New Assault Mode
#1
Posted 08 June 2016 - 10:22 PM
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
Posted 08 June 2016 - 10:40 PM
#3
Posted 08 June 2016 - 10:42 PM
#4
Posted 08 June 2016 - 10:53 PM
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.
#6
Posted 08 June 2016 - 10:58 PM
#8
Posted 08 June 2016 - 11:06 PM
#9
Posted 08 June 2016 - 11:10 PM
Edited by feeWAIVER, 08 June 2016 - 11:10 PM.
#10
Posted 08 June 2016 - 11:38 PM
Edited by Ace Selin, 08 June 2016 - 11:39 PM.
#11
Posted 09 June 2016 - 12:37 AM
I never got why to enemy forces would set up bases just a kilometer aside
#12
Posted 09 June 2016 - 12:48 AM
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
Posted 09 June 2016 - 01:04 AM
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
Posted 09 June 2016 - 01:26 AM
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
Posted 09 June 2016 - 01:39 AM
GenghisJr, on 08 June 2016 - 10:58 PM, said:
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.
Hit the Deck, on 08 June 2016 - 10:58 PM, said:
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
Posted 09 June 2016 - 05:06 AM
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
Posted 09 June 2016 - 07:14 AM
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
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
Posted 09 June 2016 - 07:28 AM
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
Posted 09 June 2016 - 09:24 AM
#20
Posted 09 June 2016 - 09:35 AM
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