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Just Play Conquest


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#21 Screech

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Posted 08 July 2015 - 08:35 AM

Because the ability to stand in 5 different boxes is exactly 5 times more exciting then being able to stand in only 1.

#22 DONTOR

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Posted 08 July 2015 - 08:35 AM

Conquest is where the brawls are. I vastly prefer the closer engagements. But I will never bring a DW to a conquest match.

#23 Spheroid

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Posted 08 July 2015 - 08:35 AM

Assault is improved, there is more movement now. I am okay losing to caps if there is some meaningful combat. I found that to be the case on all the maps I played last night.

#24 UrsusMorologus

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Posted 08 July 2015 - 09:51 AM

You can't require teamwork in pugs. Not everybody speaks the same language. Not everybody has the same motive or goal (somebody might be testing stealth raider loadout and has no interest in standing around waiting to defend). Some people are just trolls and no connection to the group means no consequences for sabotaging the group. Requiring teamwork from pugs is fail.

#25 JC Daxion

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Posted 09 July 2015 - 01:55 AM

View PostJoseph Mallan, on 08 July 2015 - 04:38 AM, said:

There were as many posts defending the right to have base capping. I know I made a few of them from my Slow as molasses Atlas. If you don't like being capped you need to guard your base! If you don't, then you lose.



Sure that is great in theory, But we have this huge portion of the player base called PUG's. which like it or not, is what most players play. Turrets made pugs, and assault pallet-able. I don't always drop in my light/medium, or fast flanker that i can pull double duty as a scout and base defender. Not every match even has people that can fill that roll in the PUG world.

#26 RockmachinE

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Posted 09 July 2015 - 02:02 AM

So you uncheck skirmish because they removed turrets in assault?

What the **** dude?

#27 Joseph Mallan

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Posted 09 July 2015 - 03:49 AM

View PostJC Daxion, on 09 July 2015 - 01:55 AM, said:



Sure that is great in theory, But we have this huge portion of the player base called PUG's. which like it or not, is what most players play. Turrets made pugs, and assault pallet-able. I don't always drop in my light/medium, or fast flanker that i can pull double duty as a scout and base defender. Not every match even has people that can fill that roll in the PUG world.

Yeah... I know. I have played more PUG matches than Group matches in the last two years. So I am talking from that portion of the player base. Would you like to try to change my opinion with a different approach? :huh:

#28 MechWarrior3671771

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Posted 09 July 2015 - 02:20 PM

"It's not an assault at all, you run and stand on a spot on the ground."

Only if I can get past your 12 mobile turrets. Then its not assault because you failed to show up.

You've got to position your forces so they can keep an eye on their base. This means less deathball, less nascar, more spread and lance vs lance. All good things.

Its why Conquest rocks ;)

#29 JC Daxion

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Posted 10 July 2015 - 01:03 AM

View PostLouis Brofist, on 09 July 2015 - 02:02 AM, said:

So you uncheck skirmish because they removed turrets in assault?

What the **** dude?


Yes, because as it is i just tolerated skirmish, but did so to keep the cue a bit faster.. But seeing i will be waiting now, why play a mode i don't like anyway?

the reason why i liked assault the way it was, because it basically was a way, that if a base rush came, it gave you enough time to get back, or you had some beat up members on the other team. OR, which was basically what it was used for most of the time in all the games i ever played, was to push the base when all but one or two lights were left and a fast way to end the match by capping instead of playing Find the ECM light...


Which brings me to why i hate skirmish, I always stay to the end of the match to see my stats, I like seeing how stats rack up on different mechs, and different team members, and seeing my individual scores.. and i can't count the number of times, even on matches i was on the wining side, that we spent, 5-8 mins, trying to track down that one mech. It just plain sucks and a huge waste of time. For those that don't care about stats, or seeing how you did and moving on to the next match is all that maters, dropping and playing again is no issue, but those that do, can end up playing matches where a few hours is nothing but watching a team search for the last mech, or doing it yourself, which is exacerbated if you are in an assault.


View PostJoseph Mallan, on 09 July 2015 - 03:49 AM, said:

Yeah... I know. I have played more PUG matches than Group matches in the last two years. So I am talking from that portion of the player base. Would you like to try to change my opinion with a different approach? :huh:



If the other team decided not to protect the base, and everyone on my team wants to fight, and one person in a light ends the match, even against his own team telling them not to... Seams nothing more than a troll move. i hate it just as much when i am on the side that gets the so called win, as i am when i get the so called loss.. I might care about stats, but only in how they effect my game play, Not some W\L ratio dictated by some match maker, and a bit of luck...

