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How To Fix Incursion

Balance Mode BattleMechs

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#1 Gristle Missile

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Posted 02 November 2018 - 06:26 PM

Just smush the bases closer together

not only is the base important now, but the power cells take mechs out of the fight for less time

#2 Khobai

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Posted 02 November 2018 - 06:34 PM

the bases need stronger defenses that make it impossible to rush the bases

to lower the enemy's base defenses your team should have to collect 5 power cells (which should trigger an artillery strike that cripples the enemy defenses and makes the base vulnerable)

that would get rid of base rushing and make fighting over power cells more important

Edited by Khobai, 02 November 2018 - 06:37 PM.


#3 Gristle Missile

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Posted 02 November 2018 - 07:04 PM

View PostKhobai, on 02 November 2018 - 06:34 PM, said:

the bases need stronger defenses that make it impossible to rush the bases



yes I agree. The defenses should put up a threat

#4 Maddermax

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Posted 02 November 2018 - 07:21 PM

View PostKhobai, on 02 November 2018 - 06:34 PM, said:

the bases need stronger defenses that make it impossible to rush the bases

to lower the enemy's base defenses your team should have to collect 5 power cells (which should trigger an artillery strike that cripples the enemy defenses and makes the base vulnerable)

that would get rid of base rushing and make fighting over power cells more important


Making the base defences stronger would only mean that the game ceases to be an objective game at all, and just becomes skirmish with a longer end game. Having to run 5 cells would just mean the normal center skirmish would happen, then one side would spend 5 minutes shuttling power cells at the end of the game, rather than just ending it, boring everyone to tears. At the moment, I mostly see about 2 cells getting grabbed, and that’s keeping a couple of light mechs busy for a third of the game playing walking-simulator 2000, getting 5 would be... less than ideal.

Perhaps turn it around, and have the power cells in the base, and the three points outside be the towers, so only one team could control them at a time? Add in a mechanic where towers could be stolen away by another mech with a power cell as well. That way, lights could be more useful after dropping off their payload, and the three points mean something. It would involve making sure each side had reasonably equal chances of getting any particular point though.

#5 Gristle Missile

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Posted 02 November 2018 - 07:58 PM

View PostMaddermax, on 02 November 2018 - 07:21 PM, said:


Making the base defences stronger would only mean that the game ceases to be an objective game at all, and just becomes skirmish with a longer end game.


how is that different from what we have now?

#6 Prototelis

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Posted 02 November 2018 - 10:27 PM

View PostGristle Missile, on 02 November 2018 - 07:58 PM, said:


how is that different from what we have now?


The game will end in 6 minutes instead of 2 lol.

#7 Shifty McSwift

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Posted 03 November 2018 - 02:45 AM

Yeah sure, that could work, and/or meld the bases into one big neutral base in the centre and make it and its components one of the main objectives, and/or use the destructible wall bits in the central control points of the domination mode.

In any case the base placements are just sad as they are, I have maybe once or twice seen a decent fight take place anywhere near them, for the most part they are wasted resources.

#8 Captain Polux

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Posted 03 November 2018 - 04:44 AM

Curious, how often do you guys experience base rushes? I can only recall two rushes in the last few months. I do mostly play solo queue though and that probably makes a difference.

#9 Prototelis

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Posted 03 November 2018 - 09:42 AM

Happens often in Faction.

#10 Khobai

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Posted 03 November 2018 - 04:55 PM

Yeah its more a problem in faction play than anywhere else

base rushing makes incursion pretty unenjoyable in faction play

I dont think its really possible to fix incursion in quickplay though. because without respawns its always easier just to kill the enemy team.

but base rushing can certainly be fixed for faction play

Edited by Khobai, 03 November 2018 - 09:22 PM.


#11 Shifty McSwift

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Posted 04 November 2018 - 11:12 AM

View Post- World Eater -, on 03 November 2018 - 04:44 AM, said:

Curious, how often do you guys experience base rushes? I can only recall two rushes in the last few months. I do mostly play solo queue though and that probably makes a difference.


In the few solo QP incursions that come up, it is pretty rare to see them won by base destruction, and even rarer for an actual fight to take place at the bases, even more rare still for that fight to include more than a couple of lights. I have only ever heard one person suggest waiting at base to fight, and he went ignored, and rightfully so, waiting at spawn points for enemies to maybe run into your crosshairs isn't exactly enthralling gameplay.

#12 thievingmagpi

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Posted 04 November 2018 - 12:32 PM

just delete it and escort. ez

#13 LordNothing

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Posted 04 November 2018 - 01:59 PM

problem with making the bases stronger is now you either get hidey hole gameplay or you leave the base and go out and kill the enemy like you do now. it might stop the very rare base rush, but it doesnt make you play objectives, if anything it makes it more skirmish since you dont have to babysit the base.

what the base needs is a more active role in the game. say you can buff the turrets for defence, give them ac10sm mrms and medium lasers, walls and turrets can regenerate. or you can buff the base for offence, in which case the turrets can fire gauss rifles, erlls and lrms. sensors and jammers can be another tradeoff. air control would be tweaked for base assault, however you would have another option to bring in aerospace fighters to harass and spot targets in the field. that would at least improve the fp version of the mode. but so long as everyone doesnt get respawn its going to end up being skirmish no matter what you do.





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