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New Assault Mode

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#1 Wildstreak

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Posted 09 June 2015 - 10:00 AM

Would you welcome a change to Assault?

I would like to see turret changes, those LRM turrets need to change.

#2 Bilbo

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Posted 09 June 2015 - 10:02 AM

I'd like to see the turrets removed entirely.

#3 Glaive-

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Posted 09 June 2015 - 10:03 AM

I would like to see Assault not be Skirmish.

#4 AlphaToaster

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Posted 09 June 2015 - 10:16 AM

I wouldn't mind a game type like Assault from back in the Unreal days.

Matches split into 2 rounds, with the first round being 10minutes long.

Round 1 = A team attacks, B team defends a base of some kind. Game timer set to 10minutes. Doesn't need to be turrets but just some kind of fortress or structure for the A team to assault. There should be a capture point inside the attacking team has to occupy to end the round. Capturing the point ends the round, wiping out the defenders does not end the round. It is possible to kill all the defenders but run out of time capturing the point.

Round 2 = Team B attacks, team A defends. Based on the amount of time team A took to capture the base, that is the game timer for round 2. If team A captured the base in 7 minutes, round 2 game timer is now 7 minutes. Team B has 7 minutes to capture the base.

In the event that the round 1 attackers did not capture the base, and the game time went the full 10minutes, then round 2 would have a 10 minute timer. The match would end as soon as the timer expires, attacking team scores more kills than the round 1 attacking team, or if the base is captured.

Edited by AlphaToaster, 09 June 2015 - 10:24 AM.


#5 Rebas Kradd

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Posted 09 June 2015 - 10:19 AM

I'm glad they're revisiting this, but my first thought (lacking any other details) is that this will still just be more deathballing. The attacking group will push towards the goal en masse, and the defending group will camp the objective en masse. Which won't make it all that distinct.

This new mode should have some dynamics and opportunities to force teams to split up. Keping it a two-way mode and just removing the turrets would accomplish that; light rushes could then cap the base again, which would force each team to scout and leave defense units behind. (The "I just want to kill mechs!" folks who didn't like those base rushes and insisted on the turrets, they have their gamemode now. It's called Skirmish, and we want a gamemode of their own.)

I'll wait and see what this creates, but unless there is serious incentive for smaller units to split off from the main force, it won't happen. Would appreciate some more info on how they're planning to do this.

Edited by Rebas Kradd, 09 June 2015 - 10:27 AM.


#6 Alistair Winter

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Posted 09 June 2015 - 10:26 AM

Yes! Finally!


Posted Image


Although I would be happier if they just replaced Conquest and Assault with Hostage Rescue and Plant the Bomb from CounterStrike (use AI-controlled vehicles to represent hostages and demolition team) or Capture the Flag from... basically 90% of successful FPS games and MMOs (use AI-controlled drone / hovercraft to represent flag)

#7 Gyrok

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Posted 09 June 2015 - 10:26 AM

Would love to see Assault become a "king of the hill" mode with a single huge cap point in the center of the map, and both teams spawn equally far from it.

#8 Alistair Winter

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Posted 09 June 2015 - 10:28 AM

View PostGyrok, on 09 June 2015 - 10:26 AM, said:

Would love to see Assault become a "king of the hill" mode with a single huge cap point in the center of the map, and both teams spawn equally far from it.

So... Skirmish, except extra mechanics to force deathballing?

#9 Wildstreak

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Posted 09 June 2015 - 10:31 AM

View PostRebas Kradd, on 09 June 2015 - 10:19 AM, said:

I'm glad they're revisiting this, but my first thought (lacking any other details) is that this will still just be more deathballing. The attacking group will push towards the goal en masse, and the defending group will camp the objective en masse. Which won't make it all that distinct.

This new mode should have some dynamics and opportunities to force teams to split up. Keping it a two-way mode and just removing the turrets would accomplish that; light rushes could then cap the base again, which would force each team to scout and leave defense units behind. (The "I just want to kill mechs!" folks who didn't like those base rushes and insisted on the turrets, they have their gamemode now. It's called Skirmish, and we want a gamemode of their own.)

I'll wait and see what this creates, but unless there is serious incentive for smaller units to split off from the main force, it won't happen. Would appreciate some more info on how they're planning to do this.

I think it might but it depends on where the base, turrets are and turret design.
Some Mechs will split since long range shooters can knock out turrets easy with countersnipers. Then your brawlers and Lights will be separate from those.

#10 Gyrok

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Posted 09 June 2015 - 10:34 AM

View PostAlistair Winter, on 09 June 2015 - 10:28 AM, said:

So... Skirmish, except extra mechanics to force deathballing?


No...extra mechanics to prevent camping/avoidance without making it cheap.

Essentially the middle cap swings both ways depending on who holds the cap. Once the cap has been held completely by one team for 60 seconds...(or one team is completely dead)...the match is over.

#11 mogs01gt

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Posted 09 June 2015 - 10:37 AM

Yes I want to see new assault modes and yes those ******* LRM turrets need to be removed.

#12 Alistair Winter

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Posted 09 June 2015 - 10:38 AM

View PostGyrok, on 09 June 2015 - 10:34 AM, said:

No...extra mechanics to prevent camping/avoidance without making it cheap.
Essentially the middle cap swings both ways depending on who holds the cap. Once the cap has been held completely by one team for 60 seconds...(or one team is completely dead)...the match is over.

