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Easy Change To Fw To Make It More Interesting


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#1 Lehmund

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Posted 11 June 2016 - 03:18 PM

I don't like the gen destruction + Omega element of FW. I think it leads to tactics like gen-rushing, which IMO is against the spirit of the game and makes little sense (who would put the machine's generators next to the gun like that, exposed with a little window?

I also don't like the gates being barely a barrier.

Also, we know PGI has a small team of devs so if these are to be more interesting, the change needs to be simple.

Gates: Provide the defenders with ways to defend the damned things i.e. some platforms and ramps we can climb onto so we can properly exchange fire with the enemy. Also add a few more turrets or give the current turrets more power / HP. This makes this particular barrier interesting with many options to fight around, instead of most cases, just defenders waiting for which gate to come down. This should be mostly just terrain changes to accommodate.

Since this would make it much harder for the Attackers to get through, the attackers should have some additional ability, like bonus Artillery from their dropzone that they can fire using an additional key (1 arty strike each mech on field). I know, I know, defending should be much easier than attacking, but in FW, things must be equalized i.e. defenders have turrets all over, attackers get an additional manual tool to use they don't need to buy as a consumable (extra).

Gens + Omega: Keep Omega as-is, but its gen is only opened if 3 capture points (like Conquest) are captured by the enemy. These capture points are spread in locations within the gated area, larger than the Conquest points and represent critical spots that are required to be controlled to deactivate the Omega shielding. Attackers would need to completely capture the spot taking a good amount of time (like a full base capture in Assault) and once it is capped, it's gone. All three need to be capped, Omega is opened and you got the last step to do.

With changes like these, or similar, FW would be a lot more about destroying the opposition combined with tactical positioning and choice of drop decks/ranges than what it is now, avoiding many of the messed up gameplay that we're seeing right now. As a bonus, it would feel a lot more like it makes good sense i.e. capping critical locations is all about mechs setting down engineers to deactivate manually energy grids that feed Omega, disabling it's shielding etc... which means attacking mechs aren't shooting at that stuff, but need to carefully tech their way into it.

As an alternative to capping, players could even target the Omega gen covering with weapons and slowly grind that to nothing in order to expose the gen underneath (giving a couple ways to get the job done).

Asking for large changes will likely not happen, but something within reach could possibly happen with a fairly small patch post playtesting.

Thoughts?

#2 nimdabew

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Posted 11 June 2016 - 08:15 PM

I like the gen capture point idea. What would be just as good would be to go to the capture area and take control of the turrets. Have it so only half of the turrets are taken over (inner ring vs putter ring or something) and now fight for the enemy since the enemy now controls the turret control center. Hell, make the turret control center a thing that can be destroyed as well so no one gets turrets unless you defend them. Make FP/CW a huge map with multiple small objectives that makes killing omega a easy/hard thing to attack/defend based on how many small objectives you control. This would break up huge death balls, prevent attack lanes, and make taking a fast light to go kill a turret and capture the turret control enter just as important as taking a Lance or company of assaults and busting through the same defenses.

There are SO MANY different things they can't do with small little ideas like this, but PGI fails to deliver. Yet again. They will get all of this stuff in... Soon™.

Here's an idea. Link polar Highlands and boreal vault together and have a running drop zone spawn ala BF4 across polar Highlands, and have the back half of Boreal be the final objective push to kill omega. They would need to do a very SMALL portion of the map to make this happen.

Similar maps that this could be done with: boreal/polar, Forrest colony/emerald tiaga, sulfurous rift/caustic, vitric/HPG, hellebore/canyon network, the two grim portico maps.

LINK MAPS TOGETHER TO MAKE THE GAMES MORE INTERESTING INSTEAD OF A GEN RUSH PUSH EACH AND EVERY SINGLE GAME.

#3 ice trey

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Posted 18 June 2016 - 04:19 AM

Every planet should be like a small single player campaign, though done as PVP cooperative.

Because that's really what a lot of us wanted when we were excited for Community Warfare. Anyone who was a fan of the Mechwarrior games before MWO probably was too.

MW1 - Single player only
MW2 - Single player, buy online play seperately
MW3 - Primarily single player. Multiplayer supported, but in the time period where very few people had even a 56.6K Dial-up modem. Most of us were using worse.
MW4 - Primarily single player. Multiplayer supported, but far from a positive gaming experience. Hope you brought your jump-sniping assault mech.

MWO - Because if you don't have raging wood for repetitive multiplayer deathmatch your tastes are objectively wrong.

Edited by ice trey, 18 June 2016 - 05:25 AM.


#4 Lily from animove

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Posted 18 June 2016 - 06:18 AM

well if getas were dtsrictive and slowly fallign so that before soemoen cna cross it some fire exchange would happen that would be good. maks the gates more relevant as pew pew barrier. but isn't happening.

#5 Black Ivan

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Posted 18 June 2016 - 09:14 AM

Easy fix, remove Long Tom

#6 Commander A9

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Posted 18 June 2016 - 03:08 PM

Yeah, but then you just move as a 12-man zerg rush from point to point to point till all are captured.

So, Omega still gets open on the first wave because now you dont have to shoot anything to drop Omega's door.

#7 Rebas Kradd

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Posted 21 June 2016 - 10:58 AM

The stick-only approach of Long Tom is something, but not enough. Realistically, the zerging and base rushing isn't going to stop until teams are given actual incentive to split up. The only way to do that is through the objectives - find a way to motivate teams to cap multiple points at once.

#8 Pahrias

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Posted 21 June 2016 - 03:51 PM

View PostCommander A9, on 18 June 2016 - 03:08 PM, said:

Yeah, but then you just move as a 12-man zerg rush from point to point to point till all are captured.

So, Omega still gets open on the first wave because now you dont have to shoot anything to drop Omega's door.

well, how about theres a point to cap for each gen as they are now, (like having to hack the blast door for example) then they can destroy the gen as usual.





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