- Well since get into play is hard (but I get in and make some battle) I can say my feels from that mode.
1. Near base object and some massive block of walls FPS go down rapidly if you fight with 2-3 enemies and got fire from turrets. I think there some problem in poly-count of base-tower-walls model. But I not really sure about it.
2. Reward for mode activities too low. Better score have those mech which just kill all enemy. Also - sniper mech with good ballistic\PPC just easy can kill any mech which approach charging stations with energy cells. There I can suggest make time of capturing battery depending on mech class (light capture faster as it now, assault capture x3 time longer). That can change things.
Also make bigger reward for retrieving energy cells to towers and take them from charging pods. Like:
Retrieving a Fuel Cell - 15XP and 2000 C-Bills
Installing a Fuel Cell - 40XP and 3000-5000 C-Bills (because you easy killing target with open back when you do that)
Destroying an Enemy Defense Tower or Mobile Field Base - 120 XP and 50,000 C-Bills (with bigger health of them - it's good reward)
3. Make additional camouflaged 2 tower capturing which can 1 - shut down half of enemy defense turrets 2 - shut down all enemy turrets. And place them in random places.
4. Add more health to mobile base and towers. Right now they as easy to kill as defense turrets. Not good. Fast-jumping mech can cut off all structures giving no chance to save them or defend.
5. Don't show placement of enemy structures like base and towers on battlemap and minimap until they was discovered by light scout mech. Place towers random or change their positions between.
6. Add to that mode maps from siege mode. They long, big, well balanced for base attack, will provide some learning curve for QP players in FP in future and that mode can be placed in FP right before siege mode (that allow take off skirmish from FP in future). Have nice places in the middle to place generators.
Also - don't place that mode on medium small (HPG \ River City) maps where everything go to brawl-skirmish way and no one pay attention to mode activities.
7. Dead turrets still provide false red crosshair after taking a hit from weapon, that provide incorrect information for long range weapons user.
8. Strange to make walls immune for some weapons - but make them have less damage from laser would be nice. That make ballistic\LRM more usable and make less effective tactic when few light-medium mech easy do holes in the walls. Also - walls critted by machingunes?


Tweaks To Incursion Mode.
Started by Tiantara, Mar 24 2017 09:11 PM
2 replies to this topic
#1
Posted 24 March 2017 - 09:11 PM
#2
Posted 24 March 2017 - 09:21 PM
I would like the charging stations NOT to be set on ridges or mounds were you are forced to stand in the open for 3 seconds. On my first match on Polar, I got worked over pretty hard with PPC and Gauss while trying to get the battery. Even the one I got on Plexis had a sightline of about 700-800m and I took long ranged damage gathering that one too.
#3
Posted 25 March 2017 - 10:45 AM
I honestly think this recharging mechanic should just be removed and the battery works for the duration of the match until jammed/destroyed/reset by the other team. Hence it becomes a secondary objective and not degrade to a chore.
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