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Pgi Reversed Their Best Decision Of The Year....


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#21 DerMaulwurf

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Posted 21 June 2017 - 01:44 AM

Escort isn't a bad mode by itself. It just isn't suitable for the public queue. The best you can hope for with pug teams are reasonably fun rounds of team deathmatch.

I'd strongly prefer anything objective focussed to be walled off into CW and the group queue.

#22 BlueFlames

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Posted 21 June 2017 - 07:28 AM

Marmite on a pickle tastes different from a ham sandwich. That doesn't mean I want to have Marmite on a pickle for lunch.

#23 Wil McCullough

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Posted 21 June 2017 - 07:29 AM

View PostJC Daxion, on 20 June 2017 - 10:33 PM, said:


But in reality if all escort does is stop nascar, than it is a HUGE WIN!



other game modes stop nascar too. like domination. on polar highlands.

CRINGE CRINGE.

am i the only one who thinks that skirmish/terra is almost EXACTLY the same as domination/polar?

every qp game, in both instances, both teams just meet at a ridge/chokepoint in the middle of the map and trade mid range fire in some godforsaken war of laser fire and attrition.

#24 Mystere

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Posted 21 June 2017 - 07:35 AM

View PostWil McCullough, on 20 June 2017 - 09:57 PM, said:

So basically skirmish? That's a damn good reason to take out escort and leave it to rot, no?


You say "skirmish", we say "tactics". Posted Image

And I hate skirmish.

#25 Mystere

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Posted 21 June 2017 - 07:40 AM

View PostJC Daxion, on 20 June 2017 - 10:33 PM, said:

the biggest issue with Escort is, First, we don't know the path the VIP is taking prior, that would be a huge help to making more in depth tactics on the escort side.. And Not enough possible paths to go through often unused portions of maps.


The simplest fix PGI can do is to show the escort team the projected path of the VIP on the big map. Is that really hard to do?

Adding variety to the path (and bigger, much bigger maps) would not hurt either.

#26 Wil McCullough

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Posted 21 June 2017 - 07:42 AM

View PostMystere, on 21 June 2017 - 07:35 AM, said:


You say "skirmish", we say "tactics". Posted Image

And I hate skirmish.


i hate skirmish too. you can often tell which team will win within the first 3-4 minutes. but you still have to play it out to the end in order to get it done.

and there's always that erll lightsaber shadow cat or some bloody arctic cheetah as the last mech just "tactically" hiding.

#27 Mystere

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Posted 21 June 2017 - 07:45 AM

View PostWil McCullough, on 21 June 2017 - 07:29 AM, said:

other game modes stop nascar too. like domination. on polar highlands.

CRINGE CRINGE.

am i the only one who thinks that skirmish/terra is almost EXACTLY the same as domination/polar?

every qp game, in both instances, both teams just meet at a ridge/chokepoint in the middle of the map and trade mid range fire in some godforsaken war of laser fire and attrition.


Yes, which is why I think it is now time to retire "Skirmish" and just keep "Domination".



View PostWil McCullough, on 21 June 2017 - 07:42 AM, said:

i hate skirmish too. you can often tell which team will win within the first 3-4 minutes. but you still have to play it out to the end in order to get it done.

and there's always that erll lightsaber shadow cat or some bloody arctic cheetah as the last mech just "tactically" hiding.


See above. By getting rid of it, hopefully, just hopefully, people will start using their brains more.

Edited by Mystere, 21 June 2017 - 07:47 AM.


#28 Wil McCullough

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Posted 21 June 2017 - 07:47 AM

View PostMystere, on 21 June 2017 - 07:45 AM, said:


Yes, which is why I think it is now time to retire "Skirmish" and just keep "Domination".


i...

would be fine with that!

#29 SFC174

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Posted 21 June 2017 - 08:00 AM

The only mode in PUG queue should be skirmish. Expecting tactical coordination to complete an objective from a group of unknowns without a dedicated command structure requires mental retardation or a lot of mind altering drugs. Does it happen sometimes? Sure, and people win the lottery or get hit by lightning too.

Its always great watching conquest matches begin with a lone assault heading off towards a capture point while the rest of team fans out across the map in 2s and 3s. I used to try and make suggestions in chat to the contrary, but I gave up on that.....

#30 Coolant

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Posted 21 June 2017 - 08:05 AM

Escort would be fine if the VIP mech shot back.

#31 Felicitatem Parco

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Posted 21 June 2017 - 08:11 AM

I like escort mode. It forces one team to push once the other digs in, but also has potential to split forces for both teams.

I like those clinch defence victories when the attackers focus on skirmish and forget to play the objective ..

#32 SuomiWarder

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Posted 21 June 2017 - 09:25 AM

If the escorting team would be shown on their maps where the VIP plans to go (which would make logical sense to let your escorting force know the planned route) then it could move ahead of the VIP and attempt to clear a path.