So if you have no issue with one person taking it on themselves to end a match in 1-2 mins wasting everyone's time in a pug, there really is nothing i else to say. outside of perhaps... :o :rolleyes: :blink: :(

Edited by JC Daxion, 10 July 2015 - 01:03 AM.


#30 J0anna

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Posted 10 July 2015 - 01:33 AM

Look, it's done, the turrets are gone. This game mode was hit or miss before, it's hit or miss again. You can have a great match or a complete waste of time. If you don't want to subject yourself to random gameplay, uncheck the mode - simple enough.

When the turrets were there, this game mode was a bit more predictable. It also tended to have more set piece battles. That's gone, so just get over it. The biggest problem is that you don't get compensated for capturing the base. Yes it was good when your lights would draw some of the enemy team off and you would then roll the rest - but just as often you would have matches where you never saw the other team. I remember a match on alpine where both sides defended their base. Great 15 minutes of doing nothing. Or terra therma where both sides circled the center and completely missed each other (many times). On and on. Assault was always better on the smaller maps - large maps created more problems. Now we're just re-discovering them.

For those who like it, fine keep playing it. For the rest who just want to kill things, uncheck it, there are two other perfectly good modes for that...

Edited by Moenrg, 10 July 2015 - 01:34 AM.


#31 Mercules

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Posted 10 July 2015 - 01:54 AM

View PostCoolant, on 08 July 2015 - 07:15 AM, said:

Not gonna play a game mode where there can be, theoretically, zero fighting. I play Mechwarrior for combat, not to stand on a plot of land for a few seconds.

There are plenty of video games out there where you use speed to accomplish tasks. Go play them and leave Mechwarrior out....


If you protect your base you get a fight every single time. If you mindlessly derp forward going, "Where are the enemy?" Then it is YOUR fault you didn't get a fight, not the mode. Basically, if you get base capped you did something wrong and if you constantly get base capped then you just plain suck at basic tactics and recon.


View PostJC Daxion, on 09 July 2015 - 01:55 AM, said:

Sure that is great in theory, But we have this huge portion of the player base called PUG's. which like it or not, is what most players play. Turrets made pugs, and assault pallet-able. I don't always drop in my light/medium, or fast flanker that i can pull double duty as a scout and base defender. Not every match even has people that can fill that roll in the PUG world.


So, take a look at the quote in my signature. That is an actual quote from before the turrets ever went in taking in ALL the matches PuG and not PuG. 81% of the fights ended in people smashing the opposing mechs. That would be the vast majority of the matches were won by fighting and not capping. We just went back to that and I am willing to bet once people have to start thinking again that it will go right back to somewhere around that statistic.

#32 Joseph Mallan

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Posted 10 July 2015 - 02:11 AM

View PostJC Daxion, on 10 July 2015 - 01:03 AM, said:

If the other team decided not to protect the base, and everyone on my team wants to fight, and one person in a light ends the match, even against his own team telling them not to... Seams nothing more than a troll move. i hate it just as much when i am on the side that gets the so called win, as i am when i get the so called loss.. I might care about stats, but only in how they effect my game play, Not some W\L ratio dictated by some match maker, and a bit of luck...

So if you have no issue with one person taking it on themselves to end a match in 1-2 mins wasting everyone's time in a pug, there really is nothing i else to say. outside of perhaps... :o :rolleyes: :blink: :(
Yes it can be a troll move, or it might just be a "Well if they are going to let me cap I guess I will. As to ending a match in 1-2 minutes. Well it beats waiting for the end from my usually dead Mech or viewing from yours for another 5-8 minutes. After all I am usually one of the first 3 to die cause I like to get into the thick of it.

And your preference is no more important that the next player's. Its an old statistic but 15% of matches ended in a Cap at the height of the crying before the Turrets. That meant 85% of the games ended in death and destruction. That seems like a fair number for a combat game.

#33 LordKnightFandragon

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Posted 10 July 2015 - 02:15 AM

I actually dont like conquest. And yes, I suppose its in part to the fact i play assaults. But I cant be everywhere and pretty much every time I play it we lose on points........my team goes mech hunting and not point hunting. I would try to venture off alone but woudl just end up circle jerked by some FS9.

#34 Joseph Mallan

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Posted 10 July 2015 - 02:18 AM

View PostMercules, on 10 July 2015 - 01:54 AM, said:


If you protect your base you get a fight every single time. If you mindlessly derp forward going, "Where are the enemy?" Then it is YOUR fault you didn't get a fight, not the mode. Basically, if you get base capped you did something wrong and if you constantly get base capped then you just plain suck at basic tactics and recon.
Well not technically true. One side will have to venture out. I loved this one PUG match I was in. Someone on our team
suggested defending the base (over by the plains Dropzone). We did. The enemy went to the usual battle spot and didn't find us there. they had to look for us. We waited (Pugs with patience... who knew!). They taunted and jeered and we pick off anyone who tried to move on us. Their scouts flanked and got repelled. Finally they rushed and a good (but to late) battle ensued. It was a great match!

