No Hot Domination Talk?
#1
Posted 27 February 2016 - 08:21 AM
Liked the ideas for improving Assault and Conquest, but unsure of how Domination will work on each map. I mean 800-1000M on Caustic means dogpile in the crater? Same with Terra unless they put them elsewhere. And the talk of the scouting component, how will that work on each map?
Have to see where they put the "circles" on each map but for now a bit skeptical on this one.
#2
Posted 27 February 2016 - 08:33 AM
Edited by Monkey Lover, 27 February 2016 - 08:34 AM.
#3
Posted 27 February 2016 - 08:36 AM
Monkey Lover, on 27 February 2016 - 08:33 AM, said:
That would have been nice. But given the headaches the Rifleman antennae gives me not sure I want this Archer "feature".
#4
Posted 27 February 2016 - 08:45 AM
#5
Posted 27 February 2016 - 08:47 AM
"stand in this square and get shot!"...
#6
Posted 27 February 2016 - 08:50 AM
#7
Posted 27 February 2016 - 08:58 AM
JohnnyWayne, on 27 February 2016 - 08:47 AM, said:
"stand in this square and get shot!"...
Domination sounds more like a certain games Hardpoint. In that version the objective moves throughout the match. If that is how this one will work I could see it working. Otherwise a dogpile with everyone within missile range? And on some of the maps we have? Seems sketchy.
#8
Posted 27 February 2016 - 09:37 AM
#9
Posted 27 February 2016 - 11:48 AM
PUG players already cluster **** each other to death.
Now they're making it a game mode?
Edit: On a more serious note, didn't he mention the "area" might have as much as a 1000m diameter? That's pretty big considering. Throw in some buildings / cover / river and you've got a pretty awesome game mode that actually forces the other team to attack.
Edited by The Atlas Overlord, 27 February 2016 - 11:50 AM.
#10
Posted 27 February 2016 - 11:53 AM
Quote
O bby
#11
Posted 27 February 2016 - 11:53 AM
Monkey Lover, on 27 February 2016 - 08:33 AM, said:
What needs to be said?. Russ already covered them being destructible, not counting toward the ST hitboxes health shortly after the concept was released. It's not some new, untested programming feature. Just hitbox adjustments.
Edited by Bishop Steiner, 27 February 2016 - 11:54 AM.
#12
Posted 27 February 2016 - 11:54 AM
EDIT: Well, at least not any forum-posted info. Did they describe it in the TownHall? I didn't listen to this one. Is it just King of the Hill?
Edited by FupDup, 27 February 2016 - 12:03 PM.
#13
Posted 27 February 2016 - 12:02 PM
#14
Posted 27 February 2016 - 12:07 PM
MechaBattler, on 27 February 2016 - 12:02 PM, said:
Minimally Viable Product. In the 31st Century, mankind stands in squares. Just imagine them gathering resources while standing, or something.
Edited by El Bandito, 27 February 2016 - 12:08 PM.
#15
Posted 27 February 2016 - 12:15 PM
If you take damage, you stop capping for 3 seconds. ERLLs, Arty can stop caps from across the map...which isn't the worst thing, as some have good cover (aside from the base itself), but I'm imagining a trolling 3L or LOLcust with ERLLs.
Or a Light not able to cap, and the team just continually striking the base until they get there, and applying 0.01 damage with LPLs or what-have-you, ensuring the cap can't take place, period.
#16
Posted 27 February 2016 - 12:22 PM
Mcgral18, on 27 February 2016 - 12:15 PM, said:
If you take damage, you stop capping for 3 seconds. ERLLs, Arty can stop caps from across the map...which isn't the worst thing, as some have good cover (aside from the base itself), but I'm imagining a trolling 3L or LOLcust with ERLLs.
Or a Light not able to cap, and the team just continually striking the base until they get there, and applying 0.01 damage with LPLs or what-have-you, ensuring the cap can't take place, period.
It's as if PGI is pushing the game more towards Skirmish mode, while trying to make Assault and Conquest modes more objective based. Such irony...
#17
Posted 27 February 2016 - 12:55 PM
JohnnyWayne, on 27 February 2016 - 08:47 AM, said:
"stand in this square and get shot!"...
Ted Wayz, on 27 February 2016 - 08:58 AM, said:
To me it sounded like none of that. It's a King of the Hill with the central point been a 1000m wide zone, and a secondary objective(s) to take if one team successfully camps the central zone. So imagine Terra Therma where the entire caldera counts as the zone. Instead of rushing for the caldera, you could rush for the secondary objective on the outskirts of the map to draw the camping team out of the caldera.
... just my impression.
#18
Posted 27 February 2016 - 01:03 PM
Bishop Steiner, on 27 February 2016 - 11:53 AM, said:
What needs to be said?. Russ already covered them being destructible, not counting toward the ST hitboxes health shortly after the concept was released. It's not some new, untested programming feature. Just hitbox adjustments.
I remember him saying this once and only via like 2 tweets. It was one of the reasons I bought the mech. So the bay doors are just going to have ghost hitboxes and armor to them?
At this point I wonder if it's even going to happen.
Edited by Monkey Lover, 27 February 2016 - 01:05 PM.
#19
Posted 27 February 2016 - 01:41 PM
Tarogato, on 27 February 2016 - 12:55 PM, said:
... just my impression.
#20
Posted 27 February 2016 - 01:46 PM
Added bonus: Just like skirmish 2 + 3, you will now have to complete an objective or wait 5 minutes after you kill all the other mechs.
My level of confidence that this is going to somehow be an interesting mode is pretty low, especially when you combine it with the level of play people actually want for quick matches.
Edited by sycocys, 27 February 2016 - 01:46 PM.
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