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Incursion Needs To Be Reworked


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#141 Deathlike

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Posted 19 April 2017 - 04:28 PM

View PostPAYWALL, on 19 April 2017 - 04:25 PM, said:

A slow repairfunction at the mobile fieldbase would be interesting. The battles would take place near the base more often. Also powercells should be needed.


It would just be a force multiplier for the superior team though.

#142 ShadowFire

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Posted 19 April 2017 - 04:46 PM

PGI should have just built one base in the middle and let one side attack and the other defend. Base should have both defense turrets (with mix of all weapons, AC guns, Med and ErLarge lasers, LRMissiles and PPCs) and towers should be powered by generators, all destroy-able. Attackers should have choice of 360 degrees of attack vector and if PGI ever gets tracks into the game, maybe add C4I Command, Jamming and Radar tracked vehicles into the mix, maybe with a couple of heavy point defense tanks for close defense. Mechs running around hauling "power cubes" reeks like a foolish kid's arcade game...

#143 Sarriph

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Posted 19 April 2017 - 04:53 PM

Damn it!

You added "Faction Play"...and I didn't say anything, hoping someone would point out its OBVIOUS flaws. But, no.


You added "Escort Missions"...and I didn't say anything, hoping someone would point out its OBVIOUS flaws. But, no.


Now, someone feeling empowered by Donald Trump becoming President came up with "Incursion Missions". And that someone should be fired.

MWO Staff: "James, we do not appreciate the strong language, nor the extreme measures you are describing. You haven't even explained what is the 'obvious' problems."

Well, Mr. Staff-Man, lets start from the beginning.

Faction Play:
- You cannot bring a launch deck of light mechs.
(This means, those of us that are "Scout Pilots" have NO role in this area of play. If you don't like me, you can just say, "We are building a whole section to this game and you can't play. So, **** you." Atleast you would be honest.)
- Faction maps with bases are all confined spaces.
(This means, light mechs are not able to use their speed as a defense.
* Light mechs have low armor, low weapons DPS loadout and you now create groups of maps that take away their speed!! Who's idea was this?! I want a name!!!)
- Turrets are indestructable (This will show up a few times.)
(So, if I have ER Large Lasers, I cannot engage turrets at range. And who came up with this gem?! Do they play with their spittle during lunch?)
- By the way, if the turrets are made of an indestructable material, the obvious question then becomes, "Why isn't my mech mde of that material?" You have literally broken the emersion in the environment. Is someone getting paid for each bad idea, or is that person salaried?

Escort Missions:
- If the VIP is in an Atlas, why not give him weapons to defend himself? IT IS AN ASSAULT MECH!!! If you don't give it weapons it is literally the dumbest choice you could have possibly made, if your goal it to get the VIP to a safe point on the map. It has no weapons and slowest speed. But you already know this. How can I say this with certainty? Go to the next bad idea...
- You implemented radar that breaks all the ecms suits in the game. So, light scout mechs are screwed. But, the big missile boats get to launch on targets that threir team hasn't even seen. Now, you are just "flipping me off".
- Turrets <as above>...Oh, they never miss...even if I have ecm and they are unmanned, targeting by radar. So, my ecm is broken again. This is not flipping me off. This is jamming a finger in my rear-end.
- What is with the "stand out in the open to make 'a thing' happen"? At random locations on the maps, just stand there and get shot at. Someone had to have told you this is a bad idea, WHY DIDN'T YOU LISTEN TO THEM?!

Incursion Missions:
(This is how I know the person coming up with the bad ideas is salaried.)
- You recycled the turret idea. Indestructable and never missing turrets. If I wanted to be ******, seriously, I would have hired a ******.
- You recycled the "ecm breaking radar" idea. To this, I say, " I hate you too."
- You added "things" to be destroyed and gave them large amounts of hitpoints.
(So, a light scout mech can spend all day shooting the damn things, while the other ignores him and can rush your base. And it has happened more than once.)


So, I am going to start using the flakey free internet access, so when one of these missions comes up, the network will cut out and I will not have to play this crap.

Actually, I am thinking I should stop playing. But because I spent money on this game, money that, because of your bad decisions, is now wasted...I will actively tell people not to play. I am officially telling you that I will be a part of your negative advertising.

May your company go broke and a group of better thinkers take over the intellectual property.

Edited by Sarriph, 19 April 2017 - 05:45 PM.


#144 Mawai

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Posted 19 April 2017 - 05:04 PM

View PostCarl Vickers, on 18 April 2017 - 12:50 PM, said:

Only played one match so far and I hope it grows on me but so far, meh.

