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New Counter Attack Mode


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#41 Joseph Mallan

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Posted 03 February 2015 - 03:17 AM

View Post9erRed, on 02 February 2015 - 12:18 PM, said:

Greetings all,

With the latest info release from PGI and the February roadmap, we are about to receive a large change to how Defenders will be dealing with Attackers who have breached there Base.

See here:

Counter Attacks
- When defending territory that you have taken as an attacker you will no longer play invasion game mode but a new one were calling Counter attack.
- In this game mode the gates are already open, the turrets are not present and the generators including the Omega are offline.
- Teams will engage in a Skirmish game match to hold the territory.

Win conditions are:
- to destroy the entire enemy team as well as to take out the enemy team’s mobile field base.
~ In an auto win situation the win condition will be to destroy the mobile field base.

Released Feb 3rd patch.

So here's the question,
Do you think this will make the whole take/lose/retake battles for Planets a more fluid operation? And fun?
~ Or just another way we'll see deployment area's being camped?
~ Do we need the DropShips weapons returned to there increased defaults?

I do like the idea that the attackers have not had sufficient time or resources to 'get the Base functional' before reinforcements start arriving. And may be an interesting method or mode to start to introduce some Ai elements?

Aim True and Run Cool,
9erRed

The mode sounds good. But I will give it till I get home today (4pm -5GST) before the cries of BROKEN begin.

#42 MikeBend

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Posted 03 February 2015 - 03:59 AM

I can see spawn camping becoming an issue in skirmish more than any other mode. The deathball that prevails over the enemy just has to proceed to spawn and shoot mechs as they drop, with having to face only dropship weapons. Anyway, no point in arguing over something we havent tried yet, i am sure, all abuses and cheap tactics for this new mode will come up in a week or two, so then we can give some constructive critique and advice to the devs.

Edit: mi spel baad

Edited by MikeBend, 03 February 2015 - 03:59 AM.


#43 Jody Von Jedi

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Posted 03 February 2015 - 07:17 AM

View PostAlistair Winter, on 03 February 2015 - 03:01 AM, said:

It's not as if PGI has to invent new game modes from scratch either. Just looking at other games would provide game modes that are 10 times better than what we have right now. But PGI keeps trying to reinvent the wheel.


So what would you suggest? I haven't played anything but MW:O and ST:O in years. I'm out of touch with modern gaming. So thinking back to former MW/BT games, there were mission based games where you had to protect a convoy. Hated them BTW. The rest were pretty much what we have now. I don't like the idea of FPS puzzles, like, push this button, pull this handle, blow up this box, bingo, door opens.

What else is there? I'm very unimaginative.

#44 Stingray Productions

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Posted 03 February 2015 - 07:19 AM

They should add a new mode, "Obstacle Course!" Everyone bring your light, first one to the finish wins!

#45 Bigbacon

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Posted 03 February 2015 - 07:22 AM

i bet just like invasion, it becomes a take the mobile base and ignore actual fighting.

#46 Bront

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Posted 03 February 2015 - 07:27 AM

My biggest problems:

1) Either side spawn camping could be problematic unless both sides get the ERLL dropships. Not sure of any really good fixes other than that.
2) If it's all 48 or nothing, one guy in a spider can lock up the game and get a win while delaying an enemy team for 15 minutes.

I'd rather it be 44+base or 48 (auto-win being base). It gives a reason to fight and push out. Heck, I'd give both sides a mobile base. Simpler solution is simply more kills wins, but that doesn't solve the hiding spider issue.

#47 operatorZ

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Posted 03 February 2015 - 07:28 AM

View PostMischiefSC, on 02 February 2015 - 05:43 PM, said:

36 lights, 12 whatever. Run your whatever in wave 1, do some damage, have some shooties.

Then you've got 3 waves of scattered 12 ECM spiders trying to find the best place to hide and waste time.

OR

Spawncamp mode. Push out, camp spawns, kill enemy as they drop.

This is going to be a special sort of horrible. You would drive less people away from CW by announcing gold ammo.


Yawn....yeah this will happen some times...soooo what?

How else do we get progression if PGI doesn't try other modes?

If we listened to all you whiners about the doom of the game from any change ever nothing would ever happen...ever.

Yes their might be problems ...its a new mode...it might take some changes to polish...sooo what? get over it.

#48 Joe Mallad

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Posted 03 February 2015 - 08:39 AM

View PostAlistair Winter, on 03 February 2015 - 01:58 AM, said:

Why are people calling this CW Skirmish and not CW Assault? I mean, I know Russ Bullock used the word "Skirmish", but there's a win condition where you destroy a mobile field base. I'm assuming it's not really mobile (because that's impossible to do in modern computer games), so we're basically talking about two teams with a stationary base. Taking out the enemy base wins the match.

How is this not Assault?

If it was Skirmish, teams would actually be able to move around on Sulfurous Rift and do some actual maneuvers with scouting and flanking and such. But this is going to be Assault. Moving too far away from base most likely means defeat by base rush.

Prepare your TDR-9S. You may want to slap an extra ER PPC on for this new game mode.
no... It is mobile trust me ;)

#49 Alistair Winter

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Posted 03 February 2015 - 08:45 AM

View PostYoseful Mallad, on 03 February 2015 - 08:39 AM, said:

no... It is mobile trust me ;)

Don't toy with me, Yoseful. Are you cereal?

#50 AlmightyAeng

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Posted 03 February 2015 - 08:48 AM

OP

I think it means we'll see far fewer light rushes on IS counter-attacks...and fewer IS players caring about taking planets back off the Clan border.

Regardless of my personal feelings...I get the sense that most IS players do NOT prefer an attrition fight vs. clans.

#51 Azmaat

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Posted 03 February 2015 - 09:25 AM

Skirmish against clantech?
Nicely done .
Have fun guys.

#52 Bigbacon

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Posted 03 February 2015 - 09:39 AM

so...

48 mechs that are either Twolves or Crows on one side and 48 mechs that are tbolts and firestarters on the other side?

#53 Rizzelbizzeg

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Posted 03 February 2015 - 09:59 AM

Can't you just bring a bap and use heat vision to find that last ecm spider? Sorry if this has been suggested already, didn't want to read through 3 pages.

#54 9erRed

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Posted 03 February 2015 - 01:44 PM

Greetings all,

Russ has just said that we should expect a 'Hot-Fix'.

- Apparently there is an entire gate missing from one of the CW maps?
~ even if it's non-functional, the art work is missing.

- Also the new layering code for the maps will allow for future 'time of day' and 'Weather' effects.
~ dynamic weather, storms, electrical and sensor issues, maybe ground fog, various rain effects with possible steam events on 'Mech's. (now we are talking!)

Stand by for the Hot-Fix info.

Aim True and Run Cool,
9erRed

#55 Bigbacon

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Posted 03 February 2015 - 01:47 PM

it honestly isn't much different than invasion mode. same stuff that work in that mode works in the new counter attack you just don't have turrets to deal with.

BTW, Boreal is still a junk map.

Edited by Bigbacon, 03 February 2015 - 01:48 PM.


#56 Almond Brown

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Posted 04 February 2015 - 11:17 AM

Looks like BAP may see a bit more use. Both conditions have to be met for the attackers. ALL enemy Mechs and the MFB. How is that like Invasion where they can shoot 3 sub-gens then Omega and win with zero enemy dead?
Zerg rushes will be successful if the wave of Zergs kills more enemy Mechs than itself loses. That is simply good attrition... :)

Why is that so seemingly hard to grasp for some, even after it was splained 12 f'ing times in the thread already?

Edited by Almond Brown, 04 February 2015 - 11:18 AM.






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