Being forced to stay near it means the ambush is always successfully set up and then the VIP always walks into it.

#33 JC Daxion

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Posted 21 June 2017 - 10:00 AM

View PostMystere, on 21 June 2017 - 07:40 AM, said:


The simplest fix PGI can do is to show the escort team the projected path of the VIP on the big map. Is that really hard to do?

Adding variety to the path (and bigger, much bigger maps) would not hurt either.



Yup, it should not be that hard to add it to the (B) map. Polar i love escort on. A bunch of the other maps kinda squeezed it in, and IMO that is one reason why people don't like it much. They put it on maps as a secondary thought, so the maps are just not designed for it. A bunch of the escort maps need some tweaks for sure.

Like Grim, it just doesn't work well on it because if the mech goes Left, it is very hard to herd the cats before the VIP is dropped from snipers at 1k+, Perhaps some more buildings or a few more rocky outcroppings on that side would be a good addition.

Crimson is another if the thing goes over the saddle its a huge camped zone that you basically have to charge over into the fray. IMO that route should just be removed completely. Even if every crimson match was just the VIP walking through the City on the right side of the map i think it would be a better mode on that map.





View PostWil McCullough, on 21 June 2017 - 07:29 AM, said:


other game modes stop nascar too. like domination. on polar highlands.

CRINGE CRINGE.

am i the only one who thinks that skirmish/terra is almost EXACTLY the same as domination/polar?

every qp game, in both instances, both teams just meet at a ridge/chokepoint in the middle of the map and trade mid range fire in some godforsaken war of laser fire and attrition.



I have seen polar dom turn into nascar a lot.. In fact lots of Dom turns into it.. there are not really options in this mode.. Typically the winner is the one that pushes together, but i guess that is all modes. Basically the team with the firmer push through the circle wins. If you have people sitting back behind its almost always a loss in puglandia.


IMO the only modes that stop it are, Escort, incursion, and conquest. Skirmish, assault and dom all can turn into nascar very easily.

#34 Birthright

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Posted 21 June 2017 - 10:03 AM

Incursion or Escort?
Incursion or Escort?
CANCER OR MALARIA?

Quits game --> problem solved.

Edited by NebeIparder, 21 June 2017 - 10:03 AM.


#35 Pyed

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Posted 21 June 2017 - 10:26 AM

View PostMystere, on 21 June 2017 - 07:40 AM, said:


The simplest fix PGI can do is to show the escort team the projected path of the VIP on the big map. Is that really hard to do?

Adding variety to the path (and bigger, much bigger maps) would not hurt either.



Yup. Add this, get rid of the turrets and sensor towers, and ... well I don't know if it's "fixed" even then but it'd be a lot better.

#36 The Mysterious Fox

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Posted 21 June 2017 - 10:41 AM

the sophies choice of escort and incursion is pretty painful i have to admit. tbh, FFA and Team deathmatch is really all i ever need.

#37 Magnus Santini

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Posted 21 June 2017 - 11:39 AM

The dropships and turrets should shoot at everybody except the VIP. Fair is fair.

#38 Wildstreak

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Posted 21 June 2017 - 11:43 AM

View PostJC Daxion, on 20 June 2017 - 10:33 PM, said:

the biggest issue with Escort is, First, we don't know the path the VIP is taking prior, that would be a huge help to making more in depth tactics on the escort side.. And Not enough possible paths to go through often unused portions of maps.

Actually not that big an issue.
Each Escort map has only 3-4 paths he takes, once you know them, you just need one guy to watch critical spots where how he turns tells you what path he is on.

#39 Cy Mitchell

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Posted 21 June 2017 - 12:11 PM

The decision to remove Escort was never made. There were VIP pathing issues introduced by the April patch where the VIP would get hung up on terrain or assets. It was taken out of the rotation during the May patch with the intent to fix it and put in back in with the June patch, which was exactly what was done.

Reference: https://twitter.com/...859457866432512

#40 Angel of Annihilation

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Posted 21 June 2017 - 12:53 PM

View PostJC Daxion, on 20 June 2017 - 09:53 PM, said:



So take the fight to them. I never understood why so many people play the most aggressive game modes so passive


This actually doesn't work because if your not actually protecting the VIP and instead out playing like the game is skirmish mode, inevitably some light mech on the enemy team will sneak off and go kill the VIP. Mode it called Escort for a reason, because you actually have to Escort the VIP.

However it isn't always one sided. Often as defender, you get tons of free kills because the enemy is so focused on killing the VIP. The problem is when like someone mentioned earlier, the VIP wanders off into some Kill Box somewhere that is impossible to defend which means the defending team ends up getting killed like they were fish in a barrel.





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