Destructible walls, yay.
Kill all mechs then take the base, par for the course in the game it would seem.
Turrets are pretty lack luster.

Why cant we have an assault mode where one side has a base and the other side has to take it from them, it really isnt that hard and no need to over think things like this mode appears to be so far.

That being said, I will thank PGI for putting effort in.


First, how do you balance a 12v12 no respawn attack vs defend scenario? The defenders take up positions ... move around a bit ... and focus fire the attackers when they push ... which they have to do eventually. </sarcasm on> Oh I know ... give one side Long Toms Posted Image </sarcasm off>

Second, replayability ... you think the current game modes are boring ... a static base defence will play out pretty much exactly the same way every single time. Same base, same maps, same terrain ... thus typically the same strategies and approaches to winning.

Furthermore, escort is already essentially this concept with a mobile objective ... which at least gets around the entire issue of a static defence game playing exactly the same every time. If only PGI could code a little bit of AI into the VIP pathing ...

Edited by Mawai, 19 April 2017 - 05:05 PM.


#145 Alexander of Macedon

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Posted 19 April 2017 - 07:03 PM

View PostTed Wayz, on 19 April 2017 - 04:15 PM, said:

Seen the same in Assault and Conquest. Point being?

If you've seen a <5 minute Conquest match with zero kills where a full third of the people in the match did zero damage I'd certainly like to see a screenshot of that postmatch. Assault matches go that poorly once in a blue moon. Literally every Incursion match I've played was a mindless baserace from the start or quickly developed into the same. Maybe two of them had intermittent skirmishing for a couple minutes before the two teams zipped past on opposite sides of the map.

#146 Khobai

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Posted 19 April 2017 - 11:10 PM

Quote

PGI should have just built one base in the middle and let one side attack and the other defend. Base should have both defense turrets (with mix of all weapons, AC guns, Med and ErLarge lasers, LRMissiles and PPCs) and towers should be powered by generators, all destroy-able. Attackers should have choice of 360 degrees of attack vector and if PGI ever gets tracks into the game, maybe add C4I Command, Jamming and Radar tracked vehicles into the mix, maybe with a couple of heavy point defense tanks for close defense. Mechs running around hauling "power cubes" reeks like a foolish kid's arcade game...


What I dont get is that this was their original plan. To have a union class dropship that one team had to destroy and the other team had to defend.

Somehow that turned into incursion...

Although I feel like incursion could be fixed with minimal effort (just need to make the bases more important and have them functionally contribute to winning the skirmish. the base's abilities are just too weak and generally not worth the effort of activating them beyond the first 2 minutes of the game, when skirmishing isnt taking place anyway).

And I feel theres still room for an assymetrical dropship defense gamemode in the future.

Quote

First, how do you balance a 12v12 no respawn attack vs defend scenario?


by forcing the defenders to defend more than one objective. so in the case of a dropship defense mode, you might have fueling stations that have to be protected to speed up fueling the dropship. but if they get destroyed itll take longer to fuel the dropship.

alternatively you could just have it be a paired game where each team gets a chance to be the attacker and defender. And the team with the best combined score wins overall. the games would be about twenty to twenty-five minutes long then but im fine with that.

there are plenty of ways to balance it.

Edited by Khobai, 19 April 2017 - 11:23 PM.


#147 Ertur

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Posted 20 April 2017 - 12:02 AM

The new mode is pretty interesting and can be fun.

With one glaring exception: the rewards for carrying a battery from point A to point B are far too low. There's no benefit. I'm much better off shooting something and getting the damage/assist/kmdd/kill bonuses. I had an incursion match that my team won, but I had an = sign for my PSR because my score was so low. I had been carrying electricity back and forth, as a fast mech that was my role. But doing that did not benefit me in the slightest. The cbill and exp rewards for doing that should be doubled at the very least, tripled would be better.

#148 Dahrsis

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Posted 20 April 2017 - 05:18 AM

The biggest mistake PGI made with the Incursion mode, was to make it symmetrical.

The VIP mode works (the AI frustrates, i know) and shows that an asymetrical approach can be implemented. Especially with Incursion they could have designed it in a way that it would be a break from Skirmish FTW gameplay every single gamemode is pestered by. But nope, they had to do it symmetrical.

