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Just Want To Say...i Really Hate Incursion


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#1 Bud Crue

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Posted 29 May 2017 - 09:33 AM

That's really all. As much as I like tactical and strategic variety, I play this this game mostly to fight mechs and those playing such mechs. This mode makes that less likely. The whole tactic of rushing the base with all or just simply a 3-4 fast movers while the rest engage to slow the enemy down, is just irritating. Or worse: when both teams, fearing said base rush, just stay in the base and then wait until some pug is stupid enough to rambo and die, and then win because they got one kill. LAAAAAME.

I never thought I would say this, but can we just have more skirmish?
Or how about that mode once requested so often that it used to be a dominate topic on the forums: Solaris? I mean at least there we would be encouraged to...ya know...fight each other.

#2 Monkey Lover

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Posted 29 May 2017 - 09:51 AM

First light runs out and gets the radar, then everyone knows where the enemy is and can't rush. Then you fight like normal.

#3 Snazzy Dragon

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Posted 29 May 2017 - 09:52 AM

Usually I find myself a nice ridge overlooking a battery some cheeky light or medium will go after and pop 'em. If I'm not in something ranged though Incursion can be pretty dull.

#4 Radbane

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Posted 29 May 2017 - 09:55 AM

At least it's better than Conquest

#5 Bud Crue

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Posted 29 May 2017 - 09:55 AM

View PostMonkey Lover, on 29 May 2017 - 09:51 AM, said:

First light runs out and gets the radar, then everyone knows where the enemy is and can't rush. Then you fight like normal.


Except on maps like Tourmaline and Frozen, and Grim. Where if your murder ball is out of line once you know where the reds are, you are too slow to get back into position to catch their lights that are moving into the base on the far side of your line. Which after having that happen a couple of times encourages the whole "lets stay at the base and hope the other side has an idiot" strategy. FUN! Posted Image

Edit: BTW: I am referring to group queue here. Where teams actually tend to do this stuff.

Edited by Bud Crue, 29 May 2017 - 09:56 AM.


#6 Monkey Lover

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Posted 29 May 2017 - 09:57 AM

View PostBud Crue, on 29 May 2017 - 09:55 AM, said:


Except on maps like Tourmaline and Frozen, and Grim. Where if your murder ball is out of line once you know where the reds are, you are too slow to get back into position to catch their lights that are moving into the base on the far side of your line. Which after having that happen a couple of times encourages the whole "lets stay at the base and hope the other side has an idiot" strategy. FUN! Posted Image



Guess this is a pug q issue. We never have this problem. Just stay around the base for 1 minute before getting the radar. Really simple.

If lights rush the base you send your lights back. Now their lights have to fight yours and the base defenses

#7 Birthright

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Posted 29 May 2017 - 09:58 AM

I hate this gamemode.

I ran a light last match.
Got radar at the start, then went out for scouting and potential 2nd fuel cell.

I harassed some heavies, narced 2 of them, got 2nd fuel cell, went back to base.

Meanwhile the score is 0 11.

I go out and kill 3 mechs solo, score is 3 - 12.

Even tho i killed 3 mechs, did 350dmg in a light mech, got 2 fuel cells and scouted and narced the enemy team I get negative pilot rating because my team ****** up so hard and all the incursion and team support stuff is simply not rewarded.

Cancer game mode...

#8 Bud Crue

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Posted 29 May 2017 - 09:59 AM

View PostMonkey Lover, on 29 May 2017 - 09:57 AM, said:



Guess this is a pug q issue. We never have this problem. Just stay around the base for 1 minute before getting the radar. Really simple.

If lights rush the base you send your lights back. Now their lights have to fight yours and the base defenses


To the contrary. This is all I see (my OP tactical options) in group queue.

#9 Prof RJ Gumby

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Posted 29 May 2017 - 10:18 AM

My problem with this mode is that batteries don't last long enough. On bigger maps you take a 2-minute trek in a locust or 3-minute trek in a bigger light to give your team a 2-minute bonus later for the price of not contributing to the front line for total of 3 minutes or more. It's just not worth it except for that 1st radar to know if reds don't rush your base. Batteries should last for at least 3 minutes so they could actually make a difference.


Also, attacking dropship makes totally no sense since:
1. It doesn't attack mobile bases and radar towers, only mechs, while
2. Nobody camps base like that because you risk reds pouring in and just killing the base before you can kill them. It's impossible to def base if you don't intercept enemy forces in advance.

Dropship should either guard around your base or attack enemy base. Otherwise it's totally useless.

Edited by Prof RJ Gumby, 29 May 2017 - 10:19 AM.


