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The Faction Play Proposal


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#81 Hammer Hand

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Posted 21 November 2020 - 07:13 PM

"There are a lot of players out there who want to group and play with their friends but do not want to participate in faction play.
So a question might be how to make faction play appealing to that portion of the population?"

Once you are in a drop I don't understand how a player could not have fun at Faction. I believe that the wait for a drop is the big one but as Yondu mentioned having a good deck is huge. Understanding that the builds in each of the different areas (Faction, Quick Play, Comp and Solaris) are not the same and neither is the play style. I think there is an opportunity/possibility to make faction the group play area. Moving that together would help the waits. Not liking faction is like... idk not liking chocolate or ice cream.

This is all good discussion and I am very hopeful about the future of MWO.

Edited by Hammer Hand, 23 November 2020 - 06:03 AM.


#82 Yondu Udonta

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Posted 21 November 2020 - 10:05 PM

View PostD A T A, on 21 November 2020 - 04:33 AM, said:

Conquest is 2000 tickets oryou will not even notice the difference.
Siege is not fine: group vs group it only turns out in massive firing lines guarding the narrow points. This is EXACTLY why fp failed.
Siege maps need the gates to be REMOVED entirely

imo 1750 is a decent place to change to first, then if it is still too little 2000 should be fine, nothing more.

I feel like it is more of map design that is the issue for Siege. The reason why I like Emerald Taiga is that there isn't many chokepoints like some other maps such as Sulfurous Rift. For the near future I don't see a way how this can be fixed.

#83 Yondu Udonta

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Posted 21 November 2020 - 10:16 PM

View Post50 50, on 21 November 2020 - 03:35 PM, said:


Point taken.
Mind you, can almost do that now and just have a drop deck of 4 assassins as it meets the minimum requirement.
Having them destroyed prevents the reuse of a single mech up to the maximum tonnage allowed however this could also be done by have a re-drop limit.
ie. Siege you get 4 re-drops, scouting gets 1, conquest gets 2 etc.
Would a re-drop limit for the missions solve that?

By adding flexibility it will remove some of the risk and potential variety from putting together and selecting the right drop deck.

You probably have to reduce the re-drop limit to either 2 or 3 if such a system comes into play. Running a 3ASN, 3VL, 1CMD deck would still sound pretty damn OP to me. Perhaps if balance changes come around it could be feasible.

Putting together and selecting the right drop deck can be easily taught. I believe that it is a matter of learning since I've seen people with thousands of games running wrong builds on the wrong maps, while people that I taught how to play FP get the rationale and all behind mech selection

#84 50 50

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Posted 22 November 2020 - 03:32 AM

View PostYondu Udonta, on 21 November 2020 - 10:16 PM, said:

You probably have to reduce the re-drop limit to either 2 or 3 if such a system comes into play. Running a 3ASN, 3VL, 1CMD deck would still sound pretty damn OP to me. Perhaps if balance changes come around it could be feasible.

Putting together and selecting the right drop deck can be easily taught. I believe that it is a matter of learning since I've seen people with thousands of games running wrong builds on the wrong maps, while people that I taught how to play FP get the rationale and all behind mech selection


In trying to add more function and meaning to the missions by having a tonnage limit or drop limits assigned there instead of on the drop decks themselves we might have other features that could tie into them but at the same time, flipping the system on it's head like this opens a can of worms.

Then having to apply restrictions to try and maintain balance/fun defeats the purpose of trying to add flexibility.
Maybe a timer on the mechs so you can't re-use the same one straight away, maybe a weight class limit (like scouting) according to mission, maybe linking some objectives to unlocking a mech in the drop deck....
Lot of if's and maybe's.

Another direction would be to try and use a single drop deck across multiple missions and carry rewards and effects from one mission to the next at the group level. That would be very different.

View PostHammer Hand, on 21 November 2020 - 07:13 PM, said:

Once you are in a drop I don't understand how could not have fun at Faction. I believe that the wait for a drop is the big one but as Yondu mentioned having a good deck is huge. Understanding that the builds in each of the different areas (Faction, Quick Play, Comp and Solaris) are not the same and neither is the play style. I think there is an opportunity/possibility to make faction the group play area. Moving that together would help the waits. Not liking faction is like... idk not liking chocolate or ice cream.

This is all good discussion and I am very hopeful about the future of MWO.


A lot of players would throw up the argument that they don't have the time to play a 30min match.
Wait times just to get a match and stomps would be other arguments.
Spawn camping has also been a pretty big point of debate in the past.

#85 Bistrorider

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Posted 22 November 2020 - 04:58 AM

View Post50 50, on 22 November 2020 - 03:32 AM, said:

Spawn camping has also been a pretty big point of debate in the past.


Some fixed bases, like in Incursion, can do the job. In Siege - for attacker. In other modes - for both sides.

Why not merge Incursion bases into Faction? For example: You play Domination in Faction, winning conditions are the same, but both sides have bases, both sides can go for Fuel Cells and use Support Towers in their bases. Destroying the base buildings is not a winning condition then, but it gives some C-bills, points bonus.

Then it could be something like:

Conquest with Incursion bases.

Assault with Incursion bases. So basically Assault mode is changing to something like Incursion, and both sides are attacking the base.

Skirmish with Incursion bases.

Incursion changes to attack/defend mode (something like little Siege)

I see present Incursion as great addition to game modes, not a great game mode itself. This way we will have some additional objectives to do. Also some small outposts to capture, with turrets and such, can be cool addition to the game.

#86 TWLT S

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Posted 22 November 2020 - 12:20 PM

Have there ever been ideas how to implement an emergcy break against stomps in Faction Play? I have the feeling, that if stomps occure in faction play things get really salty and moral of the losing team is hit quite hard. I have the impresion, that a lot of people have no fun at all, getting farmed for the 10-8 min. And no fun means usually that people dont want to repeat this experience and simply play something else. So maybe it would be worth implementing some mechanics, where stomp games end earlier in order spare people a bad time.

Maybe games should simply end, if one team pushes a certain number of mechs ahead. Like maybe 14 or 16.

#87 50 50

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Posted 22 November 2020 - 06:11 PM

Quote

Some fixed bases, like in Incursion, can do the job. In Siege - for attacker. In other modes - for both sides.

Why not merge Incursion bases into Faction? For example: You play Domination in Faction, winning conditions are the same, but both sides have bases, both sides can go for Fuel Cells and use Support Towers in their bases. Destroying the base buildings is not a winning condition then, but it gives some C-bills, points bonus.

Then it could be something like:

Conquest with Incursion bases.

Assault with Incursion bases. So basically Assault mode is changing to something like Incursion, and both sides are attacking the base.

Skirmish with Incursion bases.

Incursion changes to attack/defend mode (something like little Siege)

I see present Incursion as great addition to game modes, not a great game mode itself. This way we will have some additional objectives to do. Also some small outposts to capture, with turrets and such, can be cool addition to the game.


The idea has popped up before about combining elements of various missions like