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Time To Bring Assaults With Turrets Back?

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#21 Death Proof

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Posted 03 November 2015 - 07:59 PM

View PostVariant1, on 03 November 2015 - 07:08 PM, said:

removing death match from mechwarrior is like removing guns from a first person shooter, or platforms in a platformer. The point of battle tech is mechs.... fighting each other wether it be for control, defending or conquest.


No...it's like adding new forms of gameplay other than just deathmatch.

I didn't say anything about removing combat or deathmatch.

#22 Prof RJ Gumby

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Posted 05 November 2015 - 02:42 PM

View Postpatataman, on 03 November 2015 - 04:31 PM, said:

Since assault with turrets is already made... why not? Give it a different name and adapt he maps that never had turrets before, that is the new FC, RC and CV.

More modes are always welcome, and they no longer split the population ( because of the new map / mode voting system ). So... moar modes, pls.


That's exactly what I had in mind. All modes now are deathmatch with a twist.
Skirmish - the twist is you may to go hunt that last light until the time ends
Assault - you may get screwed if a light or two jumps your base in a wrong time, or win your team a game if you do it in the right time.
Conquest - you need to keep an eye for the counter and push harder/recap if it is not in your favour, or play for time if it is.
Assault with turrets would be: you have to clear your path if you want to use certain places of the map + loosing side may fall back to base to even the odds.

That's it. Two more twists, just to make things more varied. More complex modes would be appreciated, but it takes PGI months to do one (like the fabled 4vs4 for CW), while the turreted assault needs just a few fixes to be reimplemented.

Edited by Prof RJ Gumby, 05 November 2015 - 02:43 PM.


#23 Burning2nd

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Posted 05 November 2015 - 02:46 PM

I just Said this the other night, But it shouldn't be like it was..

The turrets need to be much closer (less of them as well) to the capture point, have a less of a range but more power, a lot more power,

3 or 4 turrets basically on the cap or right around it

200m or so.. but the power needs to be much more

#24 Lyoto Machida

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Posted 05 November 2015 - 02:55 PM

View PostBurnin2nd, on 05 November 2015 - 02:46 PM, said:

I just Said this the other night, But it shouldn't be like it was..

The turrets need to be much closer (less of them as well) to the capture point, have a less of a range but more power, a lot more power,

3 or 4 turrets basically on the cap or right around it

200m or so.. but the power needs to be much more


AC20/SRM6 turrets...

#25 Khobai

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Posted 05 November 2015 - 03:02 PM

turrets just make assault more like skirmish. assault needs to be LESS like skirmish.

IMO they should combine assault and conquest into ONE gamemode. Have two destructible mobile HQs, one for each team. If a mobile HQ is destroyed, that team loses. Then have three capture points. First team that gets 500 points wins.

By combining the two gamemodes you now give every weight class a way to contribute and force teams to split up which also means less deathballing. You could win in one of three ways: by destroying the enemy base, getting 500 resources, or killing the whole enemy team.

Edited by Khobai, 05 November 2015 - 03:07 PM.


#26 InspectorG

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Posted 05 November 2015 - 03:19 PM

View PostMystere, on 03 November 2015 - 04:06 PM, said:


Defend Your Base





But... but...

MUST RUN TO CENTER!!!!!

View PostBurnin2nd, on 05 November 2015 - 02:46 PM, said:

I just Said this the other night, But it shouldn't be like it was..

The turrets need to be much closer (less of them as well) to the capture point, have a less of a range but more power, a lot more power,

3 or 4 turrets basically on the cap or right around it

200m or so.. but the power needs to be much more


So punish Light pilots?

#27 Inkarnus

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Posted 05 November 2015 - 03:58 PM

This thread seems like the perfect for the Skirmish only voting masses.

#28 Prof RJ Gumby

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Posted 05 November 2015 - 07:33 PM

View PostBurnin2nd, on 05 November 2015 - 02:46 PM, said:

I just Said this the other night, But it shouldn't be like it was..
The turrets need to be much closer (less of them as well) to the capture point, have a less of a range but more power, a lot more power,
3 or 4 turrets basically on the cap or right around it
200m or so.. but the power needs to be much more

Considering how average map size is now much, much bigger than it was before, the problem you want to fix does not exist anymore.

View PostKhobai, on 05 November 2015 - 03:02 PM, said:

turrets just make assault more like skirmish. assault needs to be LESS like skirmish.

1. Turretless assault would still be there.
2. Turrets limited nascar. Skirmish IS nascar.

View PostKhobai, on 05 November 2015 - 03:02 PM, said:

IMO they should combine assault and conquest into ONE gamemode. Have two destructible mobile HQs, one for each team. If a mobile HQ is destroyed, that team loses. Then have three capture points. First team that gets 500 points wins.

By combining the two gamemodes you now give every weight class a way to contribute and force teams to split up which also means less deathballing. You could win in one of three ways: by destroying the enemy base, getting 500 resources, or killing the whole enemy team.

Hey, that could be a neat idea for the 5th game mode ^^

#29 GreyNovember

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Posted 05 November 2015 - 07:55 PM

View PostInspectorG, on 05 November 2015 - 03:19 PM, said:

So punish Light pilots?


Yeah, how dare they refuse to engage our deathblob and cap our base to divide our forces.

Screw them. We shouldn't have to respond with our own lights, or god forbid our mediums.

#30 InspectorG

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Posted 06 November 2015 - 10:05 AM

View PostGreyNovember, on 05 November 2015 - 07:55 PM, said:

Yeah, how dare they refuse to engage our deathblob and cap our base to divide our forces.

Screw them. We shouldn't have to respond with our own lights, or god forbid our mediums.


Mediums too busy hiding behind Assaults or chasing down Raven sniper.





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