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I Will Give You One Day.


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#81 Sarlic

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Posted 07 July 2015 - 11:14 PM

View PostTitannium, on 07 July 2015 - 11:09 PM, said:


yeh, but then someone screaming , they are here, RUUUUUUNN
and game sudently turn into this....

Posted Image


I just set up a pokerface when i see 'RTB! RTB!' pops up after a minute or so.

#82 Prof RJ Gumby

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Posted 08 July 2015 - 01:13 AM

You just have to have a bit of coordination and teamplay and turetless assault mode can be awesome. Especially scouting gets crucial. I don't get why people think there is a need to camp your own base.

Simple, effective defensive approach:
Priority 1: locate and possibly kill enemy lights ASAP. If you cannot kill theam fast, make sure you can get back to your base within a minute after they could.
Priority 2: locate the main enemy force and deny them access to your base. Just meet them head on.

On maps like crimson strait all you need to defend the base is one light keeping an eye for the saddle/water (depending on the spawn). Simply stay in a place with a good view for a minute, then make a quick peek for any incoming forces, then use an UAV to have the path guarded automatically for a bit more.
I kinda worry for maps like the terra therma - kinda too many roads between one base and another to actually guard them all.

Nevertheless, lights/fast meds can become the most crucial assets in assault - to scout the enemy route ASAP, to keep an eye on/destroy enemy lights and fast meds, to feint capping to confuse the enemies and make them split/ to cap in later stage of the game if the enemy have a kill advantage. Role warfare, huh?

I like the new turetless assault mode so far. Especially in the group queue. So many options and ways to outsmart the enemy + a need to adapt to their actions. I liked the old one too, mainly because the turrets were some sort of AI driven forces to make the field of battle feel less deathmatchy. A bit, but still. And while it gave little more options than the skirmish, there were some unique options to it.

Kinda hope they will rename the assault mode to something else and bring the 'turreted' one back, so we have 4 game modes.

Edited by Prof RJ Gumby, 08 July 2015 - 01:14 AM.


#83 Joseph Mallan

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Posted 08 July 2015 - 01:25 AM

View PostKhobai, on 07 July 2015 - 09:15 AM, said:


yet the fact remains assault was less bad after they added turrets

IMO they shouldve combined assault and conquest into one game mode. Have bases that need defending as well as 3 capturable resource nodes.

That combined gamemode fixes most of the flaws with both assault and conquest. It gives all weight classes something to do. And having multiple ways to win makes it much more strategic (win by getting to 500 resources first, capping the enemy base, or destroying the enemy team).
No. Assault was just made more like Skirmish and less like an assault.

Assault should be One side attacks a "thing" the other side defends that "thing". Like it is in CW. AND if the attackers fail to actually capture teh "thing" They should not get a full victory.

"Ha! We killed you all! Boo YA!!!"

"Yes you did. But Professor Banzai got away with the Helm Memory core. I bet the Coordinator will have something to say about failing that!"

That should be how winning and losing should feel.

#84 SmoothCriminal

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Posted 08 July 2015 - 02:15 AM

I think I am just going to lurk around the base in a MDD with 6xSSRM6 and a bap. You have been warned.

#85 Joseph Mallan

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Posted 08 July 2015 - 02:28 AM

View PostSmoothCriminal, on 08 July 2015 - 02:15 AM, said:

I think I am just going to lurk around the base in a MDD with 6xSSRM6 and a bap. You have been warned.

You are evil. Get a team mate to hang with you with a ECM and you will be Pure Evil! :D

+1 for Holy Grail Titan!

Edited by Joseph Mallan, 08 July 2015 - 02:29 AM.


#86 Sir Wulfrick

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Posted 08 July 2015 - 03:56 AM

View PostSarlic, on 07 July 2015 - 03:59 AM, said:

..Before people are going to complain that lights are capping the base on Assault. :ph34r:


Steady there now! People might have to use actual tactics in a game, and you know how much most people like doing that :lol:

#87 Appogee

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Posted 08 July 2015 - 04:13 AM

I don't know why they just didn't remove them from the small maps. Or reduce the range of turrets on small maps.

All they've done is reintroduce the problem that the turrets were originally designed to solve.

#88 DrSlamastika

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Posted 08 July 2015 - 04:34 AM

Yes base rush is back :( those days I am leveling the KING CRABS. I played yesterday 4 games. Two of them was Assaults, bascally all of them was base rush and capping. We won but it wasnt fun at all and then, when I complaining about that, some smart person tell me: dont play assault mech hahahaha . . . .

Comon PGI, you should leave the laser turrets on base. . . I know the LRM turrets was broken, but remove it completly send us bac to the dark age of base rushing and not fighting in a fight game. Just think about it.

Edited by DrSlamastika, 08 July 2015 - 04:48 AM.


#89 Burktross

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Posted 08 July 2015 - 05:15 AM

View Postcdlord, on 07 July 2015 - 04:16 AM, said:

Before the turrets were added people stayed at the base or cap rushed. Course, that was before 3/3/3/3. And before Skirmish....

Funny thing is though, people still complain and get snarky when you cap win on Assault... If you don't like it, play Skirmish.

It's the cap rushes that rustle jimmies, not so much caps in general.

#90 Wronka

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Posted 08 July 2015 - 09:29 AM

The only issues with the turrets before, IMO, was the LRM turrets targeting way too far away. I am not sure I agree with total removal of turrets, they should have just removed the LRM ones and changed them to something with less range.





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