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Please Rework Escort Mode Away From A Computer Controlled Player


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#21 Admiral-Dan

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Posted 10 July 2017 - 05:26 AM

Quote

Please Rework Delete Escort

Fixed That For You

#22 Archer Magnus

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Posted 10 July 2017 - 05:32 AM

I think each team having a VIP would make it more interesting.

Then you have to attack and defend.

#23 Mister Blastman

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Posted 10 July 2017 - 06:05 AM

In QuakeWorld Team Fortress' version of this mode(they were the first to do it), called Hunted President, a player controlled the president.

Read all about it here:

https://www.quaddict...guy/hunted.html

It was fun. I know. I played it on release.

Edited by Mister Blastman, 10 July 2017 - 06:06 AM.


#24 justcallme A S H

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Posted 10 July 2017 - 06:50 AM

View PostHGAK47, on 10 July 2017 - 01:48 AM, said:


Im sorry but that is patently false. While im sure many people make mistakes or act potato like in their early days, the Atlas VIP is the single most stupid entity in the game by a lightyear.




The amount of games I've had where there is lucky to be 3-4 mechs killed in total before the VIP is annihilated (because an entire team of 12 players left it to die), is astounding.

So no, it's far from false IMO based on what I see each day playing.

#25 Coolant

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Posted 10 July 2017 - 07:17 AM

I think all that is needed is that the VIP mech can shoot back with a load worthy of a 100-ton mech

#26 jonfett

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Posted 10 July 2017 - 08:29 AM

The VIP AI is a complete tard. It's the worst AI imaginable. I think PGI literally copy-pasted the AI code from Navy Seals:WMD and used it for the VIP. Most of the time the VIP doubles back and picks completely random directions that make no sense. Plus, as the team who defends the VIP, they should know ahead of time where the VIP is going to go, because intel and stuff. But that is too hard. /s

PGI needs to scrap the Escort mode.

Edited by jonfett, 10 July 2017 - 09:00 AM.


#27 SOL Ranger

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Posted 10 July 2017 - 08:58 AM

Skirmish with a random CBill reward for one kill, doesn't seem very meaningful, might as well just be skirmish.

#28 davoodoo

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Posted 10 July 2017 - 10:55 AM

I actually think vip being npc is actually best part of it, at least it forces ppl to actually push up instead of waiting to be destroyed in a ditch...

Sure its pretty poor mode(still better than incursion) but then we already have skirmish.

View PostCoolant, on 10 July 2017 - 07:17 AM, said:

I think all that is needed is that the VIP mech can shoot back with a load worthy of a 100-ton mech

cant have that, after all you cant just have 80dmg+ alphas.
these will break the game, have ed instead.

Edited by davoodoo, 10 July 2017 - 10:58 AM.


#29 MW Waldorf Statler

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Posted 10 July 2017 - 11:31 AM

make some Maps playble for VIP ...Crimson is to small and terrible for this modus ...only 2 Ways and its the vIP going to the Ridge the escort Team has no Chance...This Mode is like the Baseplacing from PGI ...placing stupid Walls around ,and palcing the base in Couldrons or in the Middle from Hills

#30 AzureRathalos

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Posted 10 July 2017 - 11:54 AM

I'll throw one minor suggestion in:

Give the VIP Infinite Hill Climb, or Unlimited Jump Jets, or BOTH.

If the VIP clips a ledge or something and stops, it will not reach the end and fail, even if the enemy team is dead. Make it so that this can never happen. If it clips something, allow it to walk over it. If it is impossible to walk over it, then have it try to jump over it.

#31 metallio

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Posted 10 July 2017 - 12:43 PM

View PostKhobai, on 10 July 2017 - 01:15 AM, said:

If youre gonna go that route you might as well go with the idea of having randomized secondary objectives for every gamemode. The secondary objectives wouldnt win you the gamemode, you would just get bonuses for completing them.


...I kinda like that idea.

#32 SkyHammyr

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Posted 10 July 2017 - 02:23 PM

Or, we could just do away with these bad modes and just stick with the three that somewhat work.
And, then we can have all of our maps back.

