Jump to content

The "i Miss The Turrets In Assault Mode" Thread


8 replies to this topic

#1 nehebkau

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,386 posts
  • LocationIn a water-rights dispute with a Beaver

Posted 10 August 2015 - 05:58 AM

I sure do miss them...

Not the LRM turrets, their UBER sight-range was just a harsh on my mellow but the laser turrets and I became fast friends. I even named one Kenny.


Am I the only one who feels this way?

#2 Speedy Plysitkos

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,460 posts
  • LocationMech Junkyard

Posted 10 August 2015 - 06:00 AM

So you decide to create thread 5125 about it. aha.

#3 Tarogato

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 6,558 posts
  • LocationUSA

Posted 10 August 2015 - 06:01 AM

I'm extraordinarily glad they're gone. Now teams actually get punished for Nascaring away and leaving their base vulnerable. Now sending scouts to check the flanks to see whether the enemy is rushing on one side or not is actually worthwhile. The only thing left that needs to be done is to about quadruple or more the reward for capping the base.

#4 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 10 August 2015 - 06:13 AM

The turrets just made it into another Skirmish mode. Personally, I think Assault mode needs a dramatic change to make it better.

Either one of the following are potential ways to make Assault mode better:
  • Each base has its own BAP array (that cannot be ECM'd) that allows your team to know exactly how many and what type of mechs are about to cap or currently capping it. Also, similar to the "base under attack" notification, when the base first detects nearby enemies it notifies your team of this. This could very easily be implemented in the current game maps and rules.
  • Or, a bigger change to the mode where one team Assaults, the other team Defends. Though perhaps for this to work there might need to be 2 bases the Defenders need to defend (it works for CounterStrike!) That said, the bases may need to be no further than 1 kilometer apart, otherwise all the Attackers would need to do is send all 12 mechs at one base. Turrets, could probably be used again for this mode though.

Edited by CapperDeluxe, 10 August 2015 - 06:17 AM.


#5 Kyle Travis

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 210 posts

Posted 10 August 2015 - 06:16 AM

I liekd the turrets - made it different to Skirmish - watched,was held off by and particpated in soem fun last stands with them and could have been expanded upon - be interesting to see if what the Union dropship idea works out like

#6 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 10 August 2015 - 06:18 AM

I too am glad the turrets are gone. Some of my best matches have been on the new-old assault.

I'm really digging the dynamic that capping brings - when kills aren't the only objective, people have to think about things other than charging to the front as quickly as possible for personal glory.

I'd like the turrets return only if you had to activate them. A separate cap zone that slowly powers up your base turrets the longer you hold it. Capturing the enemy power point powers theirs down.

#7 nehebkau

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,386 posts
  • LocationIn a water-rights dispute with a Beaver

Posted 10 August 2015 - 06:37 AM

View PostTitannium, on 10 August 2015 - 06:00 AM, said:

So you decide to create thread 5125 about it. aha.



5125 is my lucky number. ;)

Besides -- the squeaky wheel gets the grease -- am I right? Having a locust from the other team just run to your base and cap it doesn't float my boat (last time the locust pilot used the bathroom and didn't flush -- red team needs to eat more fibre). You would figure that they would have at least 1 or 2 mobile turrets there to defend it if it was so important.

Edited by nehebkau, 10 August 2015 - 06:40 AM.


#8 Lorian Sunrider

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,176 posts
  • LocationCochrane, Alberta

Posted 10 August 2015 - 06:41 AM

View PostCapperDeluxe, on 10 August 2015 - 06:13 AM, said:

The turrets just made it into another Skirmish mode. Personally, I think Assault mode needs a dramatic change to make it better.

Either one of the following are potential ways to make Assault mode better:
  • Each base has its own BAP array (that cannot be ECM'd) that allows your team to know exactly how many and what type of mechs are about to cap or currently capping it. Also, similar to the "base under attack" notification, when the base first detects nearby enemies it notifies your team of this. This could very easily be implemented in the current game maps and rules.
  • Or, a bigger change to the mode where one team Assaults, the other team Defends. Though perhaps for this to work there might need to be 2 bases the Defenders need to defend (it works for CounterStrike!) That said, the bases may need to be no further than 1 kilometer apart, otherwise all the Attackers would need to do is send all 12 mechs at one base. Turrets, could probably be used again for this mode though.


Came here to say almost exactly the same suggestions. Well done sir. Kudos.

#9 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 10 August 2015 - 08:13 AM

View PostCapperDeluxe, on 10 August 2015 - 06:13 AM, said:

The turrets just made it into another Skirmish mode. Personally, I think Assault mode needs a dramatic change to make it better.

Either one of the following are potential ways to make Assault mode better:
  • Each base has its own BAP array (that cannot be ECM'd) that allows your team to know exactly how many and what type of mechs are about to cap or currently capping it. Also, similar to the "base under attack" notification, when the base first detects nearby enemies it notifies your team of this. This could very easily be implemented in the current game maps and rules.
  • Or, a bigger change to the mode where one team Assaults, the other team Defends. Though perhaps for this to work there might need to be 2 bases the Defenders need to defend (it works for CounterStrike!) That said, the bases may need to be no further than 1 kilometer apart, otherwise all the Attackers would need to do is send all 12 mechs at one base. Turrets, could probably be used again for this mode though.


I think about the only thing the "everything old is new" Assault mode needs is increased rewards for a cap win.

Edited by stjobe, 10 August 2015 - 08:13 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users