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Assault Mode Is Horrible Again


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#41 Savage Wolf

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Posted 09 August 2015 - 07:21 PM

View PostWing 0, on 09 August 2015 - 07:14 PM, said:

honestly the whole point of having turrets in the mode served a purpose in preventing immediate base capping and where points can be made. Right now im not happy that the turrets got removed. now we see idiots who cant put up a fight do the stupid way of play and not try to kill. I've seen a lot of that crap for the past few days and man it was just so f-ing boring. when we have events like the oceanic event and the double XP weekend going on its pointed out that you need to earn the points by getting into combat and alot of people for the past few days have NOT been doing that. PGI needs to at least have some turrets or something else that can keep combat a float. There are alot of bad players out there and i wont point out who but alot of them avoided fighting. Thats how bad its been. dont believe me? ask the other vets who been playing as well. The Assault mode right now is joke now.

This game is more than just fighting. You talk like you are a vet, but once there are other elements than just fighting you can't handle it. That does not make your a vet or a good player, it makes you a player who is only good at one thing and can't handle multiple elements of gameplay at once.
But don't worry, there is a gamemode made especially for you. It's called Skirmish where they did something even more drastic to prevent base caps, they completely removed them.
For us that can actually concentrate about more than one thing and don't want to be bored with the monotony of Skirmish, we are happy that bases are now part of the gamemode again. Because really, what was the point in having bases if the only way to get to them is by doing what you would do anyway, shoot enemies.

#42 Ralgas

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Posted 09 August 2015 - 07:27 PM

View PostSavage Wolf, on 09 August 2015 - 07:08 PM, said:

Maybe not. But as long as we rewards individual achievements only then we shouldn't expect people to actually work as a team.

Can't remember how many CW matches where my team also just decided that kills were more important that actually winning the match. When your rewards creates such a behaviour, maybe your reward system is not working correctly.


Even as it is, it still only creates a "dogpile on the objective" mentality among poor/lazy cbill grinders vs a "screw the objective and rip mechs apart" on others ..... which is what causes most of the complaint.

#43 Wing 0

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Posted 09 August 2015 - 07:29 PM

View PostSavage Wolf, on 09 August 2015 - 07:21 PM, said:

This game is more than just fighting. You talk like you are a vet, but once there are other elements than just fighting you can't handle it. That does not make your a vet or a good player, it makes you a player who is only good at one thing and can't handle multiple elements of gameplay at once.
But don't worry, there is a gamemode made especially for you. It's called Skirmish where they did something even more drastic to prevent base caps, they completely removed them.
For us that can actually concentrate about more than one thing and don't want to be bored with the monotony of Skirmish, we are happy that bases are now part of the gamemode again. Because really, what was the point in having bases if the only way to get to them is by doing what you would do anyway, shoot enemies.


say if we only have at LEAST 2 turrets. would you consider that a better option than having 2 laser and 2 missile turret? that shouldn't been too hard to try capping a base since the turrets Are not like CW's. there is reason why something is needed there. base capping at that point can still be easily done. just have to earn it with SOME effort.

#44 Savage Wolf

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Posted 09 August 2015 - 07:37 PM

View PostWing 0, on 09 August 2015 - 07:29 PM, said:

say if we only have at LEAST 2 turrets. would you consider that a better option than having 2 laser and 2 missile turret? that shouldn't been too hard to try capping a base since the turrets Are not like CW's. there is reason why something is needed there. base capping at that point can still be easily done. just have to earn it with SOME effort.

It's not the turrets job to make it an effort to take your base. That's your job. So, no, there is really no reason to put turrets there. If Assault is not working without turrets, then I would rather we found a third option that still enables smart tactics and objective play.

#45 Kjudoon

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Posted 09 August 2015 - 07:37 PM

I liked turrets but they were not balanced well. Too accurate and the range for the LRM of course was cutting the already too small maps down. If you were a last survivor you could always withdraw to your base with a slim chance of victory. On the other hand it also made it impossible to steal a victory from the maw of a roflstomp if a damaged mech cant get past the turrets. So it created a horrible paradox. 2 of my favorite matches ended with a win by cap as i went alone to tourmaline and capped with my kintado as the other 11 facetanked in a pointless charge while the other team could not get their 10 remaining mechs back in time. Biggest whiners? My team.

I also almost pulled out a win 5 to 1 against heavies and assaults with a vindicator thanks to base turrets on canyon. I got sloppy and the last mech got me. But i got the other 4 thanks to turret damage and distraction. So i am ambivalent on turrets. May they become a 2.0 version.

Ultimately it is your own fault if you lose to a cap in assault. You did not do your job. Period.

#46 Wing 0

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Posted 09 August 2015 - 07:42 PM

View PostSavage Wolf, on 09 August 2015 - 07:37 PM, said:

It's not the turrets job to make it an effort to take your base. That's your job. So, no, there is really no reason to put turrets there. If Assault is not working without turrets, then I would rather we found a third option that still enables smart tactics and objective play.


