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Suggestion For Assault Mode


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#1 Gyrok

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Posted 02 February 2016 - 09:17 AM

Since everyone hates assault mode for the 2 minute matches where some guy in a light mech goes and stands on the cap while the other 23 people are slugging it out...

Why not make capping the base end the match with the kill counts where they are when the cap is done? Whoever has most kills wins, if the score is tied, it is a draw and no bonus XP or cbills is awarded.

That basically solves every problem I can think of that people have with assault.

#2 kesmai

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Posted 02 February 2016 - 09:26 AM

*tststs*




#3 Zoid

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Posted 02 February 2016 - 09:42 AM

This is a terrible idea as it completely removes any reason to cap the base. I'm as annoyed as anyone when a couple lights ruin a good fight by running off to cap, but this is bad. Capping the base needs to give at least some sort of an advantage, otherwise you're just down by however many players are capping.

It's also bad because it doesn't do anything to stop games ending early due to caps. You can cap the base at 1-0 or at 11-10, same thing happens. The annoyance of caps is that they end the game early before people have actually had a chance to fight in their big stompy robots. This does absolutely nothing to address that primary concern.

#4 Tyler Valentine

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Posted 02 February 2016 - 09:43 AM

Assault is getting a major revamp including large bases with ECM and UAV towers, turrets and gates, so I wouldn't expect changes 'til then. Sounds like Russ is trying to make it the "de facto" game mode.

#5 xTrident

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Posted 02 February 2016 - 09:44 AM

Sounds like skirmish mode only with less time...

What's wrong with assault? It's like one in ten matches at the most where I have an assault match that ends quickly.

#6 MeiSooHaityu

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Posted 02 February 2016 - 10:18 AM

Potential idea...

Each base is protected by a shield generator that encompasses the cap area and prevents mechs from just running in and capping as quickly as possible.

With 5min or so left in the match, an "orbital strike" destroys the shield generator exposing the base for cap.

Now the shield generator can be destroyed earlier by attacking mechs to expose the cap point, but the team who's generator is being attacked gets a warning and is able to respond.

The generator destruction mechanic is basically there to slow down base rushes.

As a side note, maybe the use of TAG or NARC on the generator could speed up the "Orbital Strike" timing on the generator. Maybe allowing the deployed orbital laser to acquire a lock in the generator faster. It could promote more of a reason to bring that equip.

Now, we still can keep the destroy entire enemy to win scenario as well.

It could be a nice twist on the game type.



#7 Warblood

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Posted 02 February 2016 - 10:34 AM

Don't want your base capped? Defend it. Don't want to defend it? Play Skirmish.

Besides... what do you think your assaulting when you play assault mode? Answer: A base. lol

#8 MerryIguana

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Posted 02 February 2016 - 10:44 AM

Dont overextend. Teach people not to overextend. Yell at people who overextend.

#9 cazidin

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Posted 02 February 2016 - 11:13 AM

Didn't they say in the last Town Hall meeting that they plan to add turrets, walls, etc to your base in Assault to make it a true base and deter opportunistic light pilots?

#10 Gyrok

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Posted 02 February 2016 - 11:16 AM

View PostWarblood, on 02 February 2016 - 10:34 AM, said:

Don't want your base capped? Defend it. Don't want to defend it? Play Skirmish.

Besides... what do you think your assaulting when you play assault mode? Answer: A base. lol


Cannot uncheck assault anymore...or conquest...as it were...

View PostMerryIguana, on 02 February 2016 - 10:44 AM, said:

Dont overextend. Teach people not to overextend. Yell at people who overextend.


Essentially this stems from a scenario on Viridian bog where the whole team hid near their spawn, we went to kill them, and 2 light pilots, who were now down 8-2 went to cap. We capped out to win, but it always feels like crap to win like that.

#11 Rhaythe

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Posted 02 February 2016 - 11:19 AM

I believe Russ mentioned making "Assault" a CW Invasion-lite gamemode at some point. One team defends; the other attacks the same way as the CW gamemode. Only no respawns, which is intriguing.

And I've heard precisely naught about it since that initial thought sparked off, so my optimism is not holding.

Still wish this game would just rip off "Rush" from Battlefield: Bad Company 2, with multiple objectives and progressive respawn sites. Can you imagine that in CW?

