5
Incursion Insta-Win
Started by DjPush, Apr 24 2017 08:57 AM
29 replies to this topic
#21
Posted 25 April 2017 - 06:04 AM
The base items could use more health; one light shouldn't be able to bulldoze in, easily avoid turret fire and take **** out like you can right now. Sure, it can win you a stomp of a match, but that's not really how it's played from my personal experience.
That said, there will always be folks ******** their pants and belly acheing over having to play for objectives; enough already consider that cancer along with brawling, so it in quickplay devolving into a quick rush or yet another skirmish yawnfest isn't too surprising.
You should have a good mixture of both; battling defending mechs (which rarely seems to happen), pushes to breach the base and snag objectives, etc. but I don't think the current quickplay environment really works towards that. An aggressive murderball focusing on just killing the opposition is enough to dead-set assure a victory the vast bulk of the time, so it isn't going to change until that does. No real incentives to defend doesn't help either with how flimsy the base is; it's pretty much "Skirmish, unless you really, really want to do something else".
If they could rejigger it to make a base rush more of a clutch thing when it isn't defended at all, less easy to just steamroll directly into, and hell, make the dropship defend your base when charged for a reasonable time to -stop- base rushes or make a gauntlet for the remaining team after wiping your own (and give a reason to get power cells and charge **** while the melee goes on) to change the dynamic some. More of a reason (beyond event points) to intercept power cell carriers and the like, set up ambushes at the charging stations and so on (because if you actually had to wipe out the entire base to end the match, and it had a dropship defending it after the battle... you might just not be able to with it ripping apart damaged mechs). Things like that.
There's a lot of potential, it just doesn't utilize it right now worth a damn. The base is a secondary consideration, roll the enemy team, tickle the base, done. Rinse, wash, repeat; I've seen some matches that were really clutchy, with the last medium/light taking it out after the main team got stomped, but that's a big exception.
As is though, you'd have to shift the scoring system in that mode around to incentivize taking out the base (beyond for the lolz and salt geysers that erupt, or those fringe cases to grab a win when all else is lost), taking out energy carriers, and have the ships/turrets etc. nasty enough to promote doing some work on them if you want to win, on top of some of those other rejiggerings. Could end up being something really fun/interesting with work.
Which brings us to... how Escort has been left to stink up the queues without any real additional work to make it have more sense, immersion, or, well, a reason to play it. Or domination (why is the circle important? Beyond it being a circle with a beacon?) I don't have too high of hopes of Incursion getting a retool anytime reasonable.
That said, there will always be folks ******** their pants and belly acheing over having to play for objectives; enough already consider that cancer along with brawling, so it in quickplay devolving into a quick rush or yet another skirmish yawnfest isn't too surprising.
You should have a good mixture of both; battling defending mechs (which rarely seems to happen), pushes to breach the base and snag objectives, etc. but I don't think the current quickplay environment really works towards that. An aggressive murderball focusing on just killing the opposition is enough to dead-set assure a victory the vast bulk of the time, so it isn't going to change until that does. No real incentives to defend doesn't help either with how flimsy the base is; it's pretty much "Skirmish, unless you really, really want to do something else".
If they could rejigger it to make a base rush more of a clutch thing when it isn't defended at all, less easy to just steamroll directly into, and hell, make the dropship defend your base when charged for a reasonable time to -stop- base rushes or make a gauntlet for the remaining team after wiping your own (and give a reason to get power cells and charge **** while the melee goes on) to change the dynamic some. More of a reason (beyond event points) to intercept power cell carriers and the like, set up ambushes at the charging stations and so on (because if you actually had to wipe out the entire base to end the match, and it had a dropship defending it after the battle... you might just not be able to with it ripping apart damaged mechs). Things like that.
There's a lot of potential, it just doesn't utilize it right now worth a damn. The base is a secondary consideration, roll the enemy team, tickle the base, done. Rinse, wash, repeat; I've seen some matches that were really clutchy, with the last medium/light taking it out after the main team got stomped, but that's a big exception.
As is though, you'd have to shift the scoring system in that mode around to incentivize taking out the base (beyond for the lolz and salt geysers that erupt, or those fringe cases to grab a win when all else is lost), taking out energy carriers, and have the ships/turrets etc. nasty enough to promote doing some work on them if you want to win, on top of some of those other rejiggerings. Could end up being something really fun/interesting with work.
