impossible to balance, doesn't mean we shouldn't try.


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. Was that really too difficult to think of?

People, including PGI, should really think out of the box and quit this one-dimensional mode of thinking. Sigh!

Edited by Mystere, 17 December 2014 - 08:47 PM.


#20 Wolfwood592

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Posted 17 December 2014 - 08:47 PM

View PostOne Medic Army, on 17 December 2014 - 08:39 PM, said:

Just because it's practically impossible to balance, doesn't mean we shouldn't try.

That said I think we'd be better off with capturing rather than destroying, and a best 2 of 3 thing, with defenders able to re-cap. Then again, that may be too difficult to attack against a coordinated enemy with terrain and respawns advantage.


The ability to regain a foothold in a battle is probably the best idea I have read yet. Good thoughts

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





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