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Should Incursion Be In Fp?


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#61 zolop

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Posted 20 December 2017 - 10:41 AM

View PostUnKnownPlayer, on 20 December 2017 - 09:52 AM, said:

The mode is not trash, it is open to tactical use if you only look for it, if you are interested in a fight then try other things e.g.

Send 2 or 3 guys to shoot the base a bit and turn the enemy around in order to defend it, then hit the rear with your heavies, and crush them.

Draw 8 guys way from your base and leave it looking open, wait for their rush then harass and move the heavies back in.

Draw 4 guys away, defend close and use the 4 to perma dead people coming in from drops.

Looking at the game as "straight up fight" or "base rush" is only scratching the surface, the game mode is poorly received because people are not thinking deeply about the use of the game assets e.g. base warnings or the friendly base as being a carrot to dangle in front of rushers.



This...

Critical thinking of the use of firepower in said team could be an interesting part of MWO in Faction play and incursion / conquest and game modes that support that (Incursion / Conquest). God players actually spend the time defending a base...

They should just make quickplay have 4 drop mechs per player of each weight class or scrap FW altogether. There is no meta in FW really except for MC gain. No clan/House bases to defend nor any discount per ISK cost if a mech is associated with a contract a MW is fighting for. Hell salvage was always a good part of the MW series and rebuilding a mech from a scrap state could be really interesting. Like adding a player base where players could rebuild mechs that they might salvage...so much more can be added to this game instead of just "Kill X Mechs".

#62 UnKnownPlayer

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Posted 20 December 2017 - 11:15 AM

View PostHazeclaw, on 20 December 2017 - 10:38 AM, said:


Someone never learned to use leaderboard tools Posted Image

W/e guys it's fine, we can all enjoy this tactical building destruction simulator


lol your QP stats are better, which is exactly some of the point here, this is NOT QP.

If you play it like QP you will be frustrated by non-QP strategies if you think you are amazing and then get killed by divergent play styles. Maybe alter your QP style in FP or stop trying to impose QP play style on to a non-QP game mode. You will no doubt be happier for it.

#63 xX PUG Xx

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Posted 20 December 2017 - 11:25 AM

Are any of the game modes strictly suitable to FP and it's supposed tactical, large scale combat environment? With the style and function of the actual gamemode and it's focus: Siege, Incursion and Conquest are perhaps the closest to being in-sync with this.

Are they actually the best we could hope for? No, definitely not.

Should they be removed to "improve" the mode? No this seems a little silly in my opinion. I would say there needs to be a reworking of the flow of gamemodes and the narrative of how each mode correlates to the state of conquest on a particular planet. This would also mean turning Incursion into an asymetrical mode, perhaps with added HP for buildings and seperating the Attackers DZ's slightly.

But now I'm into a largescale idea that frankly is unlikely to happen and most likely would incorporate rolling back many aspects to Ph.2....... fat chance.

Oh and you guys having a go at each other, I know or have played with you all. I know what types of players you are and what level of skills you posses, don't discount or discredit an opinion based on stats. Unknown, would you say that i'm a low-skill player? Take a look at my stats.... they're terrible because I don't give a damn about them. It tells only a part of the story.

Keep an open mind, play Devils Advocate once in a while and try to keep the conversation in the realms of constructive without turning to assumptions and snipeing.

(Double post? Stoopid fat fingers and fiddly little phone screen lol )

Edited by xX PUG Xx, 20 December 2017 - 11:28 AM.


#64 TWIAFU

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Posted 20 December 2017 - 11:55 AM

View PostHazeclaw, on 20 December 2017 - 10:38 AM, said:


Someone never learned to use leaderboard tools Posted Image

W/e guys it's fine, we can all enjoy this tactical building destruction simulator


And yet, you claim to be one of the top 200 players in MWO.

Maybe in QP, but we are not talking about QP. And as you experience your "one of the top 200 players in MWO" does not hold water once you leave QP and the problems you have.

With your admitted inexperience in CW, maybe get more of it first.

#65 Kubernetes

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Posted 20 December 2017 - 01:42 PM

View PostUnKnownPlayer, on 20 December 2017 - 09:52 AM, said:

The mode is not trash, it is open to tactical use if you only look for it, if you are interested in a fight then try other things e.g.


Bro, the optimal win strategy involves not fighting at all. Everyone saying they’ve had good fights on Incursion are just proving my point: the only way to get a good fight is to ignore the objective.

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Send 2 or 3 guys to shoot the base a bit and turn the enemy around in order to defend it, then hit the rear with your heavies, and crush them.


This is your idea of creative tactics? Here’s a scenario: Enemy drops in 12 Assassins/Linebackers. You send 2-3 guys to shoot their base. They don’t care. They’re already in your base. With a lot more mechs. You’ve lost.


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Looking at the game as "straight up fight" or "base rush" is only scratching the surface, the game mode is poorly received because people are not thinking deeply about the use of the game assets e.g. base warnings or the friendly base as being a carrot to dangle in front of rushers.


No, it’s evident that you haven’t thought this through at all. Optimal win strat is to rush base every single time. Good fights occur when teams ignore the easy win option and choose to fight it out. If the best games occur when teams ignore the objective, the objective and the mode are trash.

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Also Haze, my stats are better than yours, you champion of tactics.


Weak.





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