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23 Seconds


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#1 satsuriko no kenshi

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Posted 20 March 2016 - 05:07 PM

That is the difference in time it took the fastest mechs on my team on crimson strait to make it to the "green circle". Our fastest was a arctic cheetah. 23 seconds of time ticked away before we could get a mech in that circle to stop the timer. your start locations may be a little broken for domination on crimson strait PGI.

#2 Groovdog

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Posted 20 March 2016 - 05:11 PM

Lucky u had a light. Seen it get to 8. Havent seen the perfecta yet.

#3 Aetes Nakatomi

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Posted 20 March 2016 - 05:32 PM

As a 10 man today we stormed the circle and got to their side before they got one Mech on the circle on Grim Plexus. We were like Gandalf stopping the Balrog and won without them even managing to slow the timer (less than a minute 50).

So it's either not just Crimson is broken or people are not understanding they need to jump on that circle or attack someone inside the circle to stop the win.

#4 Nyte Kitsune

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Posted 20 March 2016 - 05:50 PM

View PostAetes Nakatomi, on 20 March 2016 - 05:32 PM, said:

As a 10 man today we stormed the circle and got to their side before they got one Mech on the circle on Grim Plexus. We were like Gandalf stopping the Balrog and won without them even managing to slow the timer (less than a minute 50).

So it's either not just Crimson is broken or people are not understanding they need to jump on that circle or attack someone inside the circle to stop the win.

^That actually.

I like picking Dominion. But I've noticed that a lot of the time, people don't head straight for the beacon, even the lights, who are still locked into that "Go scouting for mechs around the edge of the map" tactic, commonly used for Assault and Conquest. Sometimes it could be they were afk when the match type was selected only to come back as they dropped, but in either case I've seen people get to that beacon fast (Including myself in my 168kph Locust-PB) only to have to run away as quickly as 2 enemy team lights show up to contest it..... uh huh.. yeah.. my locust VS a Jenner IIC and a AC... nope... not happenin' lol.

#5 Cy Mitchell

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Posted 20 March 2016 - 06:00 PM

I played one Domination game last night were my lightning quick 87 KPH Hellbringer was the second Mech into the circle. I am not sure that players "get" the objectives of the game yet. Either that or they are just going to play Skirmish no matter what the game mode says.

#6 Troutmonkey

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Posted 20 March 2016 - 06:02 PM

I think there needs to be some sort of sound prompt when a team starts capping

#7 Aetes Nakatomi

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Posted 20 March 2016 - 06:13 PM

There is a giant number counting down in the corner of the screen... They do not need a sound prompt, they need to take notice of what is going on in general.

The win we had, we fought them outside the circle on their side because they were trying to snipe. The only Mech that ran for the circle was a Victor... I think we all felt a little bad blasting their only brave Mechwarrior.

#8 Chados

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Posted 20 March 2016 - 06:55 PM

I was on a team in group queue that won Domination on Terra Therma without a single shot being fired.

Anyone seen that?

#9 Sergeant Random

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Posted 20 March 2016 - 07:09 PM

Yep ... an organized firing line on the domination point pretty much does it... unless contested by an organized push.

Gee whiz, I wonder if PGI is allowing the community to learn organized pushes... who knew they had that much wisdom? Or sheer dumb designer's luck?

#10 Amsro

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Posted 20 March 2016 - 07:11 PM

Posted Image

Guess putting a circle to stand in instead of a square is a new game mode for people.

#11 sycocys

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Posted 20 March 2016 - 07:14 PM

View PostAmsro, on 20 March 2016 - 07:11 PM, said:


Guess putting a circle to stand in instead of a square is a new game mode for people.

Rotfl

#12 Damia Savon

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Posted 20 March 2016 - 07:25 PM

Well if people don't read the patch notes then they really have no idea. What I enjoyed about playing Domination today was winning or losing by the timer each time. Damn that felt good. Of course those of us with a clue had to herd cats or be brave but people eventually got it.

So much better than boring old skirmish. Not to say it cannot be improved but it felt really good.

#13 Sergeant Random

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Posted 20 March 2016 - 07:35 PM

Domination forces engagement - and there will be hell to pay if the herd of cats are not on the same page. I guess it takes a certain kind of warrior to accept the brutality of being dropped with random strangers.

And I noticed on Grim Plexus that the capture point spawned in at least two different locations (which is good for variety - though not sure for other maps).

#14 Steel Claws

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Posted 20 March 2016 - 07:44 PM

I can't say I've seen any match get close to being over but then can't say what's going on in the lower tier matches. I figure if you let it get counted out on you then you deserve to loose. The worst I've seen so far is a 32 seconds left count on Grim against my team before we got it stopped. I was in a Hunchie IIC - not the fastest mech in the world - and I was first in the circle for our team. The rest ran to the little alpha and beta base things and just stopped until I got on coms and told them to get their arses up with me. We still won that drop.

Can't really say that I've lost very many Dominion games so far. I rather like the game mode. Seems to be a little more coordination than the other game modes. More like a something you would do as a mechwarrior also. Control a spot on the map to protect some high value target like an HPG (Only the WOBies would actually destroy an hpg). The game needs to end after the other team is dead though since there is absolutely no point in it continuing since the game is decided beyond a shadow of doubt.

Edited by Steel Claws, 20 March 2016 - 07:46 PM.


#15 Brimbooze

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Posted 21 March 2016 - 11:06 AM

With new game modes/major changes with game modes they need something on the load screen or audio prompts the first 10 times you drop into the mode that explains it all to you.

I didn't know what the generators did until I'd already played it a bunch of times because the only way to even know is read the patch notes. They're not even mentioned on the loading screen.

#16 Alistair Winter

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Posted 21 March 2016 - 11:08 AM

How dare you.

Team deathmatch with circle is an extremely innovative and interesting game mode.

#thinkingmansshooter.

#17 Trainee

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Posted 21 March 2016 - 11:16 AM

The problem with Crimson Strait is everyone wants to go the normal way through the tunnel. If you spawn on the SE side, you almost have to push the pass on the left to win. I had to point this out to a team that was going the normal tunnel way. A lot more fun to shoot down at someone, then being ganked trying to run to the circle from the tunnel side.

#18 Deathlike

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Posted 21 March 2016 - 11:24 AM

I know it's hard to get to that Green Circle since every freaking Skirmish match (at least in the pub queues) goes that way, but the fact the mode is even more simplified... tells all one needs to know about the playerbase for all the wrong reasons.





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