#10 Battlemaster56

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Posted 29 May 2017 - 10:33 AM

Not many problems with the mode, I usually remind my team if I;m not tire enough to yell on comms to have 1-3 fast movers keep themselves ready for a base rush, if you don't want to deal with base rushes I suggest going in a fast medium or a linebacker to easily run back to base and hold off the attackers til someone come back and help.

#11 stealthraccoon

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Posted 29 May 2017 - 10:54 AM

I always waste my time getting like 3 or 5 energon cubes, then we lose - and I get no exp or cbills (not like my tier can go any lower, but that too). Kinda sucks when I do what lights are supposed to do and I get penalized, but wait.... nothing new!

#12 Ryllen Kriel

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Posted 29 May 2017 - 11:12 AM

Hi!

#13 HGAK47

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Posted 29 May 2017 - 11:19 AM

I wont say its my favourite game mode as that would be Conquest but I like Incursion. At least a damn sight more than I like Escort damn I am really starting to hate that game mode lol.

View PostProf RJ Gumby, on 29 May 2017 - 10:18 AM, said:

My problem with this mode is that batteries don't last long enough. On bigger maps you take a 2-minute trek in a locust or 3-minute trek in a bigger light to give your team a 2-minute bonus later for the price of not contributing to the front line for total of 3 minutes or more. It's just not worth it except for that 1st radar to know if reds don't rush your base. Batteries should last for at least 3 minutes so they could actually make a difference.


Also, attacking dropship makes totally no sense since:
1. It doesn't attack mobile bases and radar towers, only mechs, while
2. Nobody camps base like that because you risk reds pouring in and just killing the base before you can kill them. It's impossible to def base if you don't intercept enemy forces in advance.

Dropship should either guard around your base or attack enemy base. Otherwise it's totally useless.


I agree. The dropship actually could be a great tactical benefit if it would do something like this.

#14 LordNothing

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Posted 29 May 2017 - 11:24 AM

for every person who says they are bored with skirmish, there are 10 other people saying that anything not skirmish is too hard for them.

if you want to play skirmish, dont get skirmish, and then play like its skirmish and lose, then isnt that a you problem?

Edited by LordNothing, 29 May 2017 - 11:26 AM.


#15 JediPanther

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Posted 29 May 2017 - 11:39 AM

I agree this game mode sucks most of all in qp. Base rush or lose. I'd give back roughly half my mechs just to have hard game mode selection back. I loved having just skirmish mode so the people that just wanted to fight could without standing in a box,circle, or have to race to a base.

#16 Requiemking

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Posted 29 May 2017 - 11:59 AM

So, the first game mode that actually rewards objectives fairly, and people are complaining about it. Terrific. But, why am I surprised. This happens every time we Light pilots ask for a better rewards system. The Skirmish junkies, MW4 grognards, and Assault potatoes whine because in this game, combat power is apparently all that is supposed to matter.

#17 DAYLEET

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Posted 29 May 2017 - 12:01 PM

There IS something wrong with a game mode when the people who dont want to play it can just rush it and end the game in 5minutes with zero effort. This is so dumb, i dont want to play this so ill call a base rush that the enemy cant possibly do anything against except rush faster.

Escort for example, you cant bum-rush the objective to end it quick and easy, you have to actually win the fight AND you have to accomplish the objective to win. Two bases make no sense and also dont make for a great gaming experience.

#18 Coolant

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Posted 29 May 2017 - 12:04 PM

I liked it the first week or so it was out simply because it was something new...a base, walls etc. But now it's pretty much like Skirmish which is o.k.

We need more maps though and not game modes!

#19 DAYLEET

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Posted 29 May 2017 - 12:06 PM

View Poststealthraccoon, on 29 May 2017 - 10:54 AM, said:

I always waste my time getting like 3 or 5 energon cubes, then we lose - and I get no exp or cbills (not like my tier can go any lower, but that too). Kinda sucks when I do what lights are supposed to do and I get penalized, but wait.... nothing new!

Anything past the first radar is useless so dont cap after the initial fetch. You are just depriving your team of more firepower.

#20 DAYLEET

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Posted 29 May 2017 - 12:10 PM

View PostMonkey Lover, on 29 May 2017 - 09:51 AM, said:

First light runs out and gets the radar, then everyone knows where the enemy is and can't rush. Then you fight like normal.

On most map your assault are already mid map when the light is back at base. Might as well just go on anyways. The only reason it doesnt always devolve in a base rush is because winning is not as important as shooting other mech for most people.

Edited by DAYLEET, 29 May 2017 - 12:10 PM.






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