Domination
#1
Posted 17 March 2016 - 05:35 PM
Who doesn't.
#2
Posted 17 March 2016 - 05:47 PM
Moreso than usual, that is.
I think 2m will be a bit better, because at 1m a light rush can get a lot of progress on that counter, and that usually results in the other team pushing hard onto the center then getting ravaged. Or they scatter and die alone. Or whatever other random clusterf**k.
I think once people work out strategies for it it'll be less frustrating. But I've been itching for a KotH style mode since 2013.
#3
Posted 17 March 2016 - 06:41 PM
It’s really what a lot of players do, that is at the start of the match everyone just runs to the center
After a while we that don’t like this way of doing things give up and just go along with the crowd
Edited by Davegt27, 30 October 2016 - 01:49 PM.
#4
Posted 17 March 2016 - 06:55 PM
I had a Domination match, yesterday, that lasted a minute and a half, without anyone dying.
My team advanced to the circle. One light mech stepped into the circle. Both teams shot at each other. Then, the match ended while still at 12v12.
50k cbills is a waste of everyone's time and loading screen. I have one good thing to say about Domination: at least the match doesn't go on for five minutes after one side completely dies like Conquest does after this month's crap-patch.
#5
Posted 17 March 2016 - 07:04 PM
Meaning I'm leaning towards a "like". What I do not like is the count down timer once everyone is dead. Completely meaningless. Makes the game mode seem...incomplete.
#6
Posted 30 October 2016 - 10:32 AM
and try hold and win.. Everyone is LRM bait. no cover.. Perhaps random locations
domination points.. Strats? there isn't. total luck of the draw on drop placement, ecm
and mech make up.. There are better idea's for game modes.. this isn't it.. How about
capturing holding multiple positions on the map.. like nodes to repair and rearm.
some that are extremely defendable, I feel there are many other ideas that are
better than the lazy run to the center mode..
#7
Posted 30 October 2016 - 10:40 AM
3 quick reasons:
1) Location tends to be bad - favoring one side over another.
2) It's not random ("it's fixed you goof") in that the spawn point is the same (no variation or variety).
3) It's like Assault when people derp around the cap point, and forget to be/stay in it.
Edited by Deathlike, 30 October 2016 - 10:40 AM.
#8
Posted 30 October 2016 - 10:42 AM

#9
Posted 30 October 2016 - 10:46 AM
AnTi90d, on 17 March 2016 - 06:55 PM, said:
I had a Domination match, yesterday, that lasted a minute and a half, without anyone dying.
My team advanced to the circle. One light mech stepped into the circle. Both teams shot at each other. Then, the match ended while still at 12v12.
50k cbills is a waste of everyone's time and loading screen. I have one good thing to say about Domination: at least the match doesn't go on for five minutes after one side completely dies like Conquest does after this month's crap-patch.
I assume you won that match, because if you lost it it's your own damn fault. But either way, bad teams are bad teams, and the losing team was 100% bad.
I love Domination, personally. Can't play chickenshit hide and peek. It's not good for a 24/7 mode, as it can get repetitive, but as one of many modes it's awesome.
It does have some flaws, though.
1) It needs randomized (or at least several prechosen) capture points to cycle between, so the majority of maps aren't ignored and things can be shaken up somewhat from match to match
2) Covered by above, but in the current incarnation a couple of the Dom points are very poorly placed (I'm looking at you, Alpine). Having unfairly placed points isn't too bad if they change from match to match, but it's a severe problem for static points.
#10
Posted 30 October 2016 - 12:05 PM
Many of the maps are unbalanced.
Your choice of movement is terrible, its skirmish for people that can't count to five.
This abortion of a mode happened because people wanted a king of the hill mode..
It's not on a hill and mostly in a depression, with no cover but the dish, where stupid people go to be the first kill of the match.
#11
Posted 30 October 2016 - 12:16 PM
Cathy, on 30 October 2016 - 12:05 PM, said:
Many of the maps are unbalanced.
Your choice of movement is terrible, its skirmish for people that can't count to five.
This abortion of a mode happened because people wanted a king of the hill mode..
It's not on a hill and mostly in a depression, with no cover but the dish, where stupid people go to be the first kill of the match.
King of the Hill was done just fine in MW4. It's just that the maps were designed with it in mind, instead of what we have here... just "jamming" it in there w/o thought to proper map balance.
#12
Posted 30 October 2016 - 12:21 PM
Deathlike, on 30 October 2016 - 12:16 PM, said:
King of the Hill was done just fine in MW4. It's just that the maps were designed with it in mind, instead of what we have here... just "jamming" it in there w/o thought to proper map balance.
Didn't play MW4 so it's not right for me to have an opinion of it, but here domination is bad.
I also don't hold out much hope for attack/defend either as not even wargaming made that work, so god forbid it comes here
#13
Posted 30 October 2016 - 12:37 PM
Our Alpha lance spawned farthest from the beacon, our Assault lance closest. So while our Lights and Mediums were faster, we couldn't make it in time to the beacon because we had the longest route, and on the other hand our Assaults were too slow to get to the beacon too.
(I can only guess that enemy Lights and Mediums spawned closer to the beacon and/or had the shortest way. Plus, their Spider and Jenner IIC were faster than anything we had, so they started their cap quickly)
When our first 'Mechs got to the beacon after one minute into the game, it was practically game over.

The reward was 25 000 C-Bills.
#14
Posted 30 October 2016 - 01:07 PM
martian, on 30 October 2016 - 12:37 PM, said:
Our Alpha lance spawned farthest from the beacon, our Assault lance closest. So while our Lights and Mediums were faster, we couldn't make it in time to the beacon because we had the longest route, and on the other hand our Assaults were too slow to get to the beacon too.
(I can only guess that enemy Lights and Mediums spawned closer to the beacon and/or had the shortest way. Plus, their Spider and Jenner IIC were faster than anything we had, so they started their cap quickly)
When our first 'Mechs got to the beacon after one minute into the game, it was practically game over.

The reward was 25 000 C-Bills.

Cab MVP 100% more damage than both teams combined. Nerf HBR plz.
#16
Posted 30 October 2016 - 02:47 PM
#17
Posted 31 October 2016 - 03:46 AM
martian, on 30 October 2016 - 12:37 PM, said:
Dat Cab tho ... fkn ninjaed 1 dmg. Brings me back at good ole days of skirmish mode in MRBC when final table looked like that in a friggin competitive league drops. Good laugh, cheers.
#18
Posted 02 November 2016 - 03:56 AM
The only difference is the timer, meaning you have to skirmish in the center.
So far, the game mode is not my favorite, but it's "ok". I prefer it to conquest, and it's fun on some maps. Some maps, however, are really not optimized for this mode.
I can't wait for them to revamp assault..
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users
























