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Bugged Mission: All Foes Dead And A Loss

Bug Report

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#1 BodakOfSseth

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Posted 08 October 2016 - 08:52 AM

Bug Location: Frozen City / Conquest

Steps to Reproduce: Unknown. Single instance, and no clue what caused the issue, therefore unable to reproduce.

Reproduction Rate: Single instance so far.

Bug Evidence:
Posted Image

Bug Description:
- Our team successfully killed all of the enemy team and the enemy resource count was in the mid-600s. Our resource count was in the 500s.
- Mission continued, and several team members confirmed they also saw the resource counter was ticking up.
-Assuming there was still a surviving enemy, we all checked the player status (tab), all confirmed they showed all foes dead.
-Resource counter continued to 750, our defeat.

I was able to take a screenshot of mission summary, but not the player status during the game.

Edited by ScottAleric, 08 October 2016 - 08:54 AM.


#2 BodakOfSseth

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Posted 08 October 2016 - 09:08 AM

After discusson with other folks online, apparently this is behaving as expected?
If all foes are dead and surviving team is behind on resources, game continues until 750?

If that's the case I'd like to make a UI report: Mission description and parameters can be improved.

#3 Tiantara

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Posted 08 October 2016 - 12:15 PM

- Yeap. Even if you kill all enemy you need to collect all resources (more than enemy) for victory. And if they have 750 (even if all of them are dead), they win the game.
- If you have less resources and all enemy dead - start cap. Timer stops if all resources captured by your team.

Edited by Tiantara, 08 October 2016 - 12:20 PM.


#4 The Basilisk

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Posted 08 October 2016 - 04:49 PM

View PostScottAleric, on 08 October 2016 - 08:52 AM, said:

Bug Location: Frozen City / Conquest

Steps to Reproduce: Unknown. Single instance, and no clue what caused the issue, therefore unable to reproduce.

Reproduction Rate: Single instance so far.

Bug Evidence:
Posted Image

Bug Description:
- Our team successfully killed all of the enemy team and the enemy resource count was in the mid-600s. Our resource count was in the 500s.
- Mission continued, and several team members confirmed they also saw the resource counter was ticking up.
-Assuming there was still a surviving enemy, we all checked the player status (tab), all confirmed they showed all foes dead.
-Resource counter continued to 750, our defeat.

I was able to take a screenshot of mission summary, but not the player status during the game.


Mission goal is gather 750 ressources first not shoot stuff.
It works as intended.
Actually the mission got already imbued with some kind of algorithm that calculates if the surviving team has a chance to still gather max if they woould start capping the moment when the last foe is dead. If it comes out positive you win immediately, if not you have to run and make sure to cap at least 3 points but Apparently your team screwed up so hard you wouldn't have had the slightest chance to gather max ressources before timeout or enemy got max.

Edited by The Basilisk, 08 October 2016 - 04:52 PM.


#5 BodakOfSseth

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Posted 09 October 2016 - 06:45 AM

Yeah we had 3 bases capped, they had 2. They were pretty close to max resources and we were catching up.
Sad times - especially since we had finally beat them back.

:(

#6 knight-of-ni

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Posted 10 October 2016 - 03:45 AM

This feature was implemented back in March.
http://mwomercs.com/...59-15-mar-2016/

Quote

Conquest Game Mode Changes



• All Capture Points now begin as Neutral; there is no 'team base' Capture Point.
• A Conquest Victory can no longer be achieved simply by destroying the enemy. In order to emerge victorious you must either:[indent]
• acquire the maximum number of Conquest Resource points (750) or
• control the most amount of Conquest Resources when the match timer expires[/indent]
• If all 'Mechs on a team are destroyed before the outcome of the match is decided, the destroyed team can still Spectate from each of the Capture Points.


#7 Dee Eight

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Posted 10 October 2016 - 08:33 PM

View Postknnniggett, on 10 October 2016 - 03:45 AM, said:

This feature was implemented back in March.
http://mwomercs.com/...59-15-mar-2016/





#8 D V Devnull

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Posted 11 October 2016 - 08:16 AM

, things are working as intended. You still have to control enough points after you take the opponents down, such that the system recognizes you would hit 750 before the opponents, otherwise the match keeps running. And of course, the opponents can still spectate and see if your team fails to do what's needed to beat them. B)

It sounds to me like you (and your team) just made one of the most hilarious errors, didn't perform the Conquest Objective properly, and therefore lost because you didn't think to undo the opponents' work. Be smarter in the future, learn from your mistakes, and don't think you're just gonna win because you shot every opponent down. It simply doesn't work that way for Conquest. ;)

BTW, Conquest is still a great and fun game mode to play. There's big bonuses to be had by playing, and even more for winning. So just learn to play that game mode properly, and you'll find you enjoy it soon enough. THERE IS NO BUG HERE. ^_^

~D. V. "seeing the truth" Devnull

#9 Dee Eight

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Posted 11 October 2016 - 03:48 PM

Its the BEST paying quick game mode, by a third.

#10 Fox the Apprentice

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Posted 12 October 2016 - 04:23 AM

View PostDee Eight, on 11 October 2016 - 03:48 PM, said:

Its the BEST paying quick game mode, by a third.

The only game mode where the objective is how you win instead of by killing the other team. It's why I like it, though assaults are kinda screwed.

Edited by Fox the Apprentice, 12 October 2016 - 04:24 AM.


#11 S 0 L E N Y A

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Posted 12 October 2016 - 03:28 PM

Do not be fooled, there is only one game mode in MWO: skirmish.

Every now and then you can get skirmish with distractions.

You can have skirmish with a big circle distraction. Skirmish with one distraction per team, or skirmish with 5 distractions.

Here is the fundamental truth: DEAD MECHS CANNOT CAP.

Provided the enemy team is not completely wiped out, you should only focus on capping when 1) if you do not do it soon enough you are assured a loss 2) it is the only way you might win.

Small caveat for Polar Lurmlands - that map is so expansive that it usually does make sense to start by capping 2 points, and keeping a more active eye on points.

#12 Dee Eight

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Posted 12 October 2016 - 11:54 PM

Dead mechs cannot cap, but focusing on making them dead and losing almost everyone in the process still results in a loss if you cannot then get to the caps in time. Just had back to back conquest games. First one had the Tiertard 1 element who went straight for the skirmish ball around theta on crimson tide, and didn't do very well killing the other team at all. Thanks to me and only a couple others who DID play the cap game, we almost got enough points lead to win but in the end it came down to numbers (and the mechs left were fairly fresh because the tiertards were chasing KMDDs and not locking targets or aiming at already weak mechs/components and finishing anyone off). First mech I engaged in my streak crow I also killed (KDK3) and of course as a consequence to using streaks...I was locking it and showing everyone where it was on the map. Also since they weren't locking targets...I didn't get a chance to find out before what their mechs were until I got into radar range with them myself.

That was followed by another conquest frozen city game, where the alpha lance (which I was in) got the first two close caps quickly while bravo/charlie went to theta and actually got it capped. They (B/C lances) then went into ostrich head in sand mode hiding and not pushing, thinking "oh well we have the cap lead, we don't have to stay aggresive and actually keep capping or take advantage of the alpha lance putting up UAVs or locking targets for us". 3 of us Alphas died thinking we had a good team... the 4th, a ECM ERLL cheetah spent the whole post second cap effort standing 1200 meters away sniping while everyone else died. His only kill was a dire wolf someone else had already cored. And while that was going on, the enemy kept capping, and then pulled ahead from a 200 point deficit to win it by points 750 to 736.

Edited by Dee Eight, 13 October 2016 - 12:10 AM.






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