Remove Dom And Assault, And Put Conquest Back In
#1
Posted 21 December 2019 - 05:37 PM
get rid of dom because combat avoidant types like to throw games because no one wants to take center. they think they can control the center with trading and then fail to trade with enough frequency or success to actually stop capping. its also way to easy for one side to push hard and deny the circle and the end result is a 2 minute game.
conquest on the other hand is all about map control and usually forces a lot of pocket battles all over the place. raise the cap goal so we can start getting into our fourth mechs and it will be better. fp conquest was the best damn mode in the game, and the qp shell of the mode is all that remains.
and more siege. there is not enough siege.
#2
Posted 21 December 2019 - 10:48 PM
and another that ended early because some idiot wouldn't get out of the circle.
Edited by LordNothing, 21 December 2019 - 11:15 PM.
#3
Posted 22 December 2019 - 10:02 AM
Needs a longer timer and a bigger pee stain.
Assault fine, but likewise needs a longer time.
I do miss conquest; conquest easily the most interesting and dynamic mode.
Edited by Prototelis, 22 December 2019 - 10:03 AM.
#4
Posted 22 December 2019 - 07:41 PM
#5
Posted 22 December 2019 - 11:37 PM
Prototelis, on 22 December 2019 - 10:02 AM, said:
Needs a longer timer and a bigger pee stain.
Assault fine, but likewise needs a longer time.
I do miss conquest; conquest easily the most interesting and dynamic mode.
agree with almost everything, except put conquest back in, I would support removing all qp maps and modes from fp to be truthful, but ya, to say domination sucks in every mode is an understatement , not sure why it is even in the game, it brings the stupid out in people lol
#6
Posted 23 December 2019 - 02:48 AM
#7
Posted 23 December 2019 - 05:34 AM
Assault is a terrible mode for FP for several reasons. First, it changes the way maps play for the worse. Frozen City usually turns into a fun mid-range fight in F7 except on Assault and Domination, either of which changes the style of play to a snipe-fest. On Crimson Straight I've seen two stacked teams stand-off at the saddle because the non-water side can't risk leaving their base exposed by going tunnel-side. And to poke the saddle is almost instant-death so a standoff ensues. Not fun and totally not the case with Skirmish.
Secondly, as others have said, having your base capped is just silly. As recently as last week, I've seen IS teams wait for Clans to leave their base (you know in order to shoot mechs, blasphemy) only to see several Spider-5V's with cap accelerator circle around the map to cap the base in seconds. How is this fun for anyone?
Most QP maps in FP are far better off without these modes. if we must have these maps in FP (many FP vets enjoyed FP most when it was just Siege, Counter Attack, and Hold Territory) then just leave them Skirmish.
As for Conquest, I'm (really my entire unit is) with with Jewce on this one. More standing standing in squares or guarding squares or chasing things that are headed for squares you just stood in. Hardest mode to drop call because its just a big free-for-all basically. Personally I despise the mode and it was way over-used in FP.
If I recall correctly the win-condition was already raised to 1,500 but PGI removed it from FP after many, many complaints. Conquest is in a great place right now... you can find it in Quick Play. Enjoy it there but please keep it away from FP.
Edited by Charles Sennet, 23 December 2019 - 05:49 AM.
#8
Posted 23 December 2019 - 07:01 AM
#9
Posted 23 December 2019 - 08:00 AM
#10
Posted 23 December 2019 - 08:14 AM
#11
Posted 23 December 2019 - 10:44 AM
Ari Gold, on 23 December 2019 - 08:00 AM, said:
that's lance work, not teamwork. Siege requires teamwork or you will lose, keyword being "TEAM"
#12
Posted 23 December 2019 - 12:57 PM
The Jewce Iz Loose, on 22 December 2019 - 07:41 PM, said:
there was plenty of team work. hold 3, control the map, hunt squirrels, win. this takes coordination. and you can use the chicken with heads cut off argument on any of the modes where pugs are present.
but yes, more seige. i played for 3 days straight and didnt see one seige game, this is a thing that needs to be rectified asap. but i still stand by my stance on fp conquest being one of the best modes in the game, and its removal was a bloody travesty. there are other shell modes with meaningless token objectives that only result in premature endings or skirmish, those could have been pulled.
Edited by LordNothing, 23 December 2019 - 01:02 PM.
#13
Posted 23 December 2019 - 01:32 PM
#15
Posted 23 December 2019 - 05:22 PM
The Jewce Iz Loose, on 23 December 2019 - 10:44 AM, said:
why have lances if you aren't going to use them? why have big maps if all the combat takes place in one spot? why do mechs have legs if its going to be a turret match? i think much of the reason that units dont like conquest is that it conflicts with their choke control mindset.
#16
Posted 23 December 2019 - 05:27 PM
Charles Sennet, on 23 December 2019 - 05:34 AM, said:
qp conquest is a mere shell of what the mode is in fp. in qp it turns into yet another flavor of skirmish. in a game loaded with salt its nice to have a little pepper if for no other purpose than to break the monotony.
#17
Posted 25 December 2019 - 09:53 PM
#19
Posted 27 December 2019 - 12:17 AM
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