Quxudica, on 27 June 2015 - 01:57 PM, said:
Yep I fondly remember those games that ended inside two minutes because lights rushed the base with impunity for nearly instant caps. Nothing more fun than a game mode that rewards barely playing the game.
Turrets aren't the problem with Assault mode. Assault is the problem with Assault mode. The objective is incredibly simplistic, the locations on the maps are virtually arbitrary, and many of the maps themselves are not very well designed (with the older tiny maps being to small for how big turret ranges are).
Assault should have been similar to CW. One team on attack, the other on defense, maps specifically designed with the mode in mind, multiple objectives and a best of three round set up that had each team switch sides so both attacked and both defended.
Assault and Conquest, as they currently exist in MWO, still feel like the Closed Beta place holders I thought they were years ago and that's just sad.
Aside from some map design issues, namely cramming too many players into a map that's too small, the biggest issue with base rushing is
players allowing it to happen.
I would also like to say that modifying Assault to be an actual attack/defense mode is dumb, it has its place as its own game mode and if players want another more traditional attack/defense mode (which I believe is actually coming up "soon") then they can go play that instead.
Eider, on 27 June 2015 - 01:58 PM, said:
Sorry but i actually like to play a game i am supposedly playing. Those who 'enjoyed' this mode before typically just rushed point and did nothing else. Can get the same effect turning off your pc.
You also apparently queue into a game mode with a base objective and then proceed to not even consider it whatsoever and whine when you lose.
If you're here to just whine and ***** because you didn't like the mode previously when you can simply avoid the mode (after turrets are removed) and play Skirmish, then go away.
What is your excuse for coming in and whining about something you didn't enjoy that others did when you can go play another mode that's essentially the same thing as it is now?
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1. Capture accelerator module does take the place of other modules like seismic sensor, radar deprivation, shock absorbers, target info gathering, etc. so I don't see it as a big problem.
2. The effect is not exactly amazing.
James Warren, on 27 June 2015 - 02:08 PM, said:
Don't shoot me for this, but I actually like the turrets.
Except for their ability to spot from so far away and penetrate ECM which goes against all of the established rules of the game (especially on Mining Collective where you can be smack bang in the middle of the map and nowhere near a turret, only to have them shooting LRMS at you constantly).
There are tactics involved. For example, shooting turrets to feign a capture attempt, so that enemy players break off from the group to investigate or defend. Or falling back to the turrets for support.
99% of the time when "base under attack" pops up it means some mech poking at a turret and people have learned to just ignore it, so I can't recall the last time I've ever seen anybody respond to a "feint capture" other than by taking a glance with their otherwise idle light mech and then running off again.
As for running off into turrets for support, I understand that's a decent way of potentially making a good comeback, but it also promotes lame camping at times. If we're okay with (not particularly amazing example incoming) something like a large LRM boat camping turrets, then perhaps they can exist
away from the base.
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I still remember assault without turrets, where a good percentage of matches ended in captures after teams took opposite routes across the map and hardly even saw each other. That wasn't fun for either team.
I realize map design issues are a part of this, but that still comes down to player tactics mostly and if that keeps happening then clearly people need to adjust.
Additionally, if players find it not fun then they can simply
not play in Assault and instead opt for Conquest & Skirmish or even Skirmish only.
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I remember slow assault mechs missing all the action because they slogged half way across the map only to have to turn around, and couldn't reach home before it was too late. I know part of this problem is due to map design (I'm looking at you, Alpine) but at least until all the maps have been remade I think the turrets should stay.
That just sounds like a situation where both the assaults and the scouts failed, and additionally you don't need the whole damn team to return to base every time.
Edited by Pjwned, 27 June 2015 - 09:46 PM.