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Would You Want To See Siege Mode In Qp?


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#1 evilauthor

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Posted 25 July 2017 - 08:41 PM

Siege Mode. A gameplay mode only available in FP (and probably CW, but I don't know about that), one that uses maps specifically designed for it only.

But...

QP maps and map modes have been integrated into FP. Certain stats have been adjusted to account for each side having four waves of 12 mechs instead of just one wave (aka, longer Domination times, higher point caps for Conquest, etc etc).

So why not have QP versions of Siege Mode? Sure, you'd have to adjust things for there only being 12 mechs on each side (reduced Generator and Omega health, possibly removing the gates, etc etc), but it would certainly be doable.

What are your thoughts on this?

Edit: Also, I'd love to have one of those Siege Guns replace that stupid antenna in Domination. It'd presents a pretty convincing reason for why we're all fighting over this patch of real estate.

#2 xVLFBERHxT

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Posted 25 July 2017 - 08:49 PM

replace the antenna with a crashed overlord or an entry to an starleague depot, thats a reason to fight about!

#3 DaMuchi

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Posted 25 July 2017 - 08:59 PM

I definitely will not want it in qp. Siege is asymmetrical, like escort, and I feel that kind of mode is out of place in qp.

EDIT: although it'll be good practice for newer players that don't fp

Edited by DaMuchi, 25 July 2017 - 08:59 PM.


#4 Khobai

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Posted 25 July 2017 - 09:15 PM

I dont think siege would work well in QP.

But Id like a union dropship defense gamemode for both QP and FP (in FP the refueling time and health of the dropship would be increased)

one team has to defend the dropship till it refuels and launches

other team has to destroy the dropship's engines and disable the dropship before it refuels and launches

there could be two refueling depots that would speed up the rate the dropship refuels at. they would help break up the defender advantage, because if they get taken out too early it would give the attackers a lot more time.

and the union dropship itself would of course have an absurd amount of firepower split between three 120 degree arcs. like 1 PPC, 1 LRM20, 2 AC5s, 4 Medium Lasers, 1-2 Large Lasers per arc. but the weapons would be contained in massive turrets which could be individually targeted and destroyed. and taking out the turrets fast would obviously be a priority lol. there could even be a minimum fuel level required before the dropship's weapons come online so the attackers have a chance of taking out the turrets before they can fire.

Edited by Khobai, 25 July 2017 - 09:28 PM.


#5 El Bandito

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Posted 25 July 2017 - 09:26 PM

No. Siege mode is too favored for the defender, if implemented as is. And gen rushing doesn't pay well for the attacker.



#6 Leone

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Posted 25 July 2017 - 09:39 PM

Use the maps, sure, but use counter attack instead of Invasion.

~Leone.

#7 kesmai

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Posted 25 July 2017 - 10:59 PM

Yeah.
And please make it sure that I'm always defending.


Stupid ideas are stupid.

#8 Vellron2005

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Posted 25 July 2017 - 11:31 PM

FP is what siedge mode is all about.

So NO, it has no business being in QP.

Please, drop this silly notion of putting all modes in a single bucket.. it was split for a reason..

YES, QP maps and modes have done wonders for FP.. but vice-versa would be detrimental and kinda redundant..

Also, bring back counter attack for FP..

Edited by Vellron2005, 25 July 2017 - 11:32 PM.


#9 AssaultPig

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Posted 25 July 2017 - 11:33 PM

honestly siege is mostly awful; I don't even want to see it in faction play

#10 Hallgrimur

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Posted 25 July 2017 - 11:35 PM

No. Randomly solo dropping and being forced to play CW with whatever random mech I'm grinding would be an exercise in frustration.

#11 meteorol

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Posted 26 July 2017 - 12:21 AM

Siege mode, with its utterly terrible maps and chokepoint riddled gameplay is one of the main reasons why CW started bleeding players in masses after two weeks of its initial release, and very very quickly turned into the ghosttown that it has been since forever.

Back in the days when CW was Siege (or "invasion") only, it attracted like 10% of MWOs playerbase. It's bad. Bad enough for the majority of this playerbase to not play it despite the rewards only optainable in CW (like mechbays)

So... why exactly bring it to QP?

Edited by meteorol, 26 July 2017 - 12:22 AM.


#12 Savage Wolf

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Posted 26 July 2017 - 12:43 AM

While I do love the game modes of FP and I do prefer the matchmaking of QP it still requires respawns to work. In fact all game modes save for skirmish requires respawns to actually work.

So no, to Siege in regular QP. Yes to converting FP into QP with respawns.

#13 Athom83

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Posted 26 July 2017 - 06:22 AM

As is? No.
If it was changed to a single point that one side has to hold out for a single wave (like an above idea of a depot or crashed dropship), then yes. However, at that point it becomes a proper assault mode which is what we should've got instead of invasion.

#14 Nameless King

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Posted 26 July 2017 - 07:00 AM

No that would not work.

#15 Marquis De Lafayette

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Posted 26 July 2017 - 07:43 AM

As much as I want to say "yes"...it's a definite no. For (as others have stated) it's weighted towards the defender having a definite advantage. Choke-points, turrets, etc...That advantage is mitigated somewhat in 48 mech dropdecks, where the defender has to think about the best tactics to defend for multiple waves (pushing out damaged mechs, keeping an eye on gens, etc.). In a straight up 12 v 12 the defenders advantages are too great and would cause a lot of crying. The old counterattack mode would be better..but the fact that one team would have to push through those chokepoints and the other team doesn't have to, would make it still unbalanced.

You have to full 48 mech teams to make this happen...imho

#16 Chados

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Posted 26 July 2017 - 07:48 AM

I'd hate to see it, those maps are the worst in the game for bottlenecks and pathing issues.

#17 Vincent DIFrancesco

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Posted 26 July 2017 - 07:49 AM

I don't know about putting Siege in QP. However, having some more asymmetrical scenarios in QP would be nice. Not to mention objectives that are actually more worthwhile for players to achieve than just playing another game of Murderball with a task to complete afterward.





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