Escort Fail
#21
Posted 18 December 2016 - 01:07 PM
The defenders need to now beforehand which path the VIP is walking. Make a line on the minimap or something which only the defenders can see. And dont make the VIP walk around like a (very slow) headless chicken. Lost many matches because our team didn't knew what illogical route the AI might take.
#22
Posted 18 December 2016 - 01:44 PM
Bulldozed his way straight through death vally into the middle of their team and lasted 1 minute. I think he was asking if he could join their team, it didnt work out well.
What a completely stupid game mode.
#23
Posted 18 December 2016 - 01:53 PM
Enjoy!
hahahahahahaha
#25
Posted 18 December 2016 - 05:34 PM
Edited by NRP, 18 December 2016 - 05:35 PM.
#26
Posted 18 December 2016 - 05:52 PM
Edited by IllMentalState, 18 December 2016 - 05:55 PM.
#27
Posted 18 December 2016 - 11:19 PM
IllMentalState, on 18 December 2016 - 05:52 PM, said:
Really? You're that butthurt about a new game mode that by my account is pretty well balanced?
#28
Posted 18 December 2016 - 11:45 PM
Aetes Nakatomi, on 18 December 2016 - 02:25 AM, said:
In solo queue it is still too new and the pugs have no idea what to do. You still get people thinking they can be 'the super sniper' on the defending team and I even had a game yesterday where my whole team watched me and the VIP Atlas YOLO into a firing line that then couldn't understand why we lost. The attackers sometimes split up all over the map and try to engage the deathball two and three at a time. I watched a pilot that was so obsessed with getting to 'his sniper spot' he allowed a turret to gank his Summoner.
I think once the mode has been out a while the gameplay will get better in the solo queue. But it may take some time.
I actually think Escort is in many ways the best game mode as it requires the most all round skill, awareness and teamwork to win. I'm hoping that as time goes on it helps improve the player base. Some Escort matches I've had so far have been nothing short of epic. Others have left me saying very nasty things to my team. ☹ Fingers crossed for the future.. Not against multiple escorted me ha or dummies, but am keen to see how this plays out for a while.
#29
Posted 19 December 2016 - 12:03 AM
Edited by Violent Nick, 19 December 2016 - 12:04 AM.
#30
Posted 19 December 2016 - 01:56 AM
PRO:
- Combat takes place in parts of the map we usually never have seen before.
- Game mode forces mobile fights for attacker and defender.
- (Re-)Introduction of interactive map assets (Turrets, Sensor Towers, Dropship)
- Irregular movement of the VIP.
- Assets stacked in favour of the defender.
- (For me) Immersion breaking VIP Vehicle.
And i really like that you need to be on the move the whole time, as it is a nice change of pace unlike the othe modes. Everytime I see the establishing of the traditional static firing line the defenders usually win. Unless the (probably drunk) VIP starts to go sightseeing directly back into exact that firing line.
It would be really nice for the escort to know where the VIP is going. An Idea mentioned before was a dotted line on the minimap for the defenders which would allow a bit of planning even with the erratic behaviour of the VIP.
My biggest gripe atm is that the defenders have all assets from start, which makes it too easy for them, especially on very large maps. Keep the Turrets, even uparmour them to 20 or 30 HP and let them target their attacker so that they appear on the map, but let the Sensor Arrays be on the attacker side. Atm lights on the attacker side have a huge problem flipping sensors and scouting without getting shredded by aimbot turrets. Sure, the first turret is not the problem, but after the third one lights look kinda beaten up.
It would give the defending lights reason to start flipping those sensors and take them out of the picture for a time which would take pressure off the attckers.
My other gripe is the VIP itself. Its just immersion breaking for me to have a (1.) Mech as VIP transport implying its a mechwarrior in there. (2.) Its so absurdly armoured defying everything lorewise. I am not that much into lore tbh, but even then its just wierd.
Would it have hurt so much to use 3 tracked vehicles instead? I allready talked about vehicles and the Cryengine used here has the assets for locomotion (Tracked and wheeled) as basic module in it. So just the mechanical implemetation would be easy. The course is kinda defined and not all maps support Escort mode, so no terrain obstructions to be feared.
It would have been just more immersive.
#32
Posted 22 December 2016 - 07:26 PM
TWIAFU, on 18 December 2016 - 03:54 AM, said:
Thankfully, we do not have 30 second games.
So, your BS will not fly.
i have been the attacker multiple amount of times , 30secs to a min games. If you have people who can not hit the correct target , your games will last longer . You bs does not FLY !!!
#33
Posted 22 December 2016 - 08:54 PM
I have to give thanks to PGI for expanding on the game and give all my loathing and hate to the players who want to continually bash each other and the game instead of giving constructive feedback to better it for all not just what you think will make it better for you.
#34
Posted 22 December 2016 - 08:56 PM
#35
Posted 22 December 2016 - 09:27 PM
#36
Posted 22 December 2016 - 11:10 PM
IllMentalState, on 18 December 2016 - 05:52 PM, said:
Lol, this is the most hilariously childish thing I've read all day.
#37
Posted 23 December 2016 - 03:26 AM
It ended up with me versus 3 of the enemy team plus vip 2 squares away from the rest of the players going at it.
Even then then, I almost got a leg on the vip with 3rd highest damage overall. It felt like the first match on my alt account with folks staring at each other while you alphed into them.
I am mediocre plus.
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