In my experience, mindless deathballing resulting in 2 minute ROFLstomps are a far greater annoyance than camping. YMMV. I'd like to see a game mode that encourages more complex tactics and strategy.

#13 Dimento Graven

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Posted 09 June 2015 - 10:38 AM

LRM turrest should be modded to streak turrets.

I STILL can't figure out the f'ing logic used to define what a turret shoots at.

Too many is the time I'll be at the BACK of our push, and the turrets, instead of targeting the 11 other people CLOSER to the base, target me instead...

I mean... Seriously, WTF?!?!

#14 Gyrok

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Posted 09 June 2015 - 10:43 AM

View PostAlistair Winter, on 09 June 2015 - 10:38 AM, said:

In my experience, mindless deathballing resulting in 2 minute ROFLstomps are a far greater annoyance than camping. YMMV. I'd like to see a game mode that encourages more complex tactics and strategy.


So would I, but this is a PGI game :P

#15 1453 R

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Posted 09 June 2015 - 11:30 AM

I don't think we'll get multi-round matches like the revolving attack/defense thing, Toaster. It doesn't fit within the same 15-minute timer attached to every other game in the regular queue, and I'm going to assume that said 15-minute timer will remain standard throughout all Puglandia game modes so as to make the whole multi-mode selection bucket easier. if an average Skirmish or Conquest match both last ten minutes but an average Assault game can stretch to nearly twenty, you have the sort of disparity that made people despise Conquest for so long.

That said, you don't actually need multi-round games to do asymmetric objectives. The game gives any given player a 50% chance of being on the team that spawns on [Attack] or [Defense] in a mini-Invasion mode, so overall you'd get your half-n-half spread as required. Though, to be fair, I don't think they'll be implementing any sort of mini-Invasion for Assault, either. CW folks would shriek, for one. Well, more than they already do. And for two it'd be kinda droll.

Larger, more fortified bases with a greater incentive to breaking them down - or a removal of the 'kill everyone' match win objective - could spice Assault up. Could be that the base in Assault provides each team with special boons/buffs/services of some sort, perhaps ammo restocking or whatever (YES YES CW PLAYERS, I KNOW. I JUST DON'T CARE ABOUT YOU GUYS), that makes it much easier to break down the enemy team if you manage to crack their base. Something. Anything.

Suppose we'll see.

#16 Dimento Graven

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Posted 09 June 2015 - 11:32 AM

View Post1453 R, on 09 June 2015 - 11:30 AM, said:

...It doesn't fit within the same 15-minute timer attached to every other game in the regular queue, and I'm going to assume that said 15-minute timer will remain standard throughout all Puglandia game modes so as to make the whole multi-mode selection bucket easier.

...
Explain to me the fixation of a 15 minute limitation on matches?

#17 1453 R

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Posted 09 June 2015 - 11:36 AM

View PostDimento Graven, on 09 June 2015 - 11:32 AM, said:

Explain to me the fixation of a 15 minute limitation on matches?


Both Skirmish and Conquest are one-round game types with 15-minute timers. In order to maintain parity with those two modes in the regular queue - in which, recall, players are encouraged to be as unspecific as possible to shorten queue times, i.e. leave Assault, Skirmish, and Conquest all enabled - any new modes, or any rebuilt modes such as Assault, will also have to be one-round game types with 15-minute timers. Elsewise you start getting weird, unintuitive disparities where a 'regular' Puglandia game takes about ten minutes with no respawns, unless you get the one mode that actually takes around twenty-five and has that mid-game respawn, or the other weird game type where you use a 130-ton two-'Mech drop deck in the regular queue and it takes half an hour, or you get the...

If you're going to have modes with wildly dissimilar play times or drop mechanics or other such shenanery, you can't include them in the standard drop bucket. You'd have to single them out as extra things, just like how nobody sane really wants the Invasion game mode in the regular queue because dropping for a quick ten minutes before work, only to find out you've actually been assigned to an Invasion game and thus need to commit the next hour of your day to MWO...well, that doesn't work.

#18 Zoid

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Posted 09 June 2015 - 11:42 AM

Two things that should happen if you want to make it good and interesting:

1. The base should be assaulted, meaning destroyed. Not stood in for a while as it caps.
2. Destroying the enemy's base should not win you the game but should give you a strong advantage.


Perhaps something as simple as having a lot of turrets scattered around the map in key locations, but yours are only active if the enemy base is destroyed. Or everyone on your side gets a free air strike if the enemy base is destroyed.

#19 MeiSooHaityu

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Posted 09 June 2015 - 11:44 AM

The LRM turrets need to go...BAD.

The laser turrets are ok and I wouldn't mind seeing LRM turrets being changed to SRM2 turrets, but getting targeted and fired on with the current LRM turrets when you're not even close to the base is just annoying.



#20 Templar Dane

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Posted 09 June 2015 - 11:44 AM

View PostDimento Graven, on 09 June 2015 - 11:32 AM, said:

Explain to me the fixation of a 15 minute limitation on matches?


How long then? 30 minutes? An hour?


Hides, shuts down, disconnects.





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