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Assault Mode Is Horrible Again


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#21 Mystere

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Posted 09 August 2015 - 05:00 PM

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

Assault Mode is horrible again.


Then go play Skirmish. Many like Assault being brought back to what it originally was.

View PostNathan Foxbane, on 09 August 2015 - 10:44 AM, said:

I do not know what times or ELO range you play in but most of my Assault matches turn into Skirmish until someone gets creative and then it is refreshing regardless if my teams ability to respond or or lights ability to scout is lacking.

The one issue for Assault is the cap area itself. Two or three 'Mechs parked on it is fine, but if the deathball is there it becomes impossible to defend. The defenders need their a defense area larger than the cap area.


The enemy deathball arriving on your base unmolested is a huge indication of a massive error on the part of your team. As such, I suggest learning not to miss seeing the deathball.

#22 Nathan Foxbane

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Posted 09 August 2015 - 05:23 PM

View PostMystere, on 09 August 2015 - 05:00 PM, said:


Then go play Skirmish. Many like Assault being brought back to what it originally was.



The enemy deathball arriving on your base unmolested is a huge indication of a massive error on the part of your team. As such, I suggest learning not to miss seeing the deathball.

In deed it is, but I often run support builds, being away from the team often makes me less effective. I do what I can, but as a medium pilot there is only so much I can do on my own.

#23 Kjudoon

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Posted 09 August 2015 - 05:31 PM

https://m.youtube.co...h?v=ukuIwXwCyOI

Thats what i thought of when you cant find the murderball charging base.

https://m.youtube.co...h?v=ukuIwXwCyOI

Thats what i thought of when you cant find the murderball charging base.

#24 Moldur

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Posted 09 August 2015 - 05:47 PM

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

View PostInspectorG, on 09 August 2015 - 10:56 AM, said:

Assault is 'bad' because Pugs have no concept.

Pugs cry for turrets and it will return to what it was before turret removal: Skirmish in a smaller area with the occasional scrub farming turrets to level his mech.

No Thanks.

Maybe ill write an easy how-to guide for the rest of the underhivers.


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*

#25 Pjwned

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Posted 09 August 2015 - 06:04 PM

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

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*


Considering that Assault previously played exactly like Skirmish 99% of the time with some occasional horseshit shenanigans thrown in (looking at you Mining Colony) from LRM turrets, it pretty much was Skirmish and thus if you don't like the turrets being removed then play Skirmish instead.

It wasn't just LRM turrets that made it bad either though, the laser turrets discouraged light mechs from doing part of their job by trying to cap at a good opportunity and compensated the enemy team for not doing their job and ignoring their base.

Edited by Pjwned, 13 August 2015 - 06:09 AM.


#26 Fate 6

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Posted 09 August 2015 - 06:09 PM

Haven't had a cap win yet that wasn't already a guaranteed win for the capping team anyway

#27 ArchMage Sparrowhawk

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Posted 09 August 2015 - 06:15 PM

I do agree that going for a base cap every time is tedious. especially when the other side completely ever fails to defend against it, or both sides have unilaterally decided to 12 man base cap the other in some slow creeping march.

More than a few times I have zombie marched to the enemy base, looking for the enemy, only to zombie march in the direction of the enemy once they either, reach our base or wander back toward their base to find us waiting.

there has to be more to this game than this. I love all the extra room in river city, but we still end up being death balls fighting behind the goddamn citadel or between the docks and the shores by the citadel.


Ultimately I thing 2 turrets is fine. And that base capping is a fine strategy and should always be considered, either for offense or defense, but that is not all there is to Assault mode, and that needs to be seriously regarded. Could just be the folks I'm grouped with lately.

#28 Anarcho

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Posted 09 August 2015 - 06:18 PM

New assault mode requires more thinking. And thinking hurts...

But really, I know its hard sometimes to coordinate pugs, but if someone take the first step they usually follow.

Send someone to scout and keep the team not so far the base...

No turrets means a more dynamic game, where the lights can have a role for once.

#29 J0anna

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Posted 09 August 2015 - 06:20 PM

They need to change it so if you cause damage to the enemy on the cap it resets the cap (like WoT), rather than having to enter the cap to stop it. Leave the turrets off for all I care. They also need to change the rewards so that you are actually rewarded for capping, rather than for killing. Until those changes come about, just avoid it when solo.

#30 Savage Wolf

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Posted 09 August 2015 - 06:25 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."


Rather that than just Skirmish mode number 2. Hell it's still mostly just skirmish, but now the bases are actually relevant for other things than just a place to hide when you are the last on your team and you hope the turrets kill the rest for you.

I guess you are just one of those people that get mad if a game is won on objectives and not kills. We gave you Skirmish so that the rest of us could have objectives now stay there.

I usually only play Conquest because I want some objectives in my games and I'm finally considering playing Assault again.