Which brings us to... how Escort has been left to stink up the queues without any real additional work to make it have more sense, immersion, or, well, a reason to play it. Or domination (why is the circle important? Beyond it being a circle with a beacon?) I don't have too high of hopes of Incursion getting a retool anytime reasonable.
#23
Posted 25 April 2017 - 06:13 AM
Hell, come to think of it... give the dropship hitboxes. Make a choice between quick powercell boosts for bonuses during the mech on mech conflict, and/or charging up the "mini-boss" quickly (though a capital ship would be more interesting, lets just assume the pre-existing resource) to make the opposition have a ***** (but not insurmountable) time pulling off the win via base destruction with that thing guarding. Voila. Keep the comm towers charged, send out a distress signal, bring in the dropship badass for the opposition to have to wrangle, even if they plowed through the majority of your forces and ignored intercepting carriers etc.
****, I dunno. It just seems a pity what the intent was, and what it actually is in reality. I have fun in the mode, but all the bells and whistles are so easily ignored. I'm just ruminating here, so don't mind me.
****, I dunno. It just seems a pity what the intent was, and what it actually is in reality. I have fun in the mode, but all the bells and whistles are so easily ignored. I'm just ruminating here, so don't mind me.
#24
Posted 25 April 2017 - 06:43 AM
This mode is useless. Bases shouldnt be destroyable.
The cell nodes should work a little like CTF IMO.
Also incursion as is, would work if there were respawns, but this model will never change i guess
The cell nodes should work a little like CTF IMO.
Also incursion as is, would work if there were respawns, but this model will never change i guess
Edited by ShinRazor, 25 April 2017 - 06:49 AM.
#25
Posted 25 April 2017 - 07:01 AM
Dimento Graven, on 24 April 2017 - 10:17 AM, said:
Y'know, I don't mind this new mode (yet).
I like it much more than the "Stand on a Square Mode" that is Conquest...
I like it much more than the "Stand on a Square Mode" that is Conquest...
You are being deceptive.
People are standing "in a circle" that bears little or no resemblance to a square. Huge difference. Jeez......
#26
Posted 25 April 2017 - 07:38 AM
I actually like Incursion. If people wanna be sheep and play citadel poke every game, then so be it because screw that. Citadel poking is dumb. I'm going inside your base and kill your dudes.
#27
Posted 25 April 2017 - 08:04 AM
TLBFestus, on 25 April 2017 - 07:01 AM, said:
You are being deceptive.
People are standing "in a circle" that bears little or no resemblance to a square. Huge difference. Jeez......
People are standing "in a circle" that bears little or no resemblance to a square. Huge difference. Jeez......
I'm talking about Conquest, with 5 different squares everyone has to go stand on...
#28
Posted 25 April 2017 - 08:46 AM
I've done a few matches where I've collected cells and then guarded base from the inevitable backdoor cheetah.
Waiting around, Low scores. And getting chewed out if your team dies.
Nobody is going to keep doing this.
Waiting around, Low scores. And getting chewed out if your team dies.
Nobody is going to keep doing this.
#29
Posted 25 April 2017 - 09:09 AM
FLG 01, on 24 April 2017 - 09:00 AM, said:
Take a look at your match score, if you think you "won" something.
That's the problem with base rushes, nobody truly wins.
That's the problem with base rushes, nobody truly wins.
Ehhh... I just played an Incursion with my Locust on Frozen City and between the two Lights I killed that came back to defend it, 4 MFBs plus the Air, Jamming and Radar towers as well as actually winning the match for my team (They all got wiped out), I made a pretty spacepenny... So I certainly won... Buhahahaha!
#30
Posted 25 April 2017 - 08:45 PM
DjPush, on 24 April 2017 - 09:30 AM, said:
I beg to differ. 2 assault mechs in a base standing guard are a formidable defense. I have done it several times. The most memorable as of late was with a player by the name of RUD2 or something of the like. Myself in a Cyclops and he in a Marauder IIC killed 6 out of 10 intruders before falling to the assault. If the rest of the team had been worth anything at all. We would have won.
eh, you might also have won if 2 assaults hadn's stayed behind at the base and had contributed to the front-line fighting
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