#149 Valhallan

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Posted 20 April 2017 - 07:41 AM

Maybe it's just me but i've never encountered these "invulnerable" turrets, turrets seem to be quite simple, until they bust out the actual turret at 3-400 or so meters you can only barely scratch them by hitting the very top panel of that golf ball platform. Because it is "static" however you can actually gib it without taking a scratch, luring out the turret into your falpha, need the ping though and strong enough falpha. Is it annoying as heck for lights because our armor is low? my trollmando says yes, otoh if they weren't enough to even stave off lights i could already see cheetohs just cheesing the bases. As for Incursion proper, ima just copy paste my response in that other thread.

View PostValhallan, on 20 April 2017 - 12:23 AM, said:

Conquest doesn't need FP to work, it works fine in Polar for example. Simply put skirmish is usually the name of the game because maps are SO SMALL that its so easy to move back to base to repel any objective playing. Incursion is ok, it needs tweaks but it doesn't need a respawn, if a light grabs the energon your team actually CAN make it back to counter a base rush and win assuming he didn't take his sweet time getting it (should've been able to make the drop before the assaults reach the middle), alternatively that ECM is actually a big deal if your not in a bright white map (try fighting at most crimson strait energon areas with that ecm on your whole team). ACT is admittedly pretty useless right now, but as i said i would be ok with trading it for a 2 cell LT building that fires one shot (the screams of heresy by assault, heavies and campers can already be heard Posted Image) . PS: this is from puglandia though, not going to try to pretend to know if the effects are similar in comp queue


#150 Requiemking

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Posted 20 April 2017 - 07:49 AM

View PostDahrsis, on 20 April 2017 - 05:18 AM, said:

The biggest mistake PGI made with the Incursion mode, was to make it symmetrical.

The VIP mode works (the AI frustrates, i know) and shows that an asymetrical approach can be implemented. Especially with Incursion they could have designed it in a way that it would be a break from Skirmish FTW gameplay every single gamemode is pestered by. But nope, they had to do it symmetrical.

No. The biggest mistake PGI made with any gamemode in game other than Skirmish was to make all the rewards based around dealing as much damage as possible. Seriously, if damage-based scoring was restricted to Skirmish(like it should have been from the beginning), then many of MWO's problems wouldn't be problems.

#151 Slambot

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Posted 20 April 2017 - 08:04 AM

Many other games feature respawning... world of warships, world of tanks, war thunder (in certain game modes) for planes and tanks and ships etc. There really is no reason to not have game modes where you actually have to play the mode other than people who want to play 50 matches of skirmish in a row...

#152 Requiemking

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Posted 20 April 2017 - 08:06 AM

View PostSlambot, on 20 April 2017 - 08:04 AM, said:

Many other games feature respawning... world of warships, world of tanks, war thunder (in certain game modes) for planes and tanks and ships etc. There really is no reason to not have game modes where you actually have to play the mode other than people who want to play 50 matches of skirmish in a row...

And we could have that without respawn, but that entails a major rework to the scoring system, and all the "l33t skillz" Ubercomps would be up in arms if they couldn't play every mode like Skirmish and get a big paycheck for doing so.

#153 Khobai

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Posted 20 April 2017 - 08:19 AM

Quote

And we could have that without respawn, but that entails a major rework to the scoring system


no we cant. you cannot make objectives matter more than skirmishing just by changing the scoring system. Not as long as skirmishing remains the easiest way to win.

and changing the scoring system to allow for respawns is easy, you just divide the total score by the number of times you respawned. for example if you get 4 mechs you divide your total match score by 4 to get your average match score in all 4 mechs.

respawns would be quite easy to add to the gamemodes that need them: primarily incursion and conquest. And maybe domination. while the other gamemodes (skirmish, assault, escort) should still be skirmish.

Quote

Ubercomps would be up in arms if they couldn't play every mode like Skirmish and get a big paycheck for doing so.


the thing is skirmish already pays considerably less than the other gamemodes. since you can rack up damage and kills in the other gamemodes too on top of a bigger bonus for it not being skirmish.

so for maximum profits the best way to play is to skirmish in non-skirmish modes.

Edited by Khobai, 20 April 2017 - 08:26 AM.


#154 R Valentine

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Posted 24 April 2017 - 09:38 AM

MW4 had respawns, and the game modes in that game were fun. All game modes in MWO are skirmish, save Incursion where you can base rush and really waste everyone's time. Either way, there's no getting around the fact that respawns is the only answer to making objectives matter. If the "no respawn!" crowd is really happy with CS:GO, then they don't have any right to complain about how game modes play out. No respawns means skirmish. If that's the only game you want, then fine. Don't complain.