#31 Mechteric

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Posted 09 August 2015 - 06:27 PM

The gamemode itself is bad, with or without turrets doesn't matter. Assault mode should be where one team attacks and other defends, not both at the same time.

#32 Dino Might

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Posted 09 August 2015 - 06:30 PM

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.

Splitting the team to assault and defend means the defending lance(s) lose to a 12 man push and the assault-lance(s) still cap slower so even with a head start they lose. This mode is the least exciting, has the least combat (unless both sides charge down the middle ... haven't really seen this but guess it could happen), and has the least potential valid and/or interesting tactics (willing to be proved wrong).




This is exactly why the enemy rushes to your cap, usually with a light or two, to split your team. It's tactics, and you need to work with your team to beat them. Have one streakboat sit back while 11 go forward, or just send the streakboat back when you see cap going. Don't split 6 guys off to go after one light.

You are citing the exact reasons why assault is now interesting and different from skirmish. I like it the way it is, and it should stay until they come up with something better. Cutting out the capping ability in assault, which is what your ideas constitute, just turn it back into skirmish. Don't like it, don't play assault.

#33 Kjudoon

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Posted 09 August 2015 - 06:49 PM

If you want to drive the brawltardery out of assault make it unprofitable to act like every mode is skirmish. Give a primary mission and much lowere reward secondary. Give bonus cash for remaining undamaged returning with unused ammo. Kills wile defending base or in the same square as base get premiums.

Reward intended and designed goals most brawltardery last except for smirmish which should remain the psychopathic thunderpdome it is currently.

#34 FupDup

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Posted 09 August 2015 - 06:51 PM

If a capture win gave similar payouts as a deathmatch win, I don't think as many people would mind. Just make the surviving enemy mechs count as salvage rewards.

#35 Savage Wolf

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Posted 09 August 2015 - 06:55 PM

View PostKjudoon, on 09 August 2015 - 06:49 PM, said:

If you want to drive the brawltardery out of assault make it unprofitable to act like every mode is skirmish. Give a primary mission and much lowere reward secondary. Give bonus cash for remaining undamaged returning with unused ammo. Kills wile defending base or in the same square as base get premiums.

Reward intended and designed goals most brawltardery last except for smirmish which should remain the psychopathic thunderpdome it is currently.

View PostFupDup, on 09 August 2015 - 06:51 PM, said:

If a capture win gave similar payouts as a deathmatch win, I don't think as many people would mind. Just make the surviving enemy mechs count as salvage rewards.


Soooo much this.

And while you are at it, just make rewards a team effort. That way roles that don't get a reward like actually having a commander controlling the pugs would be rewarded with an overall greater team rewards because the team does better!
Never understood why people are rewarded individually when it's a team game and a light and an assault can work together to bring down enemies, but the assault gets all the rewards despite the light contributing just as much.

#36 Kjudoon

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Posted 09 August 2015 - 07:00 PM

PGI could always perform a "Milton Fri3dman" trick and hide rearm and repair by creating "safe piloting" rewards that dont penalize those who think face tanking is the only way to play with expensive mechs. Instead give a rearm and repair bonus based off a percentage of ammo, crits, componants and equipment undamaged.

Justike income tax withholding. Want a big payday? play smart.

Savage thjs is because gamers will not tolerate collective rewards for individual achievement.

It is the key reason collectivism fails everywhere in the end.

Gonna git PAID!!

#37 Xetelian

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Posted 09 August 2015 - 07:07 PM

I've bumped into a few mean spirit folks that ended matches in 3 minutes with a base rush.

They complained in all chat "thank (___) for ruining assault" and this was in solo queue. I don't play group queue.

#38 Savage Wolf

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Posted 09 August 2015 - 07:08 PM

View PostKjudoon, on 09 August 2015 - 07:00 PM, said:

Savage thjs is because gamers will not tolerate collective rewards for individual achievement.

It is the key reason collectivism fails everywhere in the end.

Gonna git PAID!!

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.

#39 MoonUnitBeta

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Posted 09 August 2015 - 07:13 PM

View PostKhobai, on 09 August 2015 - 04:47 PM, said:

Quote

As in, it doesn't just pick one component and BLAST IT WITH 100% ACCURACY

good players do this. why shouldnt turrets?

the laser turrets were 100% fine. the LRM turrets were the problem. they just needed to remove the LRM turrets.
Wait what? "Good" players have 100% accuracy? Lets flip this statement... Players with 100% accuracy are GOOD? That's not good, that's f'ing god like, man. Jeeze.

Not to mention that you could be going 5km/h, or 170 and turrets are still able to hold a medium laser on your left leg, with unwavering accuracy.

Good players can't do this. Robots do.

A full damage medium laser to a light mech's component is painful. Against any human player, lasers drag across the mech and the damage is partial, or full but across components.

Edited by MoonUnitBeta, 09 August 2015 - 07:15 PM.


#40 Wing 0

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Posted 09 August 2015 - 07:14 PM

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.





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