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New Counter Attack Mode


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#21 Mystere

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Posted 02 February 2015 - 03:58 PM

View PostRoadbeer, on 02 February 2015 - 03:49 PM, said:

I don't disagree that more modes are better, but Skirmish is bad, it's going to make the shellacking that PUGs already take and turn it into a complete rout.


I've always maintained that Skirmish mode is best done in a large and highly urban environment. Imagine replacing puny River City with this:

Posted Image


We need a map that is an ambusher's Heaven. :D

#22 Roadbeer

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Posted 02 February 2015 - 04:04 PM

View PostMystere, on 02 February 2015 - 03:58 PM, said:


I've always maintained that Skirmish mode is best done in a large and highly urban environment. Imagine replacing puny River City with this:

Posted Image


We need a map that is an ambusher's Heaven. :D

I want to see the love child of River City and Crimson Strait. You're right, Skirmish would kick ass on that, and the Uribe would be king.

#23 Joe Mallad

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Posted 02 February 2015 - 04:39 PM

View PostRoadbeer, on 02 February 2015 - 03:49 PM, said:


I don't disagree that more modes are better, but Skirmish is bad, it's going to make the shellacking that PUGs already take and turn it into a complete rout.
i don't see a issue. Once VoIP is added soon and now having options to group with members of same faction, we should be able to better work with our MUCH NEEDED single player team mates.

#24 Karl Marlow

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Posted 02 February 2015 - 04:54 PM

Oh wow. The rage people felt when we tied them down for 30 minutes before. Now we tie them down for 30 minutes and win the match.

Take cover everyone. Butthurt incoming!

#25 Deathlike

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Posted 02 February 2015 - 05:04 PM

View PostDavers, on 02 February 2015 - 03:43 PM, said:

Skirmish mode with no VOIP, 12 mans vs pugs. I would have delayed this until they put VOIP in. At least in modes where there are objectives, a pug team can beat a premade. But Skirmish is 100% about focus fire and calling targets. Why is CW replaying all their previous mistakes we learned from Beta?


We're getting a Minimally Viable Gamemode.


View PostRG Notch, on 02 February 2015 - 03:52 PM, said:

I think if you google uninspired and lack of foresight you get the PGI logo. :rolleyes:



Lowering the bar further is an expectation and not a surprise anymore. Raising the bar would be an upset.

#26 Andi Nagasia

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Posted 02 February 2015 - 05:12 PM

i think its likely to change to this,
as it would be hard to camp and hiding wouldnt help much,

Attackers-
1) must destroy the base and kill all of the enemy team,
2) must destroy the base and have the most enemy kills at time-out,

Defenders-
1) must protect the base, and kill all of the enemy team,
2) must have the most of the enemy kills at time-out, if base was destroyed,

Edit- spelling

Edited by Andi Nagasia, 02 February 2015 - 05:14 PM.


#27 Joe Mallad

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Posted 02 February 2015 - 05:14 PM

View PostAndi Nagasia, on 02 February 2015 - 05:12 PM, said:

i think its likely to change to,

Attackers-
1) must destroy the base and kill all of the enemy team,
2) must destroy the base and have the most enemy kills at time-out,

Defenders-
1) must protect the base, and kill all of the enemy team,
2) must destroy most of the enemy kills at time-out, if base was destroyed,
there is nothing to destroy/protect. That's why we have attack/defend mode lol.

#28 stratagos

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Posted 02 February 2015 - 05:20 PM

Per the Twitters, there is an "emergency tweak of counterattack win conditions". Stay frosty, everyone

#29 MischiefSC

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Posted 02 February 2015 - 05:43 PM

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.

#30 Deathlike

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Posted 02 February 2015 - 05:48 PM

View PostRoadbeer, on 02 February 2015 - 03:49 PM, said:

I don't disagree that more modes are better, but Skirmish is bad, it's going to make the shellacking that PUGs already take and turn it into a complete rout.


Well, it's difficult to complain then that a Timberwolf + 3 Stormcrows are deadly efficient w/o properly balancing other clan mechs that aren't even getting a quirk update.

#31 Davers

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Posted 02 February 2015 - 05:51 PM

View PostDeathlike, on 02 February 2015 - 05:48 PM, said:


Well, it's difficult to complain then that a Timberwolf + 3 Stormcrows are deadly efficient w/o properly balancing other clan mechs that aren't even getting a quirk update.

Maybe Clan mech quirks, are that they have no quirks? :P

#32 9erRed

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Posted 02 February 2015 - 06:44 PM

Greetings all,

When the Mobile Field Base was first discussed, and being designed, it was said to be outfitted with some form of defence weapons. (never arrived with anything.)
- Even the model looks like it has positions for some weapons.
- If these were added to that element it might help those conducting the fight.