Face it, PGI wouldn't know how to design a good game mode if their lives depended on it.
Let 'em release Mech Packs. It's the only thing they're good at.

#33 InspectorG

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Posted 10 July 2017 - 03:37 PM

View PostKin3ticX, on 10 July 2017 - 01:44 AM, said:


Thats why that atlas has like 10x health right? Seems legit


Atlas pressed 'W'.

22 players did not.

#34 justcallme A S H

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Posted 10 July 2017 - 06:31 PM

View Postjonfett, on 10 July 2017 - 08:29 AM, said:

The VIP AI is a complete tard. It's the worst AI imaginable. I think PGI literally copy-pasted the AI code from Navy Seals:WMD and used it for the VIP. Most of the time the VIP doubles back and picks completely random directions that make no sense. Plus, as the team who defends the VIP, they should know ahead of time where the VIP is going to go, because intel and stuff. But that is too hard. /s

PGI needs to scrap the Escort mode.



It's not even "AI" though. It follows a predetermined path and nothing else, there is zero "intelligence" in the VIP.

#35 MW Waldorf Statler

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Posted 10 July 2017 - 08:33 PM

Like City Maps , AI ,logical Baseplacement,Spawnbugfree FW... good Gamemodes to difficult for PGI ...many Devs ,no workers

Edited by Old MW4 Ranger, 10 July 2017 - 08:34 PM.


#36 Deathlike

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Posted 10 July 2017 - 08:35 PM

View Postjustcallme A S H, on 10 July 2017 - 06:31 PM, said:

It's not even "AI" though. It follows a predetermined path and nothing else, there is zero "intelligence" in the VIP.


Despite it being predetermined, that doesn't quite explain when it goes off on a tangent (like away from the dropzone). I'm sure MW5 will be a great beneficiary of said skills.

#37 justcallme A S H

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Posted 10 July 2017 - 08:38 PM

View PostDeathlike, on 10 July 2017 - 08:35 PM, said:


Despite it being predetermined, that doesn't quite explain when it goes off on a tangent (like away from the dropzone). I'm sure MW5 will be a great beneficiary of said skills.


Cause that is where it's told to go.

Someone got out the etchasketch after a few beers to make it's "path" to follow.

#38 MW Waldorf Statler

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Posted 10 July 2017 - 09:29 PM

View PostDeathlike, on 10 July 2017 - 08:35 PM, said:


Despite it being predetermined, that doesn't quite explain when it goes off on a tangent (like away from the dropzone). I'm sure MW5 will be a great beneficiary of said skills.

The PGI Facebook and Twitter Side for MW5 has nothing News since the 4 December 2016 ! MW5 from a Company for this City Maps to difficult ...never...MW5 is a Dead Marketing horse..PGI has since fife Years not the Manpower and Energy for MWO and now ***Badaboom*** a MW5 from zero ?!thats not the Harry Potter universe Posted Image

https://www.facebook.com/mw5mercs/

https://twitter.com/mw5mercs?lang=de

Edited by Old MW4 Ranger, 10 July 2017 - 09:35 PM.


#39 50 50

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Posted 10 July 2017 - 09:36 PM

What about a slight variation on the player controlled VIP.

Make it a 'Command Lance'.
When the mode is created, the mechs in one random lance get marked as commanders. This prevents possible shifting of players in the lance to certain mechs.

Same approach.
The command lance needs to get to the extraction zone.
The more mechs from the command lance that can get there, the higher the bonus for the defending team.
Match ends when the last command mech still alive is in the extraction zone or all of the command mechs are destroyed.
The attacking team gets a bonus for each command mech destroyed and will win the game if they kill them all.

#40 Deathlike

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Posted 10 July 2017 - 09:47 PM

View Postjustcallme A S H, on 10 July 2017 - 08:38 PM, said:


Cause that is where it's told to go.

Someone got out the etchasketch after a few beers to make it's "path" to follow.


I'll buy into the BeerWarrior theory.

I'm more inclined to believe in Russian Clanner interference.

Edited by Deathlike, 10 July 2017 - 09:47 PM.






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