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Domination Complaints, Your Missing The Point.


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#21 TheMadTypist

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Posted 05 April 2016 - 04:34 AM

View PostSeal Farmer, on 04 April 2016 - 07:54 PM, said:

Or people will try to get one kill advantage and leave the timer alone.

I personally like Domination. And your team can manoeuvre around the domination circle to get an advantageous position, as usually the enemy team nascars away or stands and fights and then you at least get a brawl.


So make anything short of a full team wipe not count as a win condition. If nobody manages to run down the clock, match is a draw because nobody took the objective. It's an "objective based" gamemode, right? The only way to make the focus the objective is to make kills/deaths matter less, by either giving us dropship respawns and leaving the match timer as it is or leaving us with one 'mech and making the match too short to realistically, reliably win the same way we do in other gamemodes.

#22 Saltychipmunk

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Posted 05 April 2016 - 05:26 AM

Domination as a game mode would work better if there was more than one objective that a team had too hold.

currently the only difference between domination and skirmish is that the game chooses the spot both team meet for the players.


If there was say two points that each team had to contest over it would facilitate spreading mechs out since if a team were to death blob on one point it would still lose if it leaves the other point uncontested for a minute.


This is a core tenant of most successful domination style game modes in other games . the whole point is force teams to split up by making them fight over numerous spread out objectives .


conquest (or what ever that game mode with 5 points is) tries to do this , but is undermined by how forgiving the point system is . one team can very easily still death blob in that game mode by capping the two easy points and then death blobing the stragglers of the other team until they have a numerical advantage to just lazy cap the rest of the map.

There needs to be a larger sense of urgency to the cap points or people will largely ignore them (which currently they kind of do in pubs).

Edited by Saltychipmunk, 05 April 2016 - 05:34 AM.


#23 mogs01gt

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Posted 05 April 2016 - 05:45 AM

Domination is a perfect game mode to introduce respawns.

#24 VirtualRiot

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Posted 05 April 2016 - 05:49 AM

You know why I hate Domination? Because everyone in this game is too used to being a little female dog. Can not tell you how many times the other team will stand in the circle and my team just sits there waiting for someone to do something, no one does, and we lose.

I used to be the guy that would basically suicide into the enemy team to get the ball rolling because no one will shoot the enemy unless someone else is drawing their fire, but it just makes me mad, gets me little to no rewards, and now I could give less of a flak.

Not to mention even when I do do this, we usually lose anyways because the MM counts on a few people to carry the plebs on their backs, and I'm one of those people. I die instantly? My team just missed out on ~600-800 pinpoint damage, and we will lose I can almost guarantee it.

I find that a lot of the people here on the forum get mad when people say things like this, but you have to remember that most of the people that visit the forums here are actually pretty good at the game, when I say "everyone" I'm talking about the 80% of the playerbase that has never visited the forums, play very casually, and are generally terrible at this game in comparison.

#25 sycocys

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Posted 05 April 2016 - 05:51 AM

View Postmogs01gt, on 05 April 2016 - 05:45 AM, said:

Domination is a perfect game mode to introduce respawns.

IF it gets/needs respawns then it should be the mode the has respawns and not in quick play.

#26 xTrident

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Posted 05 April 2016 - 05:58 AM

There is no countdown on domination anymore, once one team is dead the match is over, so that's been fixed. I don't mind there being a certain spot forcing teams to hold/fight in order to win the game because the number one thing I can't stand at the end of skirmishes is a damn light left alive that won't engage and instead wastes everyone's time. So now they're forced to either engage and end the match by dying or the other team will win in a minute. I'll take it.

The only thing I don't like is where the circle is on some maps. For instance on Crimson Strait - the circle sits a little off center of the saddle right over the bridge/ramp with the two elevations. This is a problem because it benefits the team that basically starts on that side so much, and that's exactly what happened in this match. We started on the other side and as soon as I saw where the domination circle was I knew we were at a big disadvantage. Maybe the spawns are set up in such a way that both sides have to go the same distance. The problem on Crimson Strait and where the ring is, is it's placed exactly where one team always sets up to fight on. So they naturally have the best position.

