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Escort Game Mode


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#21 Composite Armour

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Posted 13 December 2016 - 01:01 PM

It's hard to get a feel for the game mode when there's 9 Marauder 2cs and 3 timber wolves on the enemy team.

#22 Scout Derek

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Posted 13 December 2016 - 01:05 PM



When it's ready, you can watch the entire full 6 Mins of it, or you can skip to 5:20 to see the VIP Atlas.

#23 Game Heart

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Posted 13 December 2016 - 01:09 PM

So... anyone else think that Escort needs to be removed from Quick Play? Every match I've played on Escort has ended horribly and in utter failure. You know whats NOT fun in a video game like MWO? Escort missions. Seems like I won't be playing for awhile.

#24 Mechteric

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Posted 13 December 2016 - 01:11 PM

Haven't played it yet, but to me it seems to be a mode that should only be played at max 4v4. If 12 bodies just rush the VIP it seems to me there's no way they can possibly lose unless you give the Atlas the hitpoints of a dropship (which would be weird).

#25 Deathlike

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Posted 13 December 2016 - 01:15 PM

View PostRebas Kradd, on 13 December 2016 - 12:33 PM, said:


It was the most popular gamemode suggestion from players, just like King of the Hill was. The people loudest about new gamemode ideas are invariably the ones with the worst ideas.


That's flawed logic.

The application of the Domination "Circle" placement on certain maps like Crimson Strait and Bog are appalling as gamemode decision/design making is concerned.

So, it's actually PGI's responsibility to get it properly balanced.

#26 Weeny Machine

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Posted 13 December 2016 - 01:15 PM

View PostJaidenHaze, on 13 December 2016 - 12:21 PM, said:

Sooo, i played a few games Escort, everything was a disaster. Atlas got headshooted or 12 enemy mechs just rush into our lines and focus fire it. Doesnt play nice, cant really say "how" it is supposed to be played. But right now, i cant see the point :/

Also the VIP Atlas got stuck on Tourmaline Desert


I can't wait to play that mission on...*drumroll*...the BOG mwahahaha

#27 Jay Leon Hart

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Posted 13 December 2016 - 01:17 PM

Played 3 rounds, Defender has won all 3, I played as an Attacker once. Is it more weighted towards Attackers winning in higher Tiers, or in Group Play, or a mix if both?

#28 Tristan Winter

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Posted 13 December 2016 - 01:21 PM

I played once. I think this may be similar to Invasion mode in CW Phase 1. It seemed alright during the first few days, because people were playing Invasion mode like Skirmish. And then people figured out you had to zerg rush the generator and just sacrifice all your mechs in the process, in order to win the match.

I haven't seen anyone really try to bum rush the VIP yet. And that could be the most intelligent way of doing it, depending on how much health the VIP has.

If the VIP has 100,000 health, then it's basically on the attackers to win the match by charging in and wiping out the defenders in 3 minutes, before the VIP reaches the destination. Which is a tall order.

#29 C E Dwyer

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Posted 13 December 2016 - 01:25 PM

My experience though limited to one match and defending on tourmaline ended with a win.

Been the only plus point of logging in tonight

#30 Rebas Kradd

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Posted 13 December 2016 - 01:28 PM

View PostDeathlike, on 13 December 2016 - 01:15 PM, said:


That's flawed logic.

The application of the Domination "Circle" placement on certain maps like Crimson Strait and Bog are appalling as gamemode decision/design making is concerned.

So, it's actually PGI's responsibility to get it properly balanced.


Escort-type gamemodes are awful in nearly every game that attempts it. They're inherently difficult to pull off.

My post was not an attempt to evacuate PGI of responsibility; you just read it that way. So don't worry, I agree that PGI made a misstep in just listening to the two most popular ideas. Just because an idea is popular doesn't mean it's a good fit for the game.

Edited by Rebas Kradd, 13 December 2016 - 01:31 PM.


#31 BCAW

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Posted 13 December 2016 - 01:29 PM

First off, to the people saying that escort game modes are bad in all games, TF2 and Overwatch would like to disagree. Both of those game are doing quite well.

I don't think escort needs to be removed/scrapped completely. There are room for improvement, some of which can be learned from other game's escort game modes.

For starters, don't have the escort objective move on its own; rather, make it so that you need someone to stand near the objective to "push" it, much like in TF2's payload. The more people "pushing", the faster the objective moves. This also means that in addition to try to physically destroy the payload, the defenders can prevent the attackers from making progress by preventing/discouraging them from getting near it.

