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Well That Was Fun


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#1 DefyingReality

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Posted 06 May 2016 - 11:18 PM

Posted Image

Yeah, that NASCAR mode is great, nice addition!

Sigh.

Any word on when those base defenses are supposed to be coming back in?

#2 Yosharian

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Posted 06 May 2016 - 11:28 PM

Ah but you see, with PGI, we either get mega-destructo-turrets that pump ECM-piercing LRMs at you from 1000000m, or we get no turrets at all. There is no middle-ground.

#3 Vickinator

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Posted 06 May 2016 - 11:33 PM

working as intended?

#4 Random Carnage

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Posted 07 May 2016 - 02:18 AM

View PostDefyingReality, on 06 May 2016 - 11:18 PM, said:

Any word on when those base defenses are supposed to be coming back in?

Soon [tm]

#5 bLeeat

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Posted 07 May 2016 - 02:34 AM

i love it when people think you only get games like this in solo que....group drops just as bad... where the real shootahs at.

#6 Nyte Kitsune

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Posted 07 May 2016 - 02:48 AM

Sadly no ETA on when we're getting those turrets back.. I agree, the Nascar'ing is getting bad. I remember my first time dropping on Polar Highlands (Release day), Neither team ever saw combat.. not 1 shot fired, at least I was on the winning team that time. :)

Rather looking forward to the turrets returning to Assault, no idea why they ever removed them in the first place.

#7 Tarl Cabot

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Posted 07 May 2016 - 04:44 AM

For the OP, didn't most of your drop cap the base? Would turrets actually have prevented your team from reaching and capping the base?

Why leave the base undefended? Just asking, seeing that screenshot is of the group queue and not a bunch of pugs..... I think quite a few of us see that often on the River City map, where most of one other side heads straight for the base while the other group first wants to setup in the buildings in the corner then decides to "push" through the water/over the bridge. That group is too far away to retreat back in time when there are 6+ mechs on its base.

Many speak of turrets or such, but those are only really good vs a few lights. And in the above it would have scratched their paint but would likely not slowed down 6+ mechs. Neither side even did any damage to the other.

Edited by Tarl Cabot, 07 May 2016 - 04:53 AM.


#8 Clownwarlord

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Posted 07 May 2016 - 05:00 AM

One would say it is common since to not only attack but to defend one's base in assault mode. I remember when teams would defend their bases, and this was before turrets. Sadly common since isn't common.

#9 oldradagast

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Posted 07 May 2016 - 06:00 AM

View PostYosharian, on 06 May 2016 - 11:28 PM, said:

Ah but you see, with PGI, we either get mega-destructo-turrets that pump ECM-piercing LRMs at you from 1000000m, or we get no turrets at all. There is no middle-ground.


Sadly, true. I don't recall anybody complaining about having some base defenses (ok, maybe some people who liked NASCAR and who thought people should "Defend the base" while ignoring the fact that if both sides followed that recommendation they would not engage in combat) - all the complaints were instead about the silly LRM turrets with magical sensors that renders parts of the map unusable thanks to free LRM damage. PGI, being PGI, takes this to mean "remove all turrets" instead of "fix or remove the stupid LRM launchers." Path of least resistance, as always.

#10 Ted Wayz

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Posted 07 May 2016 - 06:01 AM

Do I even mention what happened with PSR in that game...

Insult added to injury.

#11 Alistair Winter

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Posted 07 May 2016 - 06:04 AM

We're never getting those turrets back, I think. PGI is jumping straight to Assault 2.0 with the Overlord dropship and all that jazz.

The question is just whether Assault 2.0 will be here for christmas or if PGI is making Solaris a bigger priority.

#12 Hit the Deck

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Posted 07 May 2016 - 06:10 AM

View PostAlistair Winter, on 07 May 2016 - 06:04 AM, said:

We're never getting those turrets back, I think. PGI is jumping straight to Assault 2.0 with the Overlord dropship and all that jazz.

The question is just whether Assault 2.0 will be here for christmas or if PGI is making Solaris a bigger priority.

I'm anxious about asymmetric Assault with Overlord dropship. Well, mainly because of the "egg".

One thing I'm still wondering about is how to make the defending side fun and not boring due to just waiting the enemy to come in.

#13 Yosharian

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Posted 07 May 2016 - 06:13 AM

View PostAlistair Winter, on 07 May 2016 - 06:04 AM, said:

We're never getting those turrets back, I think. PGI is jumping straight to Assault 2.0 with the Overlord dropship and all that jazz.

The question is just whether Assault 2.0 will be here for christmas or if PGI is making Solaris a bigger priority.

