Conquest. Why I Hate It, And How I Would Fix It.
#1
Posted 05 February 2016 - 09:39 PM
Basically in a conquest game one of three things happens. One team scatters, the other stays together and the team that scatters gets stomped. Both teams scatter and the one the comes together first wins, usually by a stomp. Both teams stay together and ignore capping, in which case how is it not skirmish? In fact, judging by every game I have played (and being tier three it means I have played against everyone) the accepted wisdom is that you should kill first and cap second. In which case how is this not skirmish?
So conquest is lskirmish with this massive misdirection play that leads players into thinking they should cap. Now I know lower tier players tend to scatter a whole lot anyway, but capping is like entrapment - you induce scattering with the concept of the game. In know I know, you will howl to the moon that skirmish has no tactics involved, and that conquest is tactical. I can only respond with if the tactics are kill first then cap, the tactics are the same as skirmish.
So How would I fix cap. I think the came would be much better if capping was the only way to win. On time out, or on the death of the other team, the game stops and the side with the most resources wins. This would make gaining and denying capture points essential, and force real allocation of resourced decisions on teams, because staying together would pretty much ensure a loss unless you could sort out how to get ahead in points before you killed the other team off. Its always a trade off.
In any case, this is how I would structure the gamemode. But I am not MS, so PGI won't simply do what ever I ask of them.
#2
Posted 05 February 2016 - 09:51 PM
crashlogic, on 05 February 2016 - 09:39 PM, said:
In any case, this is how I would structure the gamemode. But I am not MS, so PGI won't simply do what ever I ask of them.
This is pretty close to what Russ said was coming in the last town hall. The only way to win will be through points, killing the enemy won't matter. Of course, there wasn't much in the way of specifics, but it might be just what you want.
#3
Posted 05 February 2016 - 09:59 PM
#4
Posted 05 February 2016 - 10:35 PM
I just cut my play time in half and it not so bad
#5
Posted 05 February 2016 - 10:40 PM
#6
Posted 05 February 2016 - 11:47 PM
And how are these resources even transferred to the each side when they're captured, anyway? I don't see any trucks or dropships hauling them out during the battle. How would the "winning" side collect these resources when there's no one around to collect them and there's an entire company of enemy mechs in the area.
#8
Posted 06 February 2016 - 12:57 AM
#9
Posted 06 February 2016 - 01:02 AM
#10
Posted 06 February 2016 - 01:07 AM
#11
Posted 06 February 2016 - 02:49 AM
Quote
- For March, Russ would like to have a change to Conquest game mode. Admits current ones are all just different spins on Skirmish. New/different win conditions. Conquest in test to become more about hitting the cap points not killing enemies (this needs respawn mechanics to really work, Russ)
- In March, 4th brand new game mode. Domination/King of the Hill type of game mode. 800m-1000m portion of map in middle with "object of importance". Players inside this region are working toward something (countdown clock invoked, etc) and secondary objectives per team elsewhere on the map that helps accomplishing primary objective. Entering test in next few days.
- Assault will also be tweaked in March, where getting shot will stop the capturing effect temporarily
- By April, complete revamp of Assault game mode. A base per side but a legit base. May utilize CW objects to destroy, etc. Maybe UAV-like tower, ECM bubble, capzone inside, new art assets, turrets, o-gen type events outside the base for defenders to protect that could disable some of the base powerups, etc. Wants to see this become the defacto game-mode for QuickPlay with the other modes becoming lesser-used alternates to this. April at the earliest, possibly May.
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SkaerKrow, on 06 February 2016 - 01:07 AM, said:
Its the fact that killing opponents ends up rewarding the players better than the cap point win.
Edited by MauttyKoray, 06 February 2016 - 02:53 AM.
#12
Posted 06 February 2016 - 03:32 AM
MauttyKoray, on 06 February 2016 - 02:49 AM, said:
#13
Posted 06 February 2016 - 07:12 AM
#14
Posted 06 February 2016 - 07:37 AM
#15
Posted 06 February 2016 - 10:03 AM
Assault, on the other hand, makes me dry heave whenever it gets chosen by majority vote. I've had more than a few matches won and lost without firing a single shot. I reach for the exit button every time.
#16
Posted 06 February 2016 - 10:06 AM
#17
Posted 06 February 2016 - 10:41 AM
the way to play conq successfully/well is to take three points by being aggressive early, then force the other team to push in a predictable way. Deathball is still the best way to do this, but people hate that they can't just hillhump all game I guess.
I would prefer the current conquest mode get left as-is and assault get revamped into something properly objective oriented, if we're revamping game modes.
also yeah, until they implement some kind of respawn or drop deck mechanic in the pub queue, killing mechs will almost always be the best way to win games.
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