

#1
Posted 16 February 2015 - 05:51 AM
An example is before and after the LRM hit-reg Bug. Before the LRM hit-reg bug, LRMs could be decisive in defense of the Orbital Cannon. After the hit-reg Bug LRMs are just about useless and so the balance flipped heavily to the Attacking team, if they are organized in their attack waves the win is assured. Since the Bug.
So CW needs a more fluid game-mode. It can still have the Orbital Cannon attacks, but maybe they have less weight on the Win/Loss outcome.
Here is a suggestion. On a very large map players play a multi-assault match where they capture assets like Laser and Artillery turret bases while fighting until the last mechs are destroyed for a team. Turrets might be re-captured/re-built, but this takes longer. At the end of the match the points for kills and captures are counted. Re-spawns would shift to dropzones near their team's current position as best calculated. Something like that.
#2
Posted 16 February 2015 - 11:16 AM
I actually kind of like your suggestion.
#3
Posted 16 February 2015 - 11:57 AM
/thread
#4
Posted 16 February 2015 - 12:05 PM
#5
Posted 16 February 2015 - 12:21 PM
change it to an HPG up-link or a base or something
#6
Posted 16 February 2015 - 07:20 PM
*I love NVKA posts in general, I think they are awesome.
#7
Posted 17 February 2015 - 12:58 PM
Quote
This.
Theres nothing wrong with the orbital cannon game mode.
Whats wrong is that its the ONLY game mode.
#8
Posted 17 February 2015 - 01:37 PM
With the new counter-attack mode in play, the mappers will now be able to plan maps for fighting in every grid rather than sparse lanes with the only areas built up with cover for fighting being spread out.
#9
Posted 17 February 2015 - 01:42 PM
Chagatay, on 16 February 2015 - 07:20 PM, said:
*I love NVKA posts in general, I think they are awesome.
Ahem, it is "Dear Coordinator". Die Clanner!
#10
Posted 17 February 2015 - 01:43 PM
#11
Posted 17 February 2015 - 06:26 PM
#12
Posted 18 February 2015 - 10:06 AM
Lightfoot, on 16 February 2015 - 05:51 AM, said:
An example is before and after the LRM hit-reg Bug. Before the LRM hit-reg bug, LRMs could be decisive in defense of the Orbital Cannon. After the hit-reg Bug LRMs are just about useless and so the balance flipped heavily to the Attacking team, if they are organized in their attack waves the win is assured. Since the Bug.
Woah, woah, hold the phone. LRM's are bugged right now?
#13
Posted 18 February 2015 - 10:42 AM
1) Each team has OMEGA (what omega is, it doesn't matter - a base? a transmitter? whatever)
2) When your omega dies, you get no more drops - all you get is what you have already dropped.
3) Last team standing wins.
That mode would require you to balance your attack and defense force to succeed, while still being open to all-or-nothing tactics: you 12-light rush enemy omega? You better hope you can take them all out with those lights before they kill your omega and you. You are loosing 12-30 but the current enemy composition is damaged? Light rush their OMEGA and try to wipe them out, thus winning.
The only thing i don't know how to solve is how to give an incentive to be proactive. Any ideas?
#14
Posted 18 February 2015 - 09:15 PM
Techorse, on 18 February 2015 - 10:06 AM, said:
Woah, woah, hold the phone. LRM's are bugged right now?
As far as I can tell, yes they are. At least the Clan versions, been playing as Smoke Jaguar for now. About 3-4 weeks ago they went from marginally effective and good at CW Defense of the Orbital Cannon to useless. Right now I can fire at mechs for over a minute with them taking little damage and this is with LoS and Artemis. I also saw a lone Warhawk with no AMS take 2000-2500 LRMs fired from 5 mechs while in plain sight for a minute or more and take only minor damage and red armor on one arm, so yeah they are bugged or nerfed, but no changes were announced.
Edited by Lightfoot, 18 February 2015 - 09:18 PM.
#15
Posted 18 February 2015 - 10:04 PM
Chagatay, on 16 February 2015 - 07:20 PM, said:
*I love NVKA posts in general, I think they are awesome.
I helped capture Kentares IV. Your post fills me with glee!

gloowa, on 18 February 2015 - 10:42 AM, said:
1) Each team has OMEGA (what omega is, it doesn't matter - a base? a transmitter? whatever)
2) When your omega dies, you get no more drops - all you get is what you have already dropped.
3) Last team standing wins.
That mode would require you to balance your attack and defense force to succeed, while still being open to all-or-nothing tactics: you 12-light rush enemy omega? You better hope you can take them all out with those lights before they kill your omega and you. You are loosing 12-30 but the current enemy composition is damaged? Light rush their OMEGA and try to wipe them out, thus winning.
The only thing i don't know how to solve is how to give an incentive to be proactive. Any ideas?
I like this idea. Make the Omega a transmitter; once the transmitter is down, mechs on the ground have no way of summoning further dropships.
#16
Posted 19 February 2015 - 04:29 PM


Edited by lsp, 19 February 2015 - 04:57 PM.
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