What's Assault 2.0? What's the Overlord dropship? Haven't heard about either of those.

#14 Variant1

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Posted 07 May 2016 - 06:16 AM

View PostYosharian, on 06 May 2016 - 11:28 PM, said:

Ah but you see, with PGI, we either get mega-destructo-turrets that pump ECM-piercing LRMs at you from 1000000m, or we get no turrets at all. There is no middle-ground.

oi i liked those turrets! gosh i miss them so much :( it was fun watching teams sometimes all die to them especially myself.
gona miss those good ol times

#15 jper4

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Posted 07 May 2016 - 06:45 AM

there is one solution.... go LEFT.

granted this elite level tactic confuses many mechwarriors in their pursuit of NASCAR as i have tried suggesting it many times only to see 8+ mechs sprint off right as the thought of paint being scratched if they stayed behind being too abhorrent for them to contemplate. usually this ends with the four or less of us dying at the base (since only half of us who stay actually stand in the box to prevent the cap or as is more commonly known "the first to die") and in the end losing in the last seconds because some light on their base decides to come back to ours and their greater mech numbers on our base let them catch up.

#16 Ultimax

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Posted 07 May 2016 - 06:48 AM

Welcome to capwarrior online, where terribads feel good about "winning" - even when it means not actually playing the game and just running to a box to stand in faster than the enemy for little reward.


Whoopdie-freaking-doo, you won. Congrats princess, now enjoy your low cbill payout and trip back to the mechlab > searching screen.

Edited by Ultimax, 07 May 2016 - 06:49 AM.


#17 Afuldan McKronik

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Posted 07 May 2016 - 06:49 AM

Capwarrior - Stand in Squares to Win!

#18 Escef

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Posted 07 May 2016 - 06:59 AM

So, it's PGI's fault that both teams decided to cap, and no one wanted to defend base?

Also, how the f*** is that "NASCAR"? Nascar in this game is when both teams continuously circle an area jockeying for an advantageous position while taking whatever shots of opportunity on each other they can. Both teams in this case just swung wide, avoided each other, and stopped on the opposing base.

This is like blaming Capcom for the fact that you can get a tie round in any iteration of Street Fighter by both players standing there and doing nothing. Seriously, you can't force people to fight if they don't want to. I've seen people in the solo queue that were so afraid of shooting people or being shot at that they probably should have been playing Tetris.

#19 Alistair Winter

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Posted 07 May 2016 - 07:00 AM

View PostHit the Deck, on 07 May 2016 - 06:10 AM, said:

I'm anxious about asymmetric Assault with Overlord dropship. Well, mainly because of the "egg".
One thing I'm still wondering about is how to make the defending side fun and not boring due to just waiting the enemy to come in.

I'm fairly certain it will be terrible. And this isn't just baseless negativity, it's actually a pretty safe bet given what we know. Russ has described it as being the Quick Play version of Invasion mode. And Invasion mode is one of the worst game modes I've ever played in a modern FPS game. Actually, I think it's the worst.

Given how unpopular CW is, and given the negative feedback regarding zerg rush tactics and kamikaze-attacking O-gens, it's kind of baffling that PGI is trying to copy the "success" by implementing something similar in Quick Play. So to answer your question, I'm fairly certain that the defending side will be boring and waiting for the enemy to come in.

Especially since Russ has explicitly opposed any suggestions from the fans to make the defenders more active in Invasion mode. Russ explicitly said he didn't want to give defenders any reason to move outside the gates, because the whole premise of the game mode is to let the attackers breach the gates and brawl in the open area inside the gates. He was not interested in redesigning the maps or creating extra objectives outside the gates to give the defenders more options, because defenders are just supposed to camp the open area and wait for the fighting to start.

View PostYosharian, on 07 May 2016 - 06:13 AM, said:

What's Assault 2.0? What's the Overlord dropship? Haven't heard about either of those.

Basically as described above. A big dropship will be the objective for the attackers. Asymmetric game mode, unlike Conquest, Domination and Skirmish. It will probably be similar to Scouting game mode
  • Defenders start the match already deployed (next to their Overlord dropship)
  • Attackers start the match being deployed by Leopard dropships
  • Defenders win by killing attackers
  • Attackers win by accomplishing their objective (destroying the Overlord dropship)
There has been some speculation about turrets, control towers, gates, etc. No information. Presumably, PGI will need to design completely new maps for Assault 2.0 or, more likely, use the maps from Invasion mode (Boreal Vault, Hellebore Springs, etc). Which begs the question of how voting will work, but whatever.

#20 Narcissistic Martyr

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Posted 07 May 2016 - 07:01 AM

I take it scouting enemy locations and defending the base aren't things anymore.





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