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Incursion In Faction Play


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#1 Natural Predator

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Posted 23 June 2019 - 06:26 PM

DEAR DEVS,

PLEASE REMOVE INCURSION FROM FACTION PLAY. THAT IS ALL
LOVE
RAGNAR.

PS: PVE IS FOR WOW

PSS: bring back counter attack on seige maps as a replacement.

Edited by Ragnar Baron Leiningen, 24 June 2019 - 11:34 AM.


#2 LordNothing

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Posted 23 June 2019 - 06:28 PM

or maybe some ac20/mrm40 turrets with more hit points near the objectives to help with the crab/linebacker rushes. maybe add an ammo factory to the base, give it a battery to keep those ac20s blazing.

Edited by LordNothing, 23 June 2019 - 06:28 PM.


#3 Bowelhacker

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Posted 23 June 2019 - 08:26 PM

DEAR DEVS,

PLEASE PROGRESSIVELY REMOVE EVERYTHING THAT A SMALL BUT VOCAL ELEMENT OF THE POPULATION DON'T LIKE.

SINCERELY,
ehhh, I've already lost interest

#4 BROARL

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Posted 23 June 2019 - 10:42 PM

take all them incursion turrets and base thingos and put them in the siege maps, and then add even more turrets, hundreds of turrets and pit traps and landmines and stuff for the defenders, and give the attackers long tom.

*also please have a dropdeck sale

#5 LordNothing

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Posted 24 June 2019 - 03:04 AM

View PostBROARL, on 23 June 2019 - 10:42 PM, said:

take all them incursion turrets and base thingos and put them in the siege maps, and then add even more turrets, hundreds of turrets and pit traps and landmines and stuff for the defenders, and give the attackers long tom.

*also please have a dropdeck sale


actually, i like this idea. there is not enough crap to destroy in this game.

Edited by LordNothing, 24 June 2019 - 03:05 AM.


#6 McGoat

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Posted 24 June 2019 - 10:27 AM

Incursion without significant base health boost is quite literal chit in FP.

2 waves of ASN/LBK and the game is over and likely won. Even if you try and base defend there isn't enough health to stop a coordinated team from winning by objective.

I have no idea why this wasn't addressed during the last six months of proposals and fixings.

#7 justcallme A S H

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Posted 24 June 2019 - 11:19 AM

View PostMcGoat, on 24 June 2019 - 10:27 AM, said:

I have no idea why this wasn't addressed during the last six*** months of proposals and fixings.


*** 12.

#8 Natural Predator

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Posted 24 June 2019 - 11:33 AM

View PostBowelhacker, on 23 June 2019 - 08:26 PM, said:

DEAR DEVS,

PLEASE PROGRESSIVELY REMOVE EVERYTHING THAT A SMALL BUT VOCAL ELEMENT OF THE POPULATION DON'T LIKE.

SINCERELY,
ehhh, I've already lost interest


It it no way surprises me you would rather shoot Gens than mechs.

#9 Roland09

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Posted 24 June 2019 - 12:44 PM

Just last Friday, I had a real nail biter of a match with incursion on Rubellite Oasis, to which some of the gents from MJ12 can attest, as well as BALDY (who was playing Clans, shame. Shame. SHAME.).

In wave 1, the Clanners went for a LBK rush, which we defeated, but we lost ~50% of our base in the process, including radar and jammer. For waves 2 and 3, we depended on a scouting / skirmishing posture to hopefully detect any incoming push early on, and away from our base. Luckily, early in wave 2 air control showed most of the Clan mechs were in their base, apparently expecting a counter push. We then skirmished, never fully committing our entire team to any one spot on the map for fear of leaving our base open. But we wittled down their numbers, until we finally pushed in our last wave. However, two Clan light mechs went unaccounted for, and got to our base, so in the end the match became a contest between two Clan light mechs demolishing the remaining half of our base, and our team torching theirs.