Deploying an asset like a MFB, requires a rather large DropShip.
- Where are the supporting units that normally accompany such a critical unit?
- Ground vehicles are really needed for this type of units close protection. From AAA to missile/direct fire units, the normal 'train' of elements that BattleTech Lore has for working with the MFB units.
- Perhaps followed by a small contingent of light and medium 'Mechs.

It's all fine and nice to say that this is only a game element and does not fulfil it's actual role, just a 'place unit' to aid the game play. But we are starting to get deeper into the game as more and more types of elements are being added. It's time to start providing these units with there own close protection features. Let the 'Mechs do what they do, and not need to constantly check over there shoulders to make sure the 'asset' is still there.
- Even if some of these local defence units are stationary, they can still be represented as tracked or wheeled ground units.
- If the MFB is present, it arrives with a small Leaguer of defensive vehicles.
(perhaps offering enhanced and extended sensors, AMS and/or ECM suites while its active?)

PGI was discussing Ai units and there current work on these elements, sounds like a great place to test out there viability.

Just some thoughts and observations,
Aim True and Run Cool,
9erRed

Edited by 9erRed, 02 February 2015 - 06:48 PM.


#33 Jody Von Jedi

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Posted 02 February 2015 - 06:54 PM

At least the Skirmish mode will allow for different tactics like a regular match. There should at least be some battles going on other than around the gates and generators. I wish Boreal Vault had better terrain. The attack spawn side is too flat with zero cover. No way to conceal a flanking force. Sulfurous Rift should play a little better. Hopefully the new Map will provide more cover.

#34 Johnny Z

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Posted 02 February 2015 - 07:47 PM

I like this addition. The february roadmap looks awsome and they didnt mention the new map, decals, quirks, or a couple other items I have heard are nearly done or ready to be added as stable live builds allow. Things on the move for this game and i cant say it hasnt been a long wait. Cheers to the guys making this game.

#35 Alistair Winter

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Posted 03 February 2015 - 01:58 AM

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.

#36 KODIAK-AU

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Posted 03 February 2015 - 02:30 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.


Because you have to kill the mfb & all enemies to win, not just one or the other.

The mfb is their to facilitate ghost drops.

This has been addressed earlier in this thread.
I

#37 Alistair Winter

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Posted 03 February 2015 - 02:34 AM

View PostWymodactyl, on 03 February 2015 - 02:30 AM, said:

Because you have to kill the mfb & all enemies to win, not just one or the other.
The mfb is their to facilitate ghost drops.
This has been addressed earlier in this thread.

Oh. My bad. <sigh>

Posted Image

#38 KODIAK-AU

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Posted 03 February 2015 - 02:55 AM

View PostAlistair Winter, on 03 February 2015 - 02:34 AM, said:

Oh. My bad. &lt;sigh&gt;

Posted Image

.
Well let's clarify:

Assault - destroy all enemy mechs OR cap base.

Skirmish - destroy all enemy mechs.

Cw counter attack - destroy all enemy mechs AND destroy mfb.

Meaning you have to do both, so basically skirmish mode.

Can't put this much simpler. Sorry if you misunderstood.

#39 Alistair Winter

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Posted 03 February 2015 - 03:01 AM

View PostWymodactyl, on 03 February 2015 - 02:55 AM, said:


Well let's clarify:
Assault - destroy all enemy mechs OR cap base.
Skirmish - destroy all enemy mechs.
Cw counter attack - destroy all enemy mechs AND destroy mfb.
Meaning you have to do both, so basically skirmish mode.
Can't put this much simpler. Sorry if you misunderstood.

I understood you the first time. My facepalm was directed at PGI still not understanding how to make entertaining game modes after 2,5 years of developing this game. I mean, Skirmish on small maps is basically just Team Deathmatch. It's not inspiring, but it works.

But when you put 4 waves of 12 mechs on these huge maps and there's no way to end the match before the 30 minute timer runs out, except by hunting down each and every enemy mech, then... well, didn't anyone tell PGI that people have been using the stalling tactic in CW to slow down the top teams? In this new game mode, both the attacker and the defender has the option of stalling for 30 minutes.

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.

#40 KODIAK-AU

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Posted 03 February 2015 - 03:05 AM

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

I understood you the first time. My facepalm was directed at PGI still not understanding how to make entertaining game modes after 2,5 years of developing this game. I mean, Skirmish on small maps is basically just Team Deathmatch. It's not inspiring, but it works.

But when you put 4 waves of 12 mechs on these huge maps and there's no way to end the match before the 30 minute timer runs out, except by hunting down each and every enemy mech, then... well, didn't anyone tell PGI that people have been using the stalling tactic in CW to slow down the top teams? In this new game mode, both the attacker and the defender has the option of stalling for 30 minutes.

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.


My bad then few too many Jack Daniels tonight.

Sorry for missunderstanding you.

Sincerest apologies.





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