All in all I don't think Domination is as bad as many make it out to be. Heaven forbid you're actually forced to fight. Oh, and I just want to say last night I played a match of Domination on HPG. Our team went low enemy team went high. They killed two of us so we just waited below for them to push as they were ahead. They didn't, we didn't. We all sat there for 13 minutes waiting for each other to push, never happened game ended in a draw. I really had no problem with that considering we were down two players and had we pushed we would have been blown away. I'll take a draw in a match I don't believe we had a chance on.

Edited by xTrident, 05 April 2016 - 06:12 AM.


#27 Saltychipmunk

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Posted 05 April 2016 - 06:05 AM

Well that is more of an issue of there being too many mechs and in one spot. no one wants to initiate that fight because the overwhelming advantage is with the defender, the days where you could actually survive cresting a hill or being the first mech in are kind of dead.

mech armor values cant really handle the focus fire power put out by the number of players on a team.

that is why i keep pushing for mechanics that force teams to split up.


I wont dare start a fight with 12 mechs.
but i would feel a hell of alot more confident with starting one with only 4 because at that number having a dedicated brawler setup would actually make a huge difference in tipping the scales.

Edited by Saltychipmunk, 05 April 2016 - 06:07 AM.


#28 xTrident

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Posted 05 April 2016 - 06:06 AM

View PostVirtualRiot, on 05 April 2016 - 05:49 AM, said:

You know why I hate Domination? Because everyone in this game is too used to being a little female dog. Can not tell you how many times the other team will stand in the circle and my team just sits there waiting for someone to do something, no one does, and we lose.

I used to be the guy that would basically suicide into the enemy team to get the ball rolling because no one will shoot the enemy unless someone else is drawing their fire, but it just makes me mad, gets me little to no rewards, and now I could give less of a flak.

Not to mention even when I do do this, we usually lose anyways because the MM counts on a few people to carry the plebs on their backs, and I'm one of those people. I die instantly? My team just missed out on ~600-800 pinpoint damage, and we will lose I can almost guarantee it.

I find that a lot of the people here on the forum get mad when people say things like this, but you have to remember that most of the people that visit the forums here are actually pretty good at the game, when I say "everyone" I'm talking about the 80% of the playerbase that has never visited the forums, play very casually, and are generally terrible at this game in comparison.


I think a lot of it comes down to whether or not people care if they win or lose. I want to win, so I don't go running out engaging four enemies hoping or even expecting to take one with me like I swear many players seem to do. If not I just can't understand how they always seem to get themselves in such position that they're killed within a minute of the game starting. Unless I knowingly try something with a big risk involved I never ever have much trouble keeping my *** in some kind of cover to prevent getting shot to **** within a minute of the match starting.

The second match I played last night there were a couple people on my team that were frustrated about being on a loss streak. I mentioned I was as well and somehow, for some reason it's like we all decided this was it. Let's give this match our best shot and stop the losses. And we're not talking about close losses, we both mentioned 2 - 12 losses. Well we all said let's turn this around and I swear as much as you can it was like we played heart that match. It was a close match, but we managed to win it. And that's a helluva turn around from lopsided losses. It was actually one of the better moments I've been a part of in the game. Seeing all of us that had been getting our butts kicked turn it around and win. Not only but that had to of been a bit of a self-esteem boost for us all that yeah, we can win.

#29 Saltychipmunk

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Posted 05 April 2016 - 06:08 AM

those jihad mechs are actually very viable but they require a certain commitment from your team.


yeah 1 mech going vs 4 alone is stupid as hell.

but 2 mechs vs 4 if you get the drop can actually be good.

3 vs 4 and you have a really good shot ,

give me 4 committing mechs vs 4 mechs and ill will paint the map red with the blood of weaklings.


my 8x sp 2x srm 6 1x srm 4 storm crow paired with my brothers mad cat was able to kill 8 mechs in the space of 3 minutes just because we had the initiative and the damage potential to knock off mechs in one coordinated volly at a time.

if i did that alone , i would have been dead, if he did it alone he would have been dead.

Some times it really is all about getting your team to grow a pair of balls and leading them into some glorious carnage.


Which is rather hard to do in pubs because the only way that kind of strategy works is if everyone is game for it.

