Gallowglas, on 08 July 2015 - 07:07 PM, said:
I can tell you definitively that my personal experience was much more positive with turrets. The only annoyance was the LRM turrets for obvious reasons.
I think a good first step there would have been swapping LRM turrets for SRM (not SSRM) turrets. ML and SRM turrets would have been actually interesting; the LRM turrets created a huge exclusion zone that really sucked. Maps aren't big enough for base turrets to shell mechs a kilometer away.
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Did we still get cap rushes? Certainly. However, a single light didn't get to change the course of the entire game because people didn't want to sit at the base idle watching TV and hoping that a light would show up at base and not run away. What happened was usually either a variant on skirmish or a more coordinated, planned push to base, which felt more reasonable by far. We have had players who actively choose assault mode just because it reduced the amount of toilet bowl/NASCAR behavior.
This is so exaggerated, though. One light, even with a capture accelerator, takes a long time to cap a base. You've got oodles of time to react, and if nobody reacts, it's 100% bad choices that lead to defeat.
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YMMV. Clearly you've had some bad experiences, but that crops up in every game mode.
Yeah, I've had my share of bad experiences in all game modes too =) Honestly, though, I liked Assault a lot more where there are multiple win/loss vectors you have to juggle. It's also why I like Conquest. If I just want a straight up kill-all-the-mechs, it's Skirmish for me.
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I'd be fine with some solution like that. However, we do have lights in the game that have considerable firepower. When range doesn't matter, those SL and SPL Firestarters wouldn't blink at that kind of restriction. That said, I think it's appropriate to have some level of risk in the mix, too. It's silly that one player can win the match in fairly trivial fashion because everyone else happens to be distracted by combat.
I kind of like it, to be honest. Don't be distracted so completely by combat, then - if you are, and you lose, it's because
you played poorly. Look at the base cap as an abstraction of a mission objective. Maybe you're off to blow up an ammo dump, or whatever else.
So, if that's the case - you think about it that way - you're being attacked, and the reason the attackers are there is to accomplish something in particular. If you get distracted fighting, and a small force slips through and accomplishes their objective
when you had intel that they were after that particular objective it's your own damn fault.
With turrets, that VERY rarely happened. I can only recall a single cap-win on assault since the turrets. You could for all intents and purposes just leave your base completely, knowing that turrets would provide early warning and slow attackers dramatically.This made cap-wins a very difficult process, and generally speaking never worthwhile.