Remind Me Why The Turrets Were Removed From Assault?
#21
Posted 07 August 2016 - 11:49 AM
In the end, this meant players avoided attacking the base in almost all cases. It was a suicide run unless you went in force.
Turrets were added in the first place because the base was too easy to cap. They were removed because it was too hard to cap.
Now bases are going to be made ridiculously hard to cap, with turrets, towers, etc. I'm not sure why PGI would think players will try to play the objective in QP. They've built a game which works only in skirmish, yet are surprised when people play every game mode as skirmish.
#22
Posted 07 August 2016 - 12:15 PM
Appogee, on 07 August 2016 - 10:33 AM, said:
But then the turrets were removed.
What was the perceived problem with having turrets in Assault mode? Why were they removed?
Because it turned Assault into skirmish 2.0 with even less ground to play. Russ even said as much that the turret didnt have the intended effect.
ScarecrowES, on 07 August 2016 - 11:49 AM, said:
The new assault was supposed to released already but then they said they would make a PlayTestServer first and then they said it wasnt ready. I am secretly hoping they listened to the feedback they were given and changed the whole thing. dont tell anyone about my secret hopes, i dont wana be shamed when it hits live.
Edited by DAYLEET, 07 August 2016 - 12:21 PM.
#23
Posted 07 August 2016 - 12:39 PM
it was in a town hall meeting
Sept, Oct 2015 time frame? maybe earlier
#24
Posted 07 August 2016 - 12:46 PM
#25
Posted 07 August 2016 - 01:18 PM
Appogee, on 07 August 2016 - 10:33 AM, said:
But then the turrets were removed.
What was the perceived problem with having turrets in Assault mode? Why were they removed?
Because it was already too easy to shut down a cap win, by all but the most inane mouthbreathers. Turrets pretty much eliminated capping... the whole 8% of the time a cap win actually happened (that is a real statistic)
#26
Posted 07 August 2016 - 01:30 PM
ScarecrowES, on 07 August 2016 - 11:49 AM, said:
All they have to do is make capturing the base a lot more profitable than kills and possibly make un-destroyed enemy Mechs worth a lot more as salvage or isorla.
As soon as you complete the capture of the enemy base any surviving enemy Mechs are considered captured and you get a payout for them. This would also enhance Conquest and Domination modes. You could still win by playing Skirmish in every mode but it would be a lot more profitable not to.
#27
Posted 07 August 2016 - 01:40 PM
#28
Posted 07 August 2016 - 01:42 PM
Edited by Mechwarrior1441491, 07 August 2016 - 01:42 PM.
#29
Posted 07 August 2016 - 01:46 PM
The fact that they have perfect aim and track actually can work against non LRM turrets as they always shoot for the CT and some high mount mechs can use direct cover while poking the hell out of the turrets. I do it on FP occasionally with fairly good results.
Oh almost forgot the third easiest way they could multiply the CD for turrets by 2.5 making them cycle much longer than normal weapons.
Edited by Baulven, 07 August 2016 - 01:47 PM.
#30
Posted 07 August 2016 - 01:47 PM
#31
Posted 07 August 2016 - 01:49 PM
Mechwarrior1441491, on 07 August 2016 - 01:42 PM, said:
Exactly, except the current Assault mode wouldn't need to be replaced and it would just be a new mode.
#32
Posted 07 August 2016 - 01:57 PM
Assault should be against an Entrenched position. Where the attacker doesn't need to worry about their own base. I would even like to see a mode which is skewed in favour of the defenders. Just like ww2 maps where the allies have to run up the beach on a D-Day map. The slaughter is going to happen, but skill and attrition can win the day. More tonnage for defenders. Multiple mech drops as reinforcements for attackers.
Lots of older games to draw inspiration from.
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