Second, yeah, I agree having a big, slow, fat target with weakspots like an Atlas as the escort objective is probably not a good idea. There are plenty of other assets that PGI could use as the objective; the Mobile Field Bases come to mind. Make the objective immune to immobilization, and don't give it a weakspot like the cockpit of the Atlas would significantly improve its survivability.

Lastly, perhaps give both teams an escort objective, kind of like TF2's double payload mode. The objective then becomes "get your payload to the zone before the other team does". That way, both team need to do both offense and defense, which should make for interesting gameplay.

Oh, and maybe allow dropdecks/respawns in this kind of game mode. I'm usually against respawning in MWO, but I think this specific game mode would really benefit from it.

I am glad that PGI is attempting new game modes with objectives, instead of being more arena shooter TDM. There's a lot of rooms for improvement, to be sure, but the idea behind it is good.

Edited by BCAW, 13 December 2016 - 01:38 PM.


#32 Novakaine

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Posted 13 December 2016 - 01:31 PM

Would have been nicer if the vip Atlas had it's own tracked vechicle escort.
Providing some extra fire support for the mech escort.
Wink wink PGI Manticore tank escort.
On a side note reading some of you guys negative posts about escort mode.
You folks would make a dead man cry.

Edited by Novakaine, 13 December 2016 - 01:34 PM.


#33 Felicitatem Parco

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Posted 13 December 2016 - 01:37 PM

So, in this thread we have multiple people saying they won defense missions and enjoyed it

Does anyone care to admit they were wrong when they said attackers will always win, and this this is a broken turkeyshoot game mode?

Anyone?

Edited by Prosperity Park, 13 December 2016 - 01:36 PM.


#34 Deathlike

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Posted 13 December 2016 - 01:44 PM

View PostRebas Kradd, on 13 December 2016 - 01:28 PM, said:

Escort-type gamemodes are awful in nearly every game that attempts it. They're inherently difficult to pull off.


It's not entirely awful. I've played the Counterstrike version (way back, I know) and while it sucks in some ways (your options are woefully limited), but the designs were tactically good enough when played properly (still probably not the most popular, but a great change of pace).

It doesn't sound like any good design principles were applied here.

#35 Imperius

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Posted 13 December 2016 - 02:16 PM

View PostRebas Kradd, on 13 December 2016 - 12:41 PM, said:


FP is still a focus because paying players want it to be.

You're getting your single-player, Imperius. You have no more need to demand PGI suction resources away from FP.

You're correct I said that because that's how you sound to those who did ask for those modes.

VIP mission I would have had a shield generator you would have to pull that hooked to a mech and protected the VIP while connected.

That way the teams health pool could be used to shield the VIP.

Just a top of my head idea.

#36 Sarsaparilla Kid

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Posted 13 December 2016 - 02:21 PM

View PostProsperity Park, on 13 December 2016 - 01:37 PM, said:

So, in this thread we have multiple people saying they won defense missions and enjoyed it

Does anyone care to admit they were wrong when they said attackers will always win, and this this is a broken turkeyshoot game mode?

Anyone?


Don't forget they are adjusting VIP health in real-time as they monitor the outcomes, so early on, some might have been experiencing more attacker wins and now it's swung the other way. We won't know until they stop tweaking things...

#37 627

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Posted 13 December 2016 - 02:28 PM

haven't seen it fall yet. Even finding it on the bigger maps seems to be a quest on it's own. And that dropship for sure knows how to drop players, we lost a 8v4 because of it. Will be interesting how this turns out after some weeks.

#38 Davegt27

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Posted 13 December 2016 - 02:29 PM

well last escort game I played

I took off in my medium to check the saddle
when I came back one of our Atlas's is blocking the VIP Mech

I am "what the hell are you doing"

I then went ahead to run blocker and got killed now I am spectating this jerk
he is shooting and blocking the VIP Mech

we won but only because the VIP Mech was such a tank

one of the few times I reported anyone

Edited by Davegt27, 17 December 2016 - 06:15 PM.


#39 JediPanther

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Posted 13 December 2016 - 02:30 PM

Soon AI NPCS! AI Reinforcements! NPC Aertotech, tanks and infantry toops ooh mmyyy! Be happy this game even has any ai besides the potatoes in T5. Just think in (4) four more years we might be able to destroy buildings or set the trees on fire...or step on a car with a 20 ton mech and have the car,not the,mech explode.

Hail the new AI Atlas Skynet!

#40 Appogee

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Posted 13 December 2016 - 02:30 PM

Maybe they should give the VIP a... LongTom :D





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