Edited by Saltychipmunk, 05 April 2016 - 06:15 AM.


#30 xTrident

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Posted 05 April 2016 - 06:20 AM

View PostSaltychipmunk, on 05 April 2016 - 06:08 AM, said:

those jihad mechs are actually very viable but they require a certain commitment from your team.


yeah 1 mech going vs 4 alone is stupid as hell.

but 2 mechs vs 4 if you get the drop can actually be good.

3 vs 4 and you have a really good shot ,

give me 4 committing mechs vs 4 mechs and ill will paint the map red with the blood of weaklings.


my 8x sp 2x srm 6 1x srm 4 storm crow paired with my brothers mad cat was able to kill 8 mechs in the space of 3 minutes just because we had the initiative and the damage potential to knock off mechs in one coordinated volly at a time.

if i did that alone , i would have been dead, if he did it alone he would have been dead.

Some times it really is all about getting your team to grow a pair of balls and leading them into some glorious carnage.


Lately I've been piloting lights, specifically Jenners and Arctic Cheetahs. I simply don't have the means to engage myself. It may very well be my lack of skills in lights but I find when I engage and the enemy is focusing on me I get smacked around pretty hard. I don't last long, they don't miss their shots etc... I try to spot and get into a good position for the team to either give them a target or be able to shoot them in the back.

I have zero problems engaging the enemy if I see other teammates doing such.

#31 LordNothing

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Posted 05 April 2016 - 08:06 AM

my only real complaint is that the side objectives need to have a bigger role in the mode. here are some ideas:

alternate victory. kill both and win, this means that teams have to both defend their objectives while keeping a presence in the center.

killing objectives accelerates capture rate.

clear the ring. if you blow up an enemy objective, all hostiles in the ring are targeted by off map artilliary/arrow iv/airstrike/orbital gauss/whatever.

free ecm/uav. if you have more objectives than the enemy, you get vision of the ring. the enemy can blow up your objectives to turn it off or even flip it.

extra points. objectives only mean more pay and dont do anything to make winning easier. you are paid for objectives killed and penalized for not defending yours.

turret hacks. neutral turrets occupy the ring, and go to the team with the most intact objectives (these are trying to hack into the turrets to be controlled by your team). these would have significantly more armor than cw turrets, but use medium lasers and srms, and can only reach targets in the ring and placed to minimize blind spots. destroyed turrets are taken out of play permanently.

Edited by LordNothing, 05 April 2016 - 08:11 AM.


#32 PAYWALL

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Posted 05 April 2016 - 09:00 AM

Domination could be fun, if there were multiple and well thought out areas to fight.

#33 Roadkill

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Posted 05 April 2016 - 10:27 AM

The only real problem with Domination is that the maps are horribly balanced. At least half of the maps distinctly favor one team over the other, which makes for bad games.

It's bad enough that we have to worry about the matchmaker creating imbalanced games, but when the maps themselves are imbalanced the matchmaker has no chance.

I mean, seriously, on River City one team is given the Citadel and the other team has to cross open water just to contest the circle. How is that even remotely balanced? The very first time I saw the map, my first thought was "wow that's a horrible layout." It's blatantly obvious that it's bad, but somehow PGI felt like it was good enough to put in play.

/sigh

#34 xTrident

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Posted 05 April 2016 - 10:41 AM

View PostRoadkill, on 05 April 2016 - 10:27 AM, said:

The only real problem with Domination is that the maps are horribly balanced. At least half of the maps distinctly favor one team over the other, which makes for bad games.

It's bad enough that we have to worry about the matchmaker creating imbalanced games, but when the maps themselves are imbalanced the matchmaker has no chance.

I mean, seriously, on River City one team is given the Citadel and the other team has to cross open water just to contest the circle. How is that even remotely balanced? The very first time I saw the map, my first thought was "wow that's a horrible layout." It's blatantly obvious that it's bad, but somehow PGI felt like it was good enough to put in play.

/sigh


I had forgotten about RIver City... Yep, that's another one that's horribly balanced. It's rather brilliant to put the domination circle directly in a spot that has forever been known where one team forms up and fights from.





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