If there was a third option I sure would like to see it. maybe a seismic tower or something that can provide some bit of warning in some way like the module we have.

#47 Kjudoon

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Posted 09 August 2015 - 07:45 PM

Consider also the firepower of the base turrets was equal to one assailt or 2 medium mechs.

#48 Savage Wolf

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Posted 09 August 2015 - 07:50 PM

View PostWing 0, on 09 August 2015 - 07:42 PM, said:


If there was a third option I sure would like to see it. maybe a seismic tower or something that can provide some bit of warning in some way like the module we have.


First of all, lets give people a chance to learn tactics first and if that fails, we can consider a third option. And your suggestion is actually not bad.

#49 Jeffrey Wilder

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Posted 09 August 2015 - 08:03 PM

Not when missile turrets can lock you from a mile away in some maps

#50 Kjudoon

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Posted 09 August 2015 - 08:10 PM

A mile in this game would actually be 4.2 sectors in size not 2.

But i know you werent being literal. :)

#51 Mystere

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Posted 09 August 2015 - 08:23 PM

View PostMoldur, on 09 August 2015 - 05:47 PM, said:

Whenever an assault match ends with a really boring cap and awful scores, I type "This is the assault you guys wanted."


What you call "really boring cap and awful scores" I call "victory without much bloodshed". :lol:

#52 Mystere

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Posted 09 August 2015 - 08:31 PM

View PostSavage Wolf, on 09 August 2015 - 07:50 PM, said:

First of all, lets give people a chance to learn tactics first and if that fails, we can consider a third option. And your suggestion is actually not bad.


Hold a second there! If people are unable to learn tactics, then I say let Darwinism take it's course.

What makes you sure changing the game mode again will make people learn tactics? You just can't fix stupid. So don't even try.

#53 Kjudoon

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Posted 09 August 2015 - 08:35 PM

The perfect victory: 12 dead enemy mechs 0 damage taken by team if it was ever seen at all.

#54 InspectorG

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Posted 09 August 2015 - 08:43 PM

View PostMoldur, on 09 August 2015 - 05:47 PM, said:

Whenever an assault match ends with a really boring cap and awful scores, I type "This is the assault you guys wanted."



You say that as though 90% of the people playing Assault aren't doing it as PUGs, and the turrets didn't prevent NASCAR. Supposing I take your statement as fact, why the hell is it a good thing that new assault alienates PUGs? I found previous assault to be the most enjoyable and different of the 3 modes actually, whereas the other two devolved into driving in donuts. Also, I'm pretty sure nobody 'farms' turrets. Ever. Sans some first day players maybe, I think that situation is completely imaginary.

Previous assault wasn't Skirmish. In-fact, I would argue that the turrets are what kept the stupid out. Assault queue used to be untainted by the rabble of the skirmish crowd. *sticks pinky finger out*

Dont really know what you are saying here...

Previous Assault was just like Skirmish...run to middle, camp, fight, NASCAR. Capping only happened every so often in the matches i dropped.

Yes, i saw people farming turrets. Why? I dunno, maybe they liked the reward.

Removal of turrets was the best thing, players had to concern themselves about defense. As in defending a territory which was ignored previously, hence the difficulty in changing habits.

'Alienating Pugs'? Not sure what you mean.

#55 Dashen

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Posted 09 August 2015 - 11:10 PM

Truth is : with turrets people couldn't nascar anymore, we all now this game is about nascar every single map. Now they can, so they won't whine.

#56 JernauM

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Posted 10 August 2015 - 12:03 AM

View PostStrig, on 09 August 2015 - 10:35 AM, said:

Assault Mode is horrible again.

PGI was on to something with defenses and I get it that no one won by capping, but now all that happens is a rush to base capture in every game I have played.


I do not share your experience of Assault mode at all. Over 90% of the Assault matches I have played since the removal of turrets have led to fun, dynamic, unpredictable matches. None of which would have ever happened when the base turrets were in place,

Every few days someone posts some version of this same thread, complaining about Assault, and every time the answer is for that player to de-select Assault game mode or accept the possibility of having to defend the base.

Edited by JernauM, 10 August 2015 - 12:03 AM.


#57 Kjudoon

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Posted 10 August 2015 - 12:24 AM

Actually only caustic is the sole remaining nascar map. It is the Talladega of MWO. River city used to be the Darlington but it got fixed. I would love to see nascar on alpine. Thatd be funneh.

Everything else is a brawl at theta.

#58 Richter Kerensky

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Posted 10 August 2015 - 12:28 AM

The existence of Arctic Cheetah more damaging to Assault game mode than removal of turret.

#59 Xetelian

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Posted 10 August 2015 - 12:41 AM

View PostRichter Kerensky, on 10 August 2015 - 12:28 AM, said:

The existence of Arctic Cheetah more damaging to Assault game mode than removal of turret.


Yes, because a light mech is the problem.

#60 Speedy Plysitkos

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Posted 10 August 2015 - 01:00 AM

agree with that part, that appearing turrets randomly is way to go.





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