#12 Almond Brown

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Posted 02 February 2016 - 11:48 AM

View PostMeiSooHaityu, on 02 February 2016 - 10:18 AM, said:

Potential idea...

Each base is protected by a shield generator that encompasses the cap area and prevents mechs from just running in and capping as quickly as possible.

With 5min or so left in the match, an "orbital strike" destroys the shield generator exposing the base for cap.

Now the shield generator can be destroyed earlier by attacking mechs to expose the cap point, but the team who's generator is being attacked gets a warning and is able to respond.

The generator destruction mechanic is basically there to slow down base rushes.

As a side note, maybe the use of TAG or NARC on the generator could speed up the "Orbital Strike" timing on the generator. Maybe allowing the deployed orbital laser to acquire a lock in the generator faster. It could promote more of a reason to bring that equip.

Now, we still can keep the destroy entire enemy to win scenario as well.

It could be a nice twist on the game type.


Interesting. We had Turrets once and they delayed Capping as well and they were removed due to Salt Content Accumulation Levels or "SCAL"

It is always interesting as well that why would Mechs respond to a report of some "Tower" getting attacked when currently they don't respond when Betty never shuts up about their "Base" being attacked? Takes forever for even 2 Mechs to Cap a base fully... Why is that do you think?

Edited by Almond Brown, 02 February 2016 - 11:49 AM.


#13 Zoid

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Posted 02 February 2016 - 12:00 PM

View PostAlmond Brown, on 02 February 2016 - 11:48 AM, said:


Interesting. We had Turrets once and they delayed Capping as well and they were removed due to Salt Content Accumulation Levels or "SCAL"

It is always interesting as well that why would Mechs respond to a report of some "Tower" getting attacked when currently they don't respond when Betty never shuts up about their "Base" being attacked? Takes forever for even 2 Mechs to Cap a base fully... Why is that do you think?


Those turrets were LRM and ERLL turrets, which was a terrible idea. Some maps were small enough that you could get pelted by LRMs if you tried to flank the enemy at all.

The cap point needs to be surrounded by a pile of small laser turrets that deactivate after 5-8 minutes of gameplay.

#14 MeiSooHaityu

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Posted 02 February 2016 - 12:06 PM

View PostAlmond Brown, on 02 February 2016 - 11:48 AM, said:


Interesting. We had Turrets once and they delayed Capping as well and they were removed due to Salt Content Accumulation Levels or "SCAL"

It is always interesting as well that why would Mechs respond to a report of some "Tower" getting attacked when currently they don't respond when Betty never shuts up about their "Base" being attacked? Takes forever for even 2 Mechs to Cap a base fully... Why is that do you think?


Well, the turrets actively attacked mechs. They legged light mechs and rained down LRMs on players that weren't even that close to the cap. I think that is a lot more frustrating than a shield generator that needs to be destroyed and doesn't fight back.

As for responding, I've been on a lot of teams that are slow to respond, but would have made it back if 6 enemy mechs hadn't ran on cap and accelerated the cap counter. If a team had to attack a generator first, it might delay a team long enough for the heavier units to turn around and respond.

Lastly, scouts (or any mech) carrying NARC or TAG could allow the generator to be destroyed much quicker by painting the generator. Doing so and keeping a TAG on target could yield nice bonuses which could reward scouting and tagging.

Hey, in PUGlandia there are no guarantees anyway, but no different mechanic will change that. It could be the greatest game mode ever conceived, and PUGs will still wander off and go against the grain. I wouldn't use something like a lack of response or direction as an argument for anything new when considering the PUG world lol.

#15 Darlith

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Posted 02 February 2016 - 01:41 PM

View PostAlmond Brown, on 02 February 2016 - 11:48 AM, said:


Interesting. We had Turrets once and they delayed Capping as well and they were removed due to Salt Content Accumulation Levels or "SCAL"

It is always interesting as well that why would Mechs respond to a report of some "Tower" getting attacked when currently they don't respond when Betty never shuts up about their "Base" being attacked? Takes forever for even 2 Mechs to Cap a base fully... Why is that do you think?


