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Can We Remove Incursion From Fw?


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#1 Joshua Obrien

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Posted 13 August 2017 - 12:28 AM

It's a **** show every time it's up.

It boils down to which team has more lights that can perform a base rush and kongo line through and take out the enemy base in less than a minute.

Edited by Joshua Obrien, 13 August 2017 - 12:32 AM.


#2 yuujiroassistant

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Posted 13 August 2017 - 12:31 AM

You will need a bit more justification than that.

#3 Joshua Obrien

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Posted 13 August 2017 - 12:32 AM

View PostSUCTION, on 13 August 2017 - 12:31 AM, said:

You will need a bit more justification than that.

Out of the 5 games I've played over the past few days in FW, 4 of those lasted less than 5 minutes. Everyone who isn't part of the base rush or on the losing side finds it distasteful and boring and more importantly it ruins the experience because it takes longer to load into the match than to end it.

Edited by Joshua Obrien, 13 August 2017 - 12:33 AM.


#4 Battlemaster56

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Posted 13 August 2017 - 12:34 AM

Maybe try defending the base with some fast movers to intercept the lights? It usually boils down who to lazy to run back to the base and defend.

#5 Khobai

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Posted 13 August 2017 - 12:41 AM

incursion needs to be changed so mechs cant destroy buildings and only the dropship can destroy HQ buildings. the tower buildings shouldnt be destroyable at all.

then the fighting would be focused around collecting energy pellets and preventing the enemy from getting energy pellets rather than base rushing, which makes much more sense for the gamemode.

dropship would be the only thing that can destroy enemy HQ buildings. Jamming would stop the enemy dropship from being able to target your buildings, and using sensor sweep would cancel out enemy jamming

thered be a reason to use all three things

Edited by Khobai, 13 August 2017 - 01:13 AM.


#6 Joshua Obrien

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Posted 13 August 2017 - 12:46 AM

View PostBattlemaster56, on 13 August 2017 - 12:34 AM, said:

Maybe try defending the base with some fast movers to intercept the lights? It usually boils down who to lazy to run back to the base and defend.

by the time we got back to our base their light kongo line had taken out 90% of our base. My issue is that it happens too quick. In FW the buildings need a MASSIVE health boost.

#7 Khobai

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Posted 13 August 2017 - 12:51 AM

even with more health base rushes will still be a problem

only real way to fix it is make buildings invulnerable to mech damage

only the dropship calldown should be able to destroy enemy buildings, and the only way to calldown a dropship is to fight over energy pellets, which is what the gamemode needs to focus on

#8 Joshua Obrien

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Posted 13 August 2017 - 01:00 AM

View PostKhobai, on 13 August 2017 - 12:51 AM, said:

even with more health base rushes will still be a problem

only real way to fix it is make buildings invulnerable to mech damage

only the dropship calldown should be able to destroy enemy buildings, and the only way to calldown a dropship is to fight over energy pellets, which is what the gamemode needs to focus on

I would be okay with this. It would make a battery guarding strategy a thing.

#9 Battlemaster56

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Posted 13 August 2017 - 01:12 AM

View PostJoshua Obrien, on 13 August 2017 - 12:46 AM, said:

by the time we got back to our base their light kongo line had taken out 90% of our base. My issue is that it happens too quick. In FW the buildings need a MASSIVE health boost.

Linebacker. Stormcrow, and Vipers(Cicada, Assassin, whatever fast moving IS heavies and mediums that run at run at 100kph+) can easily solve that problem as they're quick enough to get to and from the base. If you don't have any of them just turtle and have one guy go out and collect cells.

Edited by Battlemaster56, 13 August 2017 - 01:23 AM.


#10 The Unstoppable Puggernaut

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Posted 13 August 2017 - 02:06 AM

Incursion is perfect for FW. If anything it needs to be removed from QP but I'd actually prefer to keep it in there too. In FW the base health might need to be higher but that's about it. Hopefully they can have extra bits like a mech bay to provide ammo (or even slow repairs)
.
Compared to Escort, Incursion seems to be a popular pick and the reason is...

It gives light players lots more importance !

Don't ignore them or play them down. They have a good role to play and lets keep it that way. It's not just conquest where they are helpful now.

The game mode actually requires some brains to win. Kill kill kill doesn't work, my last match I thought we were on for a great win but we didnt realise two fast heavies tearing our base down. It was our fault and we lost :)

#11 GI JACE

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Posted 13 August 2017 - 02:22 AM

I agree with some of the things you are saying, but I think the solution would be to give the turrets more HP and more firepower, maybe even give them an ac20 and a tonne of ammo to play with... You should be thinking twice about taking them on... They are just token defense at the moment, unless you are really hurt

#12 Khobai

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Posted 13 August 2017 - 03:25 AM

base rushing is never fun though

it simply shouldnt be a thing ever

#13 Burningtoast

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Posted 13 August 2017 - 03:40 AM

Maybe to prevent base rushing by lights make the turrets stronger to give the light pause but I am not sure. I do agree Incursion matched usually devolve into a skirmish and more often then not the team at that point that sends their lights has a strong chance to win. I don't like it but its what usually happens.

#14 Lord0fHats

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Posted 13 August 2017 - 06:16 AM

If anything were to be arbitrarily removed from FP I think it should be Polar Highlands. The capacity for the IS to bring narc lights and lrm assaults and just roll over anything that isn't highly organized opposition is a bit too high.

#15 Mystere

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Posted 13 August 2017 - 07:13 PM

I can't believe that after 5 years, I still have to say this: You should always have a plan to

DEFEND YOUR BASE


Edited by Mystere, 13 August 2017 - 07:13 PM.


#16 Cybercobra

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Posted 13 August 2017 - 09:09 PM

hey here is a crazy idea, HOW ABOUT YOU USE YOUR MECHS TO DEFEND THE BASE.

get a assault or two and some fast guys to guard the base and stop rushers.

or more if you feel like they are going to make big pushes.


in many respects i think this is the perfect faction war gamemode.

#17 Tier5 Kerensky

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Posted 13 August 2017 - 09:37 PM

Wow I've never seen that on FP.

Usually it's slow skirmish until either side makes a small attack at the base, in which case the other team has to make a bigger attack to have a chance to win, and that allows the other team to play on defense.

So I guess full attack on the base happens when the teams have huge skill difference? And that same thing happens on all other modes as well. Nothing spesial about it.

#18 Prototelis

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Posted 14 August 2017 - 02:51 AM

Pass. Incursion is actually fun in cw.





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