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Towers, Turrets And Stuff


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#1 Cy Mitchell

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Posted 28 March 2017 - 06:08 AM

I have noticed a lot of people saying that doing the Fuel Cell portion of the objectives is not worth the effort and actually may detract from the teams efforts to win. Sadly, as it stands right now that is probably accurate. I have also seen some complaints about the turrets being too strong against Light Mechs. Therefore, I would like to see a couple changes made to make collecting fuels sells more important to achieving victory. See the following suggestions:

1. Either add a Fire Control Tower/Building or replace the Jamming Tower with a Fire Control Tower. This tower would have to be powered just like the other tower in order for the turrets to work. Providing power to this tower at the beginning of the game would be important to prevent a Light rush of the base. On the other hand, Lights will want to prevent the opposing team from power those turrets. Keep the turrets strong.

2. Increase the duration of the power cells or allow one Mech to collect and carry multiple cells at one time. Having multiple Mechs removed from combat to try to power the base is putting the team at too much of a disadvantage on the battlefield. Therefore, they tend to simply ignore collecting power cells and revert to playing team attrition. The solution is to make collecting the power cells more worthwhile and more beneficial to the defense of the base. If the duration is longer then one Mech can be dedicated to collecting power cells and keeping the towers going. Alternatively, If one Mech can carry multiple cells then it can do the same. Having the Turrets require power also makes collecting cells more important.

3. Strengthen the towers and mobile field units. Currently they are too weak and are destroyed in one or two shots. Double the ability to take damage.

4. Remove elimination of enemy Mechs as a win condition. Require destruction of the enemy base as the only win condition. Make playing the objectives a REQUIREMENT of the mode.

5. Now that you must play the objectives to win, make playing the objective lucrative. Increase C-Bill and XP rewards for destruction of bases and collection of power cells. Add a column to the current Match Score calculation for Objectives. Give credit for all objectives completed for both incursion and other modes such as Escort, Conquest, Domination and Assault. Reward things like Capping, time spent in Domination circle, killing VIP, defending VIP, Perhaps even add roles such as providing ECM and/or AMS coverage to allies. Until rewards and match score reflect efforts to win by playing the objectives of the mode, no one will play the objectives. Why would they? They and their team are being punished for doing so. All the incentives are to just ignore everything else and play team attrition.

6. Remove Incursion from small maps. There is simply not enough room to play the mode on maps like HPG.

Edited by Rampage, 28 March 2017 - 06:13 AM.


#2 Reno Blade

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Posted 28 March 2017 - 08:55 AM

Good points overall.

I only fear that the fight over the powe cells would end up in a big brawl outside the map (at least for the lights) and then the whole turrets needing power also, would turn the base into very easy prey.

But taking that into consideration (point 1)...
Imho, the game mode would be great as asymmetrical attack/defend mode similar to scouting.
Then spread the power generators a bit more around the sides of the base, but further away, so the defenders would need to move more, but would not directly run into the attacker spawn area.

so basically you would need to have 1 or 2 lances to get power cells while the rest defend the base and use the charged towers.
It would require a lot of movement (light mechs), so there is still the danger of everyone just ignoring the base and brawling it like skirmish (if your points 4 and 5 are not included).

Edit:
if there would be 4-6 fuel stock depots somewhere together in one area, a whole lance could get fuel cells before the battle starts for initial charge of the base rather than always going one-by-one to the 3 fuel generators (can still be done by fast scouts).

Edited by Reno Blade, 28 March 2017 - 09:04 AM.


#3 Cato Zilks

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Posted 28 March 2017 - 03:21 PM

View PostReno Blade, on 28 March 2017 - 08:55 AM, said:

Good points overall.

I only fear that the fight over the power cells would end up in a big brawl outside the map (at least for the lights) and then the whole turrets needing power also, would turn the base into very easy prey.


So, I agree that it can just shift the focus of the battle. I think that can be solved by asymmetric map set up. Have the two bases to one side and force the lights/mediums/linebackers to fight over batteries. The heavies have an obvious direction to watch and they dont clog the battery zone. I think it will keep forces divided and prevent an all out skirmish until later in the match.

Ultimately, this mode will almost always involve killing all of the enemy mechs, I just think it is important to prevent that from being the primary objective and to force lateral thinking and objective management.


More on the maps:
https://mwomercs.com...ric-map-layout/

Also, Rampage, I am 100% with you on stronger battery powered turrets in the base. I would love one or two lrm turrets and a streak turret by the towers. Having watched 2 splat Jenner IIc wreck a base, it needs buffing in a bad way.

Edited by Cato Zilks, 28 March 2017 - 03:26 PM.


#4 Karl Marlow

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Posted 28 March 2017 - 04:46 PM

As to point 4. This is already the case. You cannot win by destroying the enemy mechs alone.

#5 Kojak Bear

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Posted 28 March 2017 - 07:38 PM

If they make it asymmetrical, the Radar and Air Tower should be nearer the attackers' spawn while the ECM should be nearer the defenders' spawn but ALL outside the base. I'd ditch the Dropship in favor of Shilone/Stiletto bombing runs like normal airstrikes every 2-3 minutes or so, as called by the Company/Lance commanders to encourage people to actually take on those roles.

Or maybe retain the symmetry, but make it more than one base per side to destroy, like maybe three smaller bases scattered around the map (with each lance spawning at each of the bases), and there will just be one kind of tower per base. Each base health should be considerable enough that it can't be destroyed by just a pack of light mechs in 10 seconds (maybe give each base a little over half the health of the Orbital guns in FP?)

And the... batteries? You have the tech to power mechs indefinitely but need batteries for buildings? Eh...

And the name "Incursion" sounds a bit... underwhelming for the potential scope of the game mode. Perhaps... Onslaught? Blitzkrieg?

#6 Cy Mitchell

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Posted 28 March 2017 - 07:49 PM

View PostKarl Marlow, on 28 March 2017 - 04:46 PM, said:

As to point 4. This is already the case. You cannot win by destroying the enemy mechs alone.



Somewhat true. You have to be ahead on damage or get ahead on damage and then must fire at least one shot in the enemy base to win. I would rather see the base destruction completed to end the game. There should also be rewards for damage dealt to the destructible items in the base or a bonus for completing the objectives completely.

#7 Nesutizale

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Posted 29 March 2017 - 04:01 AM

Since its pretty easy to get ahead in damage as soon as the enemy team is done its basicly the same as "kill em all".





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