#35 Joseph Mallan

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Posted 10 July 2015 - 02:26 AM

View PostLordKnightFandragon, on 10 July 2015 - 02:15 AM, said:

I actually dont like conquest. And yes, I suppose its in part to the fact i play assaults. But I cant be everywhere and pretty much every time I play it we lose on points........my team goes mech hunting and not point hunting. I would try to venture off alone but woudl just end up circle jerked by some FS9.

Cause everyone is so wrapped up in the fighting they forget there is an actual mission to be completed. Assault AND Conquest

#36 LordKnightFandragon

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Posted 10 July 2015 - 02:38 AM

View PostJoseph Mallan, on 10 July 2015 - 02:26 AM, said:

Cause everyone is so wrapped up in the fighting they forget there is an actual mission to be completed. Assault AND Conquest


Exactly, so if its played like skirmish, I just go there.....then dont have to worry about losing to that aspect. But otherwise, yeah Conquest is the more fun game mode. Especially on a map like Alpine.

#37 Mercules

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Posted 10 July 2015 - 07:41 AM

View PostJoseph Mallan, on 10 July 2015 - 02:18 AM, said:

Well not technically true. One side will have to venture out. I loved this one PUG match I was in. Someone on our team
suggested defending the base (over by the plains Dropzone). We did. The enemy went to the usual battle spot and didn't find us there. they had to look for us. We waited (Pugs with patience... who knew!). They taunted and jeered and we pick off anyone who tried to move on us. Their scouts flanked and got repelled. Finally they rushed and a good (but to late) battle ensued. It was a great match!


I didn't say, "If you stand near your square." I stated "Protect your base." you can protect your base aggressively by having scouts move out and get eyes on the enemy and make sure you know where they are and head them off. Those same scouts then peel back and watch the flanks for fast mechs making a break for the base.

I was able to influence teams before we have VOIP and now that I can easily let them know "three fast lights flanking up 3 line to base" and "intercepting but I'll need backup near base". It's even easier for me to perform the scout roll.


In fact not having turrets that announce someone is poking at your base gives scouting the teeniest little bit of a role in this game at least in that mode.

#38 Revis Volek

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Posted 10 July 2015 - 07:46 AM

View PostJC Daxion, on 08 July 2015 - 01:36 AM, said:

I didn't even realize they removed the turrets, and was looking forward to playing the new patch, but after stopping by the boards i saw and thought, man this sucks.. Before turrets assault just sucked. Groups, is one thing, but pugs.. They were never any fun...


Uncheck skirmish

uncheck assault...


Hello conquest cue! I always find the games much more fun anyway.. Perhaps if more people just play conquest, the cue wait won't be so long, and PGI might have to come up with another form of gameplay beside base rush, or find the ECM spider...



No thanks...

Conquest sucks, herding 11 cats is no fun.

#39 Lootee

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Posted 10 July 2015 - 08:09 AM

Conquest is the only game mode that has any semblance of role warfare.

#40 Jack Corban

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Posted 10 July 2015 - 08:14 AM

View PostJC Daxion, on 08 July 2015 - 02:35 AM, said:



It was, If the team decided to base rush it was a tactic you had to defend.. No turrets, and the cap speed the way it is, a single light can just run and take the base, even if the team doesn't wan't that, and end the game after a min..

It was Zero fun before.. there were 1000's of posts about how hated it was, and turrets were added, and it became a fun mode. You can still storm bases, and use that as a tactic, and still have to defend the base.


I just wanna know who all the idiots are that were dying to a base turret, that was ruining everyones game? I have never died on accident to a base turret, though maybe once or twice trying to take a base if i was totally wrecked. I've never had a lone mech end a match, due to hiding in a base.. *(though me and one guy did defend once from 5 mechs and won the match, after the last 2 ran back to their base and we caught up.. talk about exciting!)


there was zero wrong with the game mode.. If ya wan't skirmish, play skirmish, this skirmish with cap end after one min is for the birds.. Play pugs, and then come back and talk to me how much fun it is..


You sir are full of Bull[redacted] one light cannot cap a base in one minute. They even increased the time a cap takes. If a Team manages to cap your base it is your fault and only your fault. Have someone watch it. Don't go play Assault like Skirmish. If you fail to do so then you deserve to be capped. End of Story. ggclose roflmao





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