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Incursion Game Mode Public Test Session


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#41 Jingseng

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Posted 24 March 2017 - 06:15 PM

Personally, i think this is the sort of game mode that lends itself to "respawning" (with a requirement that victory comes from base destruction or else advantage on time out only). You could even change the air control to be a bonus to respawn time while active.

Propose incursion be renamed Trump mode, due to walls.

#42 Monkey Lover

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Posted 24 March 2017 - 06:19 PM

suffer a bit for 12 v 12? lol. I couldn't find 4v4 matches on the skill tree test server.

Edited by Monkey Lover, 24 March 2017 - 06:19 PM.


#43 Tiantara

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Posted 24 March 2017 - 06:21 PM

- I starting to think that for that game mode better use only big maps and maps from Invasion (FP)... that long big maps with many cool spaces where put the base and generators. Also that make QP players be more into Invasion trough that game mode and with that map.
Small brawler map not good here.

Edited by Tiantara, 24 March 2017 - 06:21 PM.


#44 Colonel ONeill

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Posted 24 March 2017 - 06:21 PM

View PostScout Derek, on 24 March 2017 - 05:51 PM, said:

No. you're coming back to the Public PTS....

Posted Image

on it

#45 Peiper

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Posted 24 March 2017 - 06:25 PM

I was under the impression this was going to be an asymetrical game mode. Was I incorrect? Did that change?

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 shopsmart

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Posted 24 March 2017 - 06:50 PM

Needs incentives for people to play on this server right now due to event going on. Like all winnings here will be transferred to main account X3 or so or whatever. Will check it out, but if twiddling my thumbs, back to the main servers I will go.

Otherwise the respawn with dropship idea sounds awesome. Would be a change of pace AND would simulate FW without FW in QP.

#47 shopsmart

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Posted 24 March 2017 - 06:53 PM

Also quick note. Mechs with hand actuators should have some advantage in the fuel cell thingy. Like instant grab in 1 sec and bump up grabbing for other mech to 5 secs or something.

#48 The Boneshaman

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Posted 24 March 2017 - 06:55 PM

I hope this game mode is a lot more fun than that stupid dumbination game mode. can we get the option to remove at least one map and one game mode out of our map and game mode selection?

Edited by The Boneshaman, 24 March 2017 - 06:55 PM.


#49 Monkey Lover

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Posted 24 March 2017 - 06:56 PM

View PostPeiper, on 24 March 2017 - 06:25 PM, said:

I was under the impression this was going to be an asymetrical game mode. Was I incorrect? Did that change?

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 50 50

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Posted 24 March 2017 - 07:02 PM

On reading the notes, this seems like it would be a great addition for the Invasion stages.
Is that something that we might see perhaps replacing one of the other modes?

#51 Tiantara

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Posted 24 March 2017 - 07:11 PM

View Post50 50, on 24 March 2017 - 07:02 PM, said:

On reading the notes, this seems like it would be a great addition for the Invasion stages.
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 AlphaPrime42

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Posted 24 March 2017 - 07:21 PM

This is an interesting start for this game mode.

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 Jman5

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Posted 24 March 2017 - 07:53 PM

Just a heads up guys. Solo queue is matching 1:1 by weight class like it does in the regular game. Make sure you look at the queue numbers if you don't want to get passed up.

#54 Tiantara

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Posted 24 March 2017 - 07:55 PM

View PostAlphaPrime42, on 24 March 2017 - 07:21 PM, said:

This is an interesting start for this game mode.

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 Anyone00

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Posted 24 March 2017 - 08:58 PM

I normally don't play Clan mechs but I loaded up a Jenner IIC with six c-srm6s and played two games: managed to get a turret and a couple of mobile bases one game; next game someone else had the same notion (and a third lighter medium backed us up) and we managed to take out everything but one mobile base even though we caught the enemy team returning from a power run.

#56 process

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Posted 24 March 2017 - 09:09 PM

This mode has a bit of an identity crisis. We already have several game modes where the objective is ignored because it's more beneficial to stick together and deathball. Incursion now has 3 ways to split the team: fighting, resource gathering, and base assault.

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 banana peel

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Posted 24 March 2017 - 09:10 PM

Sorry, guys, these queues are unplayable. I'm not willing to spend several hours of my weekend to play 2-3 matches. If queueing doesnt pick up tomorrow, i'm out of this.

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.

#58 BLOOD WOLF

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Posted 24 March 2017 - 09:14 PM

View Postbanana peel, on 24 March 2017 - 09:10 PM, said:



Dont expect the community to do your work,

Should have thought that one through, instead of posting in frustration.

The PTS is for community feedback.

Edited by BLOOD WOLF, 24 March 2017 - 09:14 PM.


#59 ball0fire

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Posted 24 March 2017 - 09:14 PM

yeah ive been searching for games for the past hour and nothing, i even changed from heavy to light , following the 0% weight class numbers and still get nothing, perhaps tomorrow when its saturday for US might get more ppl.

till then im out

#60 BLOOD WOLF

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Posted 24 March 2017 - 09:16 PM

The wait was a bit long but I was able to get 2 matches in. Yea sucks, but the only ones to blame is the community that doesn't participate.





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