We won, by the slightest of margins. It was the closest, most entertaining match I remember for quite a few weeks. I'd go so far as to say that my recent MWO experience would be a bit less without that match.

So, rosy posy aside, would the Clanners have won if they had brought another LBK rush? Yes, most likely. Would that have been fun? Depends, not for me, at least, maybe for some hapless Clan ******. What prevented them from doing just that? Nothing really, except they didn't seem to have 24 LBKs in total. Did we (briefly) discuss going for an ASN wave? Yes, but we decided against doing that.

IMO, rather than abolishing any objective based game modes altogether, we should think about ways to encourage people to fight it out, rather than shoot gens.

#10 Charles Sennet

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Posted 24 June 2019 - 01:21 PM

Upvote. Immediately substitute Incursion for more Siege.

#11 Bowelhacker

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Posted 24 June 2019 - 03:20 PM

View PostRagnar Baron Leiningen, on 24 June 2019 - 11:33 AM, said:

It it no way surprises me you would rather shoot Gens than mechs.


Oh yes? Why is that?

#12 50 50

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Posted 24 June 2019 - 06:53 PM

View PostMcGoat, on 24 June 2019 - 10:27 AM, said:

Incursion without significant base health boost is quite literal chit in FP.

2 waves of ASN/LBK and the game is over and likely won. Even if you try and base defend there isn't enough health to stop a coordinated team from winning by objective.

I have no idea why this wasn't addressed during the last six months of proposals and fixings.


I'm not sure even a significant increase in the base health would help the mode that much. It might only mean it takes 1 extra wave and if both teams rush, it just boils down to who can deal the damage faster.

The modes that have a 'destroy objective to win' function all have the same problem. RIP Escort... but even Siege can experience the base rush problem.
Where as Conquest with the ability to capture/re-capture and control objectives creates a more dynamic battle and should be a function that gets used far more.

Just throwing this out there as an example, but what if...

Incursion
The base cannot be destroyed by players.
Instead of the radar, jammer and drop ship towers being located within the bases they instead replace the power cell generators out in the middle of the map and also cannot be destroyed.
The towers use the same capture and control function as we have in Conquest.
The drop ship that gets summoned is the only thing that can damage the base.

How would that affect the mode?

Maybe not have the radar and jammer towers and just have 3 drop ship towers.
What if we could shoot down the drop ship? or maybe not use a drop ship and use a missile strike.
What if the spots in the base that contained the towers were converted to repair bays?

Escort
What if the AI couldn't be destroyed and we needed to capture it with the same function ala conquest control points?
What if the mode was symmetrical and we had to control the AI and escort them back to our own dropship from a neutral?

How would that affect the mode?

Maybe there could be more than 1 AI that had to be captured one after another? Would be more like stealing prototype mechs from a star league base and there could be some interesting ideas around that concept and that might even let it work in FP as a mode.
What if there was more than one location to get the mech from?

...

The point though is that when a mode has a win condition based on destroying an objective, rushing the objective denies the extended game play that makes FP more interesting.

#13 Kamikaze Viking

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Posted 24 June 2019 - 09:46 PM

For me this is a classic case of people hating the mode.

When in fact they are really hating certain player behaviors caused by the mode. IE Base rushing.

One of the Key factors i was unaware of is that Base turrets cannot detect and shoot Stealth armoured mechs.
A simple solution could be to make base turrets detect stealth mechs, but with an increased delay or reduced range. So that there is still a valid reason to use stealth. But that stealth is not an easy, instant win base rush anymore.

#14 Prototelis

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Posted 24 June 2019 - 11:04 PM

The mode encourages base rushing, thus it is a perfectly valid reason to hate the mode and want it to be adjusted or removed from FP rotation.

I don't know what game mode you've been playing but stealth mechs are hideously ineffective at a base dunk strat; you hit heat cap well before not getting shot by turrets matters.

Edited by Prototelis, 24 June 2019 - 11:05 PM.






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