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New Incursion Gamemode Doesn't Work For Quickplay


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#1 Alvar Von Kenesthor

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Posted 21 April 2017 - 04:36 AM

I don't know how you feel about this new gamemode, but for me it simply doesn't work for quickplay.

Each mech has an specific role, lights and mediums must deliver the fuel cells and scout, heavies and assaults form the main bulk and defend their base while trying to scare of the enemy lights from capping the fuel cells, but as everyone knows, "Quickplay" and "team communication" are two words that usually don't go toguether.

Matches usually end up with the assaults dizzy because they dont know to which fuel cell go and scatter through all the map, mediums and heavies going full Leeroy Jenkins to hunt lights ending killed by a lost kodiak and the whole map ends up as a mess as both teams mechs get splitted and taken down one by one
When the smoke finally clears, you see that the match has ended up with 2 worn out lights or mediums who cant even face a single enemy base turret, and the game finally goes to the team who had a light go full ninja into the enemy base and scratch a single building to a 85%.

Plus the endmatch scores are simply brocken.

While I was playing my third match in my Locust 1V, I took down another Locust, powered our nodes two times, and managed to destroy two enemy nodes:
Guess my final match score: 118 points

I guess that doing gamemode objectives arent still important to this game, which only rewards damage done, hugh?

How have been your experiences in this new gamemode so far, have they been better or just more of the same?

#2 G4LV4TR0N

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Posted 21 April 2017 - 04:52 AM

You could say same thing about Escort mode that actually needs some coordination if played properly. Even about Conquest.

Anyway ain't QP PUG about big skirmish in middle of the map, no matter the mode?

#3 Aurien Titus

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Posted 21 April 2017 - 05:05 AM

View PostVon Kenesthor, on 21 April 2017 - 04:36 AM, said:

I don't know how you feel about this new gamemode, but for me it simply doesn't work for quickplay.

Each mech has an specific role, lights and mediums must deliver the fuel cells and scout, heavies and assaults form the main bulk and defend their base while trying to scare of the enemy lights from capping the fuel cells, but as everyone knows, "Quickplay" and "team communication" are two words that usually don't go toguether.

Matches usually end up with the assaults dizzy because they dont know to which fuel cell go and scatter through all the map, mediums and heavies going full Leeroy Jenkins to hunt lights ending killed by a lost kodiak and the whole map ends up as a mess as both teams mechs get splitted and taken down one by one
When the smoke finally clears, you see that the match has ended up with 2 worn out lights or mediums who cant even face a single enemy base turret, and the game finally goes to the team who had a light go full ninja into the enemy base and scratch a single building to a 85%.

Plus the endmatch scores are simply brocken.

While I was playing my third match in my Locust 1V, I took down another Locust, powered our nodes two times, and managed to destroy two enemy nodes:
Guess my final match score: 118 points

I guess that doing gamemode objectives arent still important to this game, which only rewards damage done, hugh?

How have been your experiences in this new gamemode so far, have they been better or just more of the same?

The game mode completely sucks. It's essentially assault with more **** thrown it that does nothing. As with assault in most cases, your best bet it to just kill the enemy team.

#4 DjPush

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Posted 21 April 2017 - 05:18 AM

I have played Incursion several times and every match is the same... Nobody actually plays the objective. Every match the base goes undefended... Every match, players fail to keep their utilities powered up.... Every match players refuse to attack the base... Do you see the pattern here? I spent 3 matches guarding a base that nobody tried to take.

#5 Humpday

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Posted 21 April 2017 - 05:20 AM

Give it time, the even today will teach people how to play.
Just like the escort event(lucky charms? or was it the one before?) taught people how to run Escort.
Also, get on the mic, be vocal, lead the team, drop call.

Game mode seems fine to me...if you get confused, just revert to skirmish. Don't over think it. Also, try to kill enemy base if you can, you get some nice cbill bonuses after the hot fix yesterday.

#6 justcallme A S H

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Posted 21 April 2017 - 05:21 AM

Incursion / Escort = same same.

Ignore objectives, kill mechs, then worry about objectives.

Two new modes that are nothing more than a huge waste of developers time that could be otherwise spent on... Basically... Implementing anything out of the last 4 years of failed promises.

Edited by justcallme A S H, 21 April 2017 - 05:21 AM.


#7 R Valentine

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Posted 21 April 2017 - 05:24 AM

View PostG4LV4TR0N, on 21 April 2017 - 04:52 AM, said:

You could say same thing about Escort mode that actually needs some coordination if played properly. Even about Conquest.

Anyway ain't QP PUG about big skirmish in middle of the map, no matter the mode?


PGI seems to think so. That's how they score it.

#8 chucklesMuch

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Posted 21 April 2017 - 05:27 AM

So far I am liking Incursion... you can still mostly ignore the objectives... but not completely, as a base rush (terrible for cbills etc) can still win or lose you the game... and getting an early radar sweep is useful too. (I think HPG is a terrible map for it)

#9 DjPush

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Posted 21 April 2017 - 05:49 AM

I think they should combine escort and incursion. Have NPC's collect the power, players defend NPC's and base, match score based on how much energy was collected and how much of the base is still standing + how much of enemy base is destroyed.

#10 El Bandito

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Posted 21 April 2017 - 06:00 AM

View PostVon Kenesthor, on 21 April 2017 - 04:36 AM, said:

Matches usually end up with the assaults dizzy because they dont know to which fuel cell go and scatter through all the map, mediums and heavies going full Leeroy Jenkins to hunt lights ending killed by a lost kodiak and the whole map ends up as a mess as both teams mechs get splitted and taken down one by one
When the smoke finally clears, you see that the match has ended up with 2 worn out lights or mediums who cant even face a single enemy base turret, and the game finally goes to the team who had a light go full ninja into the enemy base and scratch a single building to a 85%.


Now that sounds like something fun which also breaks the monotony that is the QP gameplay. Why are you complaining?

#11 Coolant

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Posted 21 April 2017 - 07:41 AM

the mode seems to be working well when I have played it, but only have played maybe 6-7 incursion games. But, it could be just that it's something new (finally) and makes it more enjoyable. The walls seems kinda weird looking to me, wish they would look more solid and concrete and that you can't see thru the cracks. But the layout of the bases is easy to understand. The main problem i see is the cells - you have to run and gather a cell and then basically take yourself out of combat and run back to your base to power a tower. I play for the combat and so that part is a turn off. But, overall, the new game mode is more fun than I've had for a while.





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