The old turrets sucked, you know why? Because they didn't follow the rules, you had lrm turrets that could hit you past 1km, could target ecm mechs, could target out of line of sight, and because of the small maps often would be pelting you when you were trying to flank the enemy. Some notable examples were the caldara in caustic valley where when circling about the base could pelt you, or mining collective where on the sides you would get nailed by base lrms giving away your flanking when you were still 1200m out from the base. The med laser turrets legging you, while annoying at least made sense to base defense and I would have been fine with staying.

#16 Gyrok

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Posted 02 February 2016 - 02:21 PM

View PostZoid, on 02 February 2016 - 12:00 PM, said:


Those turrets were LRM and ERLL turrets, which was a terrible idea. Some maps were small enough that you could get pelted by LRMs if you tried to flank the enemy at all.

The cap point needs to be surrounded by a pile of small laser turrets that deactivate after 5-8 minutes of gameplay.


MPL turrets even would be fine...like 12 MPLs per turret...

#17 Wild Pegasus

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Posted 02 February 2016 - 02:28 PM

View PostZoid, on 02 February 2016 - 12:00 PM, said:


Those turrets were LRM and ERLL turrets, which was a terrible idea. Some maps were small enough that you could get pelted by LRMs if you tried to flank the enemy at all.

The cap point needs to be surrounded by a pile of small laser turrets that deactivate after 5-8 minutes of gameplay.

An ER small laser turret at each corner of the base would probably be enough. A single light pilot would be deterred from ninja capping 30 seconds in, but the turrets wouldn't be powerful enough to stop a proper push by several mechs, which would require going back to base to defend anyway. Granted it would also eliminate the fake base cap tactic, but that tends to backfire more often than not so it's a fair tradeoff I would say.

#18 Tyler Valentine

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Posted 02 February 2016 - 03:10 PM

View PostRhaythe, on 02 February 2016 - 11:19 AM, said:

I believe Russ mentioned making "Assault" a CW Invasion-lite gamemode at some point. One team defends; the other attacks the same way as the CW gamemode. Only no respawns, which is intriguing.

And I've heard precisely naught about it since that initial thought sparked off, so my optimism is not holding.

Still wish this game would just rip off "Rush" from Battlefield: Bad Company 2, with multiple objectives and progressive respawn sites. Can you imagine that in CW?


He went over the whole thing in-depth during the last town hall (last friday). Both sides will get a base and there will be destructible ECM and UAV associated with each base.

#19 Wildstreak

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Posted 02 February 2016 - 03:15 PM

Russ' idea for new Assault mode to become the main Quick Play mode.
Planned minor change in March, major changes April or later.

View PostxTrident, on 02 February 2016 - 09:44 AM, said:

Sounds like skirmish mode only with less time...

What's wrong with assault? It's like one in ten matches at the most where I have an assault match that ends quickly.

Without turrets, people complain about Lights capping or base rushes, the second some teams do if they don't like the map now. Had that recently on Terra Therma Assault, whole enemy team moved on the very edge of the map under ECM to cap rush cause they hated Therma.

View PostAlmond Brown, on 02 February 2016 - 11:48 AM, said:

Interesting. We had Turrets once and they delayed Capping as well and they were removed due to Salt Content Accumulation Levels or "SCAL"

No, they were removed because the twin LRM10 turrets were OP. PGI went overboard and removed all turrets.

View PostZoid, on 02 February 2016 - 12:00 PM, said:


Those turrets were LRM and ERLL turrets, which was a terrible idea. Some maps were small enough that you could get pelted by LRMs if you tried to flank the enemy at all.

The cap point needs to be surrounded by a pile of small laser turrets that deactivate after 5-8 minutes of gameplay.

ML, not ERLL.

View PostGyrok, on 02 February 2016 - 02:21 PM, said:

MPL turrets even would be fine...like 12 MPLs per turret...

No, just no.

#20 Xmith

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Posted 02 February 2016 - 04:33 PM

Base defenses were removed because they were op to the less skilled. I should say, they were op to the less skilled team.

Base defense should be brought back. They added a nice hiccup to the light mech base rush. While in a match, unless you check the radar for bases, you can't tell the difference between assault and skirmish anyway. Base defense is a way the two modes should differ. Now there is no difference in the way they play for sure. Maybe a base cap once in a while but there really is no difference.





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