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Incursion = Assault With More Targets


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#1 Scythe Kagato

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Posted 22 April 2017 - 09:51 PM

The event horsehockey aside...

Incursion is simply Assault with more crap to shoot at.

Why does Incursion put both sides immediately on equal footing with each team charged with both defending a base and attacking a base?

Why not just assign an attacker and a defender? One side gets a base, the other side has to kill it. It's small-scale CW.

This crap, though, is turning into one more mode I want to avoid once this event ends.

#2 R Valentine

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Posted 22 April 2017 - 09:55 PM

That's more or less what it was supposed to be. Incursion is what assault always should have been.

#3 Scythe Kagato

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Posted 22 April 2017 - 10:14 PM

Thanks for driving by my questions. Your prize? Not a godsdamned thing.

Next.

#4 Scythe Kagato

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Posted 22 April 2017 - 10:30 PM

P.S. Not happy that KMDD or K is good enough for every other kill-related challenge point *except* the fuel-carrier one that requires K only.

Who made the decision on that one, eh?

#5 Belkor

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Posted 23 April 2017 - 04:20 AM

View PostScythe Kagato, on 22 April 2017 - 09:51 PM, said:

The event horsehockey aside...

Incursion is simply Assault with more crap to shoot at.

Why does Incursion put both sides immediately on equal footing with each team charged with both defending a base and attacking a base?

Why not just assign an attacker and a defender? One side gets a base, the other side has to kill it. It's small-scale CW.

This crap, though, is turning into one more mode I want to avoid once this event ends.


Very good points. I was actually expecting them to remove the Assault mode altogether with the arrival of Incursion but they didn't.

Edited by Belkor, 23 April 2017 - 09:11 AM.


#6 Bud Crue

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Posted 23 April 2017 - 04:42 AM

View PostBelkor, on 23 April 2017 - 04:20 AM, said:


Very good points. I was actually expecting them to remove the Assault mode altogether with the arrival of Incursion but they didn't. Also good idea on assigning one team to defend while another team attack. Now that would be a more unique mode.


Originally, if I recall correctly, it wasn't to be "incursion" but indeed announced as an "updated assault mode". It was a subsequent decision by PGI to keep both modes in; officially because of the distinctiveness of play that it was supposed to promise (and unofficially because of all the flak PGI gets when they take existing content out for no apparent reason).

There are town halls and road maps with all the development history/announcements that you can go look at to verify this, but yeah: Incursion was originally to replace assault, they changed their mind and now we get both. I'm all for it, even if it is, in the end just a slightly more convoluted form of skirmish but for the event (...and even then I a seeing most matches play out as skirmish. That ought to be something you think about regarding your rewards structure PGI. But I digress).

#7 LordNothing

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Posted 23 April 2017 - 04:47 AM

the only thing i dont like are the destructible walls, or rather the lack of need to destroy them. you might knock a couple down to make your way into the base to save you the click or so walk to the door. usually when its down to the end game and there is one mech left defending the base. i generally dont like the lack of destruction neccisary to demolish the base and win the game. there needs to be more internal wall structure protecting the core buildings and more turret variety. i want to see a lance of mechs pummeling the bases to smithereens.

there needs to be gates. gates that open when a friendly player comes into range and close when they leave. if you are in the way when it closes your mech is destroyed (but since the gate is always open when a player is near the only ones who have to worry are the enemy). the doors would also have hitpoints and can be destroyed, and the general health of the door and walls would be more than it is now. this would make the bases more fortress like.

in addition to the main bases and the power cell points, throw in smaller firebases which can be capped. they would come with walls, gates (as discribed above), and turrets all powered by a central generator. capping them involves dropping a power cell at a central generator, this will power the firebase and its buildings until the central gen is destroyed. the base will repair itself for about 60 seconds. if more repairs are desired another cell can be brought, but the firebase buildings will continue to function until its components are destroyed.

and finally the best way to make objectives matter is to put this mode into fp. with more robust bases, higher structure health, even do an expansion/conversion of the seige maps for the incursion mode. widen the chokepoints and open some alternative routes (like underground or narrow passes in the mountains). you might even bring the destructive walls and towers into siege mode to give it more flavor.

assault doesnt need to be here anymore. its a minimally viable alpha of what seige is. delegate it to custom games (in fact all deprecated content should go there, it will help you sell premium time pgi) for those who absolutely have to have their primordial unpolished version of the mode.

Edited by LordNothing, 23 April 2017 - 04:49 AM.


#8 BurningDesire

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Posted 23 April 2017 - 05:07 AM

maybe more laser turrets at the openings to make shooting out wall worth while. also the power nodes need to be closer together

#9 Shifty McSwift

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Posted 23 April 2017 - 05:11 AM

At the title;
True in the same way that conquest is the same as assault just with 5 bases, or that skirmish is the same as domination just with a smaller zone of combat.

But I agree the game mode of incursion would be better served with an attacker/defender setup for sure.

#10 TWIAFU

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Posted 23 April 2017 - 05:32 AM

View PostShifty McSwift, on 23 April 2017 - 05:11 AM, said:

At the title;
True in the same way that conquest is the same as assault just with 5 bases, or that skirmish is the same as domination just with a smaller zone of combat.

But I agree the game mode of incursion would be better served with an attacker/defender setup for sure.



Incursion is a good game mode, it has potential but does need some tweaks.

Problem is, lowest common denominator playing, that is kill everything. Everything devolves into skirmish. People complain that no matter the mode, it's just skirmish. Then you have people complain when you play the mode instead of just playing skirmish. Then you have those that do both.

#11 tenchugecko

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Posted 23 April 2017 - 05:50 AM

creeps, repair and rearm, respawn
MWO DOTA.

#12 Vellron2005

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Posted 24 April 2017 - 01:15 AM

View PostScythe Kagato, on 22 April 2017 - 09:51 PM, said:

The event horsehockey aside...

Incursion is simply Assault with more crap to shoot at.

Why does Incursion put both sides immediately on equal footing with each team charged with both defending a base and attacking a base?

Why not just assign an attacker and a defender? One side gets a base, the other side has to kill it. It's small-scale CW.

This crap, though, is turning into one more mode I want to avoid once this event ends.


Here's a simple answer to your question of "WHY?"

Because PGI originally set out to replace Assault with Incursion.. but then some brainiac said, "you know what? We've changed a lot of stuff, and the players keep pestering us for more game modes.. so why not just put this up as a new and amazing game mode, and keep the crappy old assault as-is? It's adding content!"

And voila! Presto!

New game mode, equally as bad and skirmishy as Assault, but with more stuff to not care about.. And assault is still a thing..

Although, I have to give PGI props, they have added a nice pay-day possibility from killing base elements, at 25K a pop.. if you have both teams completely ignoring the bases, one heavy can sneak up into an enemy base and level it, gaining a total of 175K cbills just from that..

Also, I see a trend evolving.. If the game is 11:X, the whole winning team should ignore the last guy, and just go for the base, since a big payday is possible. And the last guy should either heroically defend the base, or just stay out of it and let the winners farm cbills..





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