

Post Your Domination Circle Fix
#1
Posted 01 April 2017 - 11:56 PM
#2
Posted 02 April 2017 - 12:46 AM
#3
Posted 02 April 2017 - 12:46 AM
The second point would drain the timer at half speed (and be at least half the size), but other than that it would function like the normal domination circle, this would divide up attention in a normal game, forcing a split in focus, but also add a lot of extra tactics in how a team manages the timer, and how the games end when it comes down to those final mechs.
Right now it is a forced king of the hill brawl in ways, not too much different from assault and/or like a compact version of conquest. Breaking the area focus of battles by decent margins would make the game mode much more unique in how it is assessed and how games play out.
#4
Posted 02 April 2017 - 05:12 AM
Shifty McSwift, on 02 April 2017 - 12:46 AM, said:
The second point would drain the timer at half speed (and be at least half the size), but other than that it would function like the normal domination circle, this would divide up attention in a normal game, forcing a split in focus, but also add a lot of extra tactics in how a team manages the timer, and how the games end when it comes down to those final mechs.
Right now it is a forced king of the hill brawl in ways, not too much different from assault and/or like a compact version of conquest. Breaking the area focus of battles by decent margins would make the game mode much more unique in how it is assessed and how games play out.
That's not a half-bad idea. Could also do a different variation, where you have two slightly smaller circles (one shifted towards each team's drop zone) which capture at an equal rate. Require teams to cap both circles out to win, add Conquest-style cap-stopping via damage. That would free people up for more diverse playstyles and builds and create more nuanced play: you'd have to force enemy snipers and harassers out of range to cap your own circle efficiently, organize a push to secure the enemy circle, and prevent any survivors from delaying the second cap, while also protecting your alpha/beta timer resets.
As it is now everyone has to rush right to the circle for their enforced <400m skirmish match, there's no time or room for more complex tactics or maneuvers, just "push right" or "push left" and hope you have the better murderball.
#5
Posted 02 April 2017 - 05:22 AM
(Link for context if you want it. Same content below)
Put dom point on Alpine in the wide open with zero cover and make it a game of chicken.
Would have interesting dynamics with fast lights rushing in to sneak a few seconds here and there while main forces rotate around the spot in cover trying to wipe each other while still watching center.
Hey maybe it wouldn't be so great after all but worth a shot and would be fairer than what we have now.
So, for Alpine, I guess...G6?
Edited by Pyed, 02 April 2017 - 05:24 AM.
#6
Posted 02 April 2017 - 06:02 AM
#LearnToDominateEspeciallyOnAlpine
#8
Posted 02 April 2017 - 07:20 AM
Pyed, on 02 April 2017 - 05:22 AM, said:
Would have interesting dynamics with fast lights rushing in to sneak a few seconds here and there while main forces rotate around the spot in cover trying to wipe each other while still watching center...
So, for Alpine, I guess...G6?
I figure people would find this too frustrating.
Utilizing the radio tower area might work; (F8,F9,G8,G9) especially if you could stay in cover behind the G9 ridge on one side, and the F8 ridge on the other. Pushing F10 to E9 is interesting, and challenging to both sides. Pushing H8 to H9 could be cool, as it could end up in a fight H9 H10 or a NASCAR dual flank.
Another option would be to use the ridgeline at G7 H7. It often goes that way in skirmish now, and seems pretty neutral, if not boring.
Radio tower would be more dynamic, but would be more likely to favor a side.
Edited by DRlFTER, 02 April 2017 - 07:37 AM.
#10
Posted 02 April 2017 - 07:54 AM
Edited by Athom83, 02 April 2017 - 07:55 AM.
#11
Posted 02 April 2017 - 08:30 AM
Mystere, on 02 April 2017 - 07:27 AM, said:
I am dead serious.
The name of the game mode is "Domination". Therefore, dominate the enemy against all odds.
I am going to assume you think the placement of the circle on Alpine is fine, but you feel the spawn points should be adjusted so one team doesn't have a huge advantage due to spawing so much closer to the circle than the other team
#12
Posted 02 April 2017 - 08:47 AM
that way you have to spread your forces to win,
take fight over only 1 point and your enemy will gather the Data(Time) faster as they have 1.5Points
(1 being the Point they have full control over, & 0.5 being what you are fighting over)
this will force a split in the team, and yes you could always just deathball to one kill everyone and move on,
but if the points are far enough appart doing so would lose you the match,
with this i feel Domination =\= Skirmish,
Edit- Picture,
https://pbs.twimg.co...IDKq5.jpg:large
Edited by Andi Nagasia, 03 April 2017 - 02:16 PM.
#13
Posted 02 April 2017 - 08:55 AM
Andi Nagasia, on 02 April 2017 - 08:47 AM, said:
that way you have to spread your forces to win,
take fight over only 1 point and your enemy will gather the Data(Time) faster as they have 1.5Points
(1 being the Point they have full control over, & 0.5 being what you are fighting over)
this will force a split in the team, and yes you could always just deathball to one kill everyone and move on,
but if the points are far enough appart doing so would lose you the match,
with this i feel Domination =\= Skirmish,
I'd be curious to see how that would play out. It might lead to some dissatisfaction in scenarios like this: you send eight bigger mechs to one circle, 4 smaller to harass the other. You clear and hold the one, and slow enemy cap on other, getting cap win due to insurmountable distance between two. The bigger mechs feel cheated cause it was barely a fight, the little mechs feel cheated cause they committed suicide for the team.
Of course, that is me trying to be a contrarian, could be it would be cool.
#14
Posted 02 April 2017 - 08:57 AM
Lost so many games on that map when it's just me and another light or medium in there while our worthless assaults snipe on the hill and don't ever get in the circle.
#15
Posted 02 April 2017 - 09:02 AM
Reaver2145, on 02 April 2017 - 08:57 AM, said:
Lost so many games on that map when it's just me and another light or medium in there while our worthless assaults snipe on the hill and don't ever get in the circle.
This. The F line side isn't so bad, but the G line stinks. The layout does force you to push in to win, and rewards you for it, but outside of well disciplined and determined groups it is unfun.
F7,F8,G7,G8 with spawns in C and J lines seems more fun. Lots of hills and buildings. Sniping, and NASCAR are live, and just pushing through could work cause there is enough cover.
Edited by DRlFTER, 02 April 2017 - 09:06 AM.
#16
Posted 02 April 2017 - 09:03 AM
Getting sick of hearing people dislike not play game modes because they don't like em.
That is fine, let them uncheck the game mode. Oh how I miss options.
#17
Posted 02 April 2017 - 09:07 AM
domination should tick down whenever one team has more mechs in the circle than the other team
that would force you to get your whole team inside the circle, which is more like king of the hill
#18
Posted 02 April 2017 - 09:14 AM
DRlFTER, on 02 April 2017 - 08:55 AM, said:
Of course, that is me trying to be a contrarian, could be it would be cool.
well in that case i guess Scouts would have to,... Scout?

using lights to find enemy movements and them relocate the team accordingly,
which may help inspire teamwork in QP Que in preparation for people in Group Que,
right now only Conquest breaks up the monotony of Skirmish,
#19
Posted 02 April 2017 - 09:15 AM
take that dirty LRM boats
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