#155 Sarriph

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Posted 25 June 2020 - 02:45 PM

From: https://mwomercs.com...d/page__st__140


View PostSarriph, on 19 April 2017 - 04:53 PM, said:


Now, someone feeling empowered by Donald Trump becoming President came up with "Incursion Missions". And that someone should be fired.

MWO Staff: "James, we do not appreciate the strong language, nor the extreme measures you are describing. You haven't even explained what is the 'obvious' problems."
.
.
.
Escort Missions:
- If the VIP is in an Atlas, why not give him weapons to defend himself? IT IS AN ASSAULT MECH!!! If you don't give it weapons it is literally the dumbest choice you could have possibly made, if your goal it to get the VIP to a safe point on the map. It has no weapons and slowest speed. But you already know this. How can I say this with certainty? Go to the next bad idea...
- You implemented radar that breaks all the ecms suits in the game. So, light scout mechs are screwed. But, the big missile boats get to launch on targets that threir team hasn't even seen. Now, you are just "flipping me off".
- Turrets <as above>...Oh, they never miss...even if I have ecm and they are unmanned, targeting by radar. So, my ecm is broken again. This is not flipping me off. This is jamming a finger in my rear-end.
- What is with the "stand out in the open to make 'a thing' happen"? At random locations on the maps, just stand there and get shot at. Someone had to have told you this is a bad idea, WHY DIDN'T YOU LISTEN TO THEM?!

.
.
.

May your company go broke and a group of better thinkers take over the intellectual property.


So, I see you got rid of the Escort Missions. You are getting better.

But Piranha Games' issues are deeper than I thought. The mechs are jacked up...still. Some of the hit locations STILL don't register damage. Don't believe me? Made a video about it. Wanna see it? Here you go! The first has copy written music, so it is blocked...But don't worry. I recorded a SECOND video for you. Something for you Piranha Game Types to cuddle with on a warm and cozy night.



https://youtu.be/pc1LYYmQ8J0
______________________________________

First Video!!

Pilot: Sarriph
Mech: Arctic Cheetah
Target: Vapor Eagle

First, go to 4:00 minutes in the video. Notice how there are many shots on the target that just DEAL NO DAMAGE. The "Hit Mechanic" discolors the mech when my lasers hit it, but no damage is registered. Now, there is an event running in the game at the moment, where one of the requirements is to get a "Headshot" on a mech. I walked laser shots all over that target and I only "grazed" the "head"...once...possibly twice. I included the rest of the video to prove I was in a real game with other real people. So, somewhere out there, there is a group of 11 angry people....sorry team...bigger issue at play.

Second Video!!!

The Game: Mechwarrior Online

Pilot: Sarriph
Mech: Arctic Cheetah
Target: Marauder[sp]

Notice how there are some shots on the target that just DEAL NO DAMAGE or damage the OPPOSITE side of the mech? The "Hit Mechanic" discolors the mech when my lasers hit it but it is all screwed up. Now, there is an event running in the game at the moment, where one of the requirements is to get a "Headshot" on a mech. I walked laser shots all over that target and I never HIT the head....NOT ONCE!

If you advertise a video game and at the very least imply "fair play", would this be evidence of "Fraud"? I mean, people pay money for items, like the mechs...for example. Let's say the leader of the group (and his team) in charge of "building mechs at Piranha Games, knows about this (and obviously done nothing...Corruption) or they do not know about this (Incompetence), shouldn't either of these things be a fire-able offense? But these issues have been ongoing for years. And the user base has continued to be displeased about this...yet they charge money for "virtual goods and services". So, it is not just one team and a leader, it is a STRUCTURAL issue. THE COMPANY ITSELF is either Corrupt or Incompetent. They take money, and this is their level of service.

Oh, and they have the NERVE to advertise TOURNAMENTS...to see who can play their broken game best. And you still haven't reworked "Incursions"... SERIOUSLY?!?!?

Can I use profanity NOW, Mr(s) "MWO STAFF"? I feel profanity is in order... Yes, definitely profanity:

FUUUUUUUUUUUUUUUUUUUUUUUUUUUU@@@@@@@@@@@@@@@@################ ^^^^^^^^^^))))))))))))))))))))))))##############################, [o(|{ $\/[|{3R$!!!!!!!!!!!!!!!!!!!


I hope they go bankrupt (or to jail...but definately to court and lose LOTS of money) so maybe someone that actually cares about the Intellectual Property can pick up the license and do Battletech/Mechwarrior that RIGHT WAY.

With all honesty,

Sarriph

Edited by Sarriph, 26 June 2020 - 08:09 PM.






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