Incursion Game Mode Public Test Session
#41
Posted 24 March 2017 - 06:15 PM
Propose incursion be renamed Trump mode, due to walls.
#42
Posted 24 March 2017 - 06:19 PM
Edited by Monkey Lover, 24 March 2017 - 06:19 PM.
#43
Posted 24 March 2017 - 06:21 PM
Small brawler map not good here.
Edited by Tiantara, 24 March 2017 - 06:21 PM.
#45
Posted 24 March 2017 - 06:25 PM
If so, is it the case because you don't want to make more maps?
I'm disheartened.
Just FYI. Not every map has to be set up for every game mode. Some are absolutely awful, in fact, for certain game modes like Polar Highlands and Crimson Straight for domination. Perhaps if voting for maps was a two-part process. One vote for game mode, another for map, we could have a lot more maps because you could both design maps specifically for certain game modes and vice versa, maps don't have to be made to support every game mode. We need variety. I'm glad we're going to get a new game mode, but we haven't had a new map in ages and people are bored with the always popular and totally predictable maps that get chosen over and over.
I wonder about PGI's priorities. If you guys can't produce maps fast enough, maybe it's time to let the players create some and submit them - perhaps to be tested thoroughly in private lobbies and voted for inclusion - to save the devs even more time and manpower. I'm sure there are several in the community who have the perfect maps in mind - especially if every map doesn't have to apply for every game mode - which frankly makes some good maps trash.
#46
Posted 24 March 2017 - 06:50 PM
Otherwise the respawn with dropship idea sounds awesome. Would be a change of pace AND would simulate FW without FW in QP.
#47
Posted 24 March 2017 - 06:53 PM
#48
Posted 24 March 2017 - 06:55 PM
Edited by The Boneshaman, 24 March 2017 - 06:55 PM.
#49
Posted 24 March 2017 - 06:56 PM
Peiper, on 24 March 2017 - 06:25 PM, said:
If so, is it the case because you don't want to make more maps?
I'm disheartened.
Just FYI. Not every map has to be set up for every game mode. Some are absolutely awful, in fact, for certain game modes like Polar Highlands and Crimson Straight for domination. Perhaps if voting for maps was a two-part process. One vote for game mode, another for map, we could have a lot more maps because you could both design maps specifically for certain game modes and vice versa, maps don't have to be made to support every game mode. We need variety. I'm glad we're going to get a new game mode, but we haven't had a new map in ages and people are bored with the always popular and totally predictable maps that get chosen over and over.
I 100% some maps should not use this mode. For example crimson right now has the base on each side of the mountain. The team who controls the center pass controls the game. This will force every game to be at the pass because you can't just leave it and run around.
Just guess but i bet you could pull some erppcs and snipe the base from the top of the mountain.
Edited by Monkey Lover, 24 March 2017 - 06:56 PM.
#50
Posted 24 March 2017 - 07:02 PM
Is that something that we might see perhaps replacing one of the other modes?
#51
Posted 24 March 2017 - 07:11 PM
50 50, on 24 March 2017 - 07:02 PM, said:
Is that something that we might see perhaps replacing one of the other modes?
- Yeap. right before Siedge on same maps as Siedge.
- Well... seems rewards for capturing power source need rise up a little. Make them 3times higher than now.
#52
Posted 24 March 2017 - 07:21 PM
I do like some aspects about this such as it feels that light mechs that are fast can play fetch the battery which is pretty fun for me. I do like that this should be a fun addition to faction play.
I think there should be actual timers for said radar jam, detection, and air born base support with the drop ship.
I feel that the smaller maps like HPG, Caustic Valley, ect should not have this game mode.
I also feel that the targets that need to be destroyed in said bases should have a little more defense. They seem to go down pretty quickly.
Also like escort the turrets seem a little to overpowered. That could use some tweaking.
Other then that I feel this is an okay start, but please PGI do not leave this PTS up for such a short time and then close it and try to say it's ready to go. This is gonna need some fine tuning.
#53
Posted 24 March 2017 - 07:53 PM
#54
Posted 24 March 2017 - 07:55 PM
AlphaPrime42, on 24 March 2017 - 07:21 PM, said:
I do like some aspects about this such as it feels that light mechs that are fast can play fetch the battery which is pretty fun for me. I do like that this should be a fun addition to faction play.
I think there should be actual timers for said radar jam, detection, and air born base support with the drop ship.
I feel that the smaller maps like HPG, Caustic Valley, ect should not have this game mode.
I also feel that the targets that need to be destroyed in said bases should have a little more defense. They seem to go down pretty quickly.
Also like escort the turrets seem a little to overpowered. That could use some tweaking.
Other then that I feel this is an okay start, but please PGI do not leave this PTS up for such a short time and then close it and try to say it's ready to go. This is gonna need some fine tuning.
- As addition to all above:
1. Yeap, show timer under all towers which started to work. At least from your own base.
2. Add Invasion maps to that mode (they will be perfect and also can provide learning moment for new FP players).
3. Mobile command centers must have bigger health, than towers and towers bigger than turrets. Also good - add 2 towers for capturing and turn off half or all defense turrets. Right now few defenders just have no time to kill fast wolfpack of jumping Clan mech.
4. Need bigger reward for retrieving energy cell and other activities... like:
Retrieving a Fuel Cell
• 15XP and 2000 C-Bills
Installing a Fuel Cell
• 40XP and 3000 C-Bills
Destroying an Enemy Defense Tower or Mobile Field Base
• 150 XP and 40,000 C-Bills
Or all go to just killing enemy mech only. Right it was few last battle (especially on medium maps which not good for that mode)
5. Enemy mustn't see where located mobile base on minimap\tactic map until some scout highlighted them! Same as towers.
6. Walls must be a bit optimized as the structure - near some walls (especially where they overlaps) FPS go down in battle with 2-3 enemy on screen. That not good for battle. I think problem in using polygons in tiny objects which player don't see anyway.
6. As in Escort mode - some turrets still marked as active when they dead but crosshair become red after putting some shot on them.
#55
Posted 24 March 2017 - 08:58 PM
#56
Posted 24 March 2017 - 09:09 PM
Resource gathering is... not exciting. It takes a lot of dedication to ferry the energy cells back and forth, particularly on large maps, and the benefits are few and far between. The radar sweep is good, but the radar jamming has limited value, and the air support is almost entirely useless.
Rushing the base and wreaking havoc while the enemy team is away is actually kind of fun, but sort of an all-or-nothing proposition. I think the base HP is going to need some tweaking when the mode releases to 12v12 -- even just 2-3 lights with SRMs and small/medium lasers could easily focus down all the structures.
Ultimately certain modes just can't really function effectively without some form of respawn. With a finite amount of resources, i.e. mechs, you just can't have that many objectives/distractions. I think PGI should focus on putting out quality maps with varied conflict areas and dynamic spawn instead of putting out additional game modes like this. Maybe limit game modes to a single relevant mechanic.
#57
Posted 24 March 2017 - 09:10 PM
Dont expect the community to do your work, please. Schedule the match time frames for PTS and add a good c-bill award (that will transfer to live account) for every minute in queue or in the match that the player spent during the scheduled time frames.
#59
Posted 24 March 2017 - 09:14 PM
till then im out
#60
Posted 24 March 2017 - 09:16 PM
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