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New Assault Mode


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#1 ImperialKnight

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Posted 08 June 2016 - 10:22 PM

So.....with the coming new Assault mode, it appears that even if enemy mechs are dead, you still have to take the base to win.

My question would be if there would be defense turrets again in this iteration.

If there is, and say both teams fought until 1 mech is left with a crit CT, and that mech is shot dead by a turret, does it counts as a Draw or does it count as a win for the team where everyone died first?

Anyway, good luck everyone with the new Assault mode

#turtlewarrioronline

#2 Xetelian

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Posted 08 June 2016 - 10:40 PM

Turtle Warrior Online sounds pretty awesome. I'd be an alligator snapping turtle or a Matamata.

#3 Hit the Deck

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Posted 08 June 2016 - 10:42 PM

Any chance of these bad boys appearing?

Posted Image

#4 Karl Streiger

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Posted 08 June 2016 - 10:53 PM

Well in the old days of turret in assault - it was enough to kill more enemies. So when it was 10vs11 it was ok to stay outside of the turret range and wait until the timer ticks down.

If the assault capture is the primary goal - it might be a draw. - when it is 11:12 and the last Mech stays outside of turret range.

#5 Nightshade24

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Posted 08 June 2016 - 10:54 PM

View PostHit the Deck, on 08 June 2016 - 10:42 PM, said:

Any chance of these bad boys appearing?

Posted Image

Both the Union and Overlord dropship is confirmed to be coming into MW: O. So most likely.

#6 GenghisJr

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Posted 08 June 2016 - 10:58 PM

Really?? As well as having to cap to 750 in conquest we now have to cap the base despite the enemy being dead. C'mon PGI, all we want to do is shoot stuff, forcing game modes doesnt work and is insulting.

#7 Hit the Deck

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Posted 08 June 2016 - 10:58 PM

View PostNightshade24, on 08 June 2016 - 10:54 PM, said:

Both the Union and Overlord dropship is confirmed to be coming into MW: O. So most likely.

Nice to hear.... It was fun eating Gauss rounds coming out of those in MW4!

#8 Kotzi

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Posted 08 June 2016 - 11:06 PM

There are turrets and ecm and uav and other stuff in the bases. Regarding PGI´s record on how thoughtful they implement things there will be no real incentive to leave the base.

#9 feeWAIVER

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Posted 08 June 2016 - 11:10 PM

Based on what I've heard, I can't help but think this would be more fun in faction play with a 4 mech drop deck.

Edited by feeWAIVER, 08 June 2016 - 11:10 PM.


#10 Ace Selin

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Posted 08 June 2016 - 11:38 PM

Posted Image


Edited by Ace Selin, 08 June 2016 - 11:39 PM.


#11 DarthHias

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Posted 09 June 2016 - 12:37 AM

I would prefer to have just one base, defended by less mechs. To make up for it the base would be really powerfull, either by turrets / uavs and stuff or by being a dropship. Snipers would have to face the fact of reaaallyy high mounted gauss turrets going after them Posted Image

I never got why to enemy forces would set up bases just a kilometer aside Posted Image

#12 BumbleBee

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Posted 09 June 2016 - 12:48 AM

If it ends up playing out like the multiplayer Mission Play game mode in MW4 did, I cant say ill ever play any other game mode again :D


Please PGI, do NOT make the maps have terrain choke points. Half of the fun in the MW4 game mode was the attackers choosing the attack vector and the defenders having to react accordingly. This usually meant that 4 or so defending Mechs stayed next to the objectives in case some attackers broke through the line, and scouts actually did scouting. By far the best MP game mode I've played in any game.

#13 Nik Reaper

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Posted 09 June 2016 - 01:04 AM

I am also curious as to how will they balance the 2 sides, if one side is defending a good and defensible position with added protection of turrets and other gadgets then does the attacking side get a siege engine of sorts ?

Ye old battering ram or an thumper artillery or two? as other wise the defending side would seem to hold too much advantage.

Also some sort of dynamic objective out side of the base would be nice , some kind of air superiority caping objective that can change hands so nether side can just turtle for long... or something.

#14 Hit the Deck

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Posted 09 June 2016 - 01:26 AM

What if they make this mode 10 vs 14 or 8 vs 16? The attacker side is more numerous, obviously.

EDIT: I think 9 vs 15 would do nicely since they are divisible by 3 for alpha, bravo, and charlie lance.

Edited by Hit the Deck, 09 June 2016 - 01:28 AM.


#15 Nightshade24

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Posted 09 June 2016 - 01:39 AM

View PostGenghisJr, on 08 June 2016 - 10:58 PM, said:

Really?? As well as having to cap to 750 in conquest we now have to cap the base despite the enemy being dead. C'mon PGI, all we want to do is shoot stuff, forcing game modes doesnt work and is insulting.

And you know what is worse then not forcing the objective? players ignoring it completely.

I do not like "Skirmish", "Skirmish with north and south", "Central Skirmish", and "Spreaded Skirmish" as my 4 game modes.
Also you know why destroying the entire enemy team doesn't win automatically here? that isn't the objective.
If you did nothing for the objective and destroyed all the mechss good job- there goes the mechs.
NOT the fact you didn't secure the base OR destroyed the turret defenders (and potentially later tank/ ai mech defenders).

It's just like saying for a WWII bombing raid (seeing as modern ones are commpletely different) and your job is to bomb the enemy airfield or something. if you go over to the general direction and you and your fighter escorts destroyed the entire enemy airforce present there. That doesn't mean the airfield is magically bombed and you did your objective. It just means there is less things standing in your way. And trust me. A lot more long term MW: O players would love "forced" objectives like this, or something like a destroy this building/ base, defend it, capture this factory, destroy the enemy outposts here, here, there, and here. Escort convoys, Defend the dropship while it power ups and leaves, etc. Rather then non stop skirmish with flavours.

View PostHit the Deck, on 08 June 2016 - 10:58 PM, said:

Nice to hear.... It was fun eating Gauss rounds coming out of those in MW4!

Yep, However overlord from my understanding is restricted to Faction play / intended for that.
Union dropship however was stated to be a-okay for normal play

#16 Raso

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Posted 09 June 2016 - 05:06 AM

If they gave us something little a substation to attack that let us take out or debuff the turrets that would be a nice way of making some of the larger maps more worthwhile. Af a layer of strategic planning too. Do we send the mediums to tackle the sub station or to defend our own? Do we rush the base with heavies and hope the scout lance takes out the substation in time or do you put your all into a full on assault on the enemy base?

Maybe add a radar array as well. Have it broadcast the position of all mechs in a certain radios to your team (ECM would protect you)

Make assault involved. Make it fun. Make it more than team death match.

#17 Tordin

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Posted 09 June 2016 - 07:14 AM

Anyone remember the immense whining about how trurrets ruined Assault before that they were too good? At least what I do. They said the turrets were too good, it was too easy to just leave the base behind with turrets that almost could defend themself properly and 12 man rush each other just like in an ordinary Skirmish match.
Hopefully the need to defend the base will be much more important, but the attackers also need something against a good defence, if all 12 enemies chill out at their base.

I'll make my popcorn ready if/ when the whiners will totally go insane and go ballistic at PGI for making the new Assault "oMG camping mode" "pleassE neRF!!!!" "TURRETS OP, WAAAH!"
I would love to see their faces if PGI gives the attackers Long Tom artillery Posted Image

Because PGI wont be able to adjust the mode for future balance on what works or not..
/sarcasm

There might be the same amount of rage going around, like with the Long Tom in FW. Glad PGI dampened the effects of LT somewhat though, dosent seems theres much complaint now, maybe they FINALLY figured out how to counter/ avoid the god of destruction...

Lets see how this will turn out.

#18 Raso

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Posted 09 June 2016 - 07:28 AM

Ok, I've got it.

You have to capture substations along the middle of the map before your turrets come online. This will negate Camp Warrior Online. You only need 1 substation to power your turrets but lets say there are 3 available per map. Give the option to destroy the substation as well. Capturing a sub station shouldn't take too long but destroying a substation should be a quicker alternative with it's own strategic consequences.

#19 Variant1

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Posted 09 June 2016 - 09:24 AM

Bout time we got them turrets back. This new mode i'm hoping they will also introduce infantry, tanks and aircraft to defend the bases.

#20 Stephen Tregare

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Posted 09 June 2016 - 09:35 AM

Where could I find the announcement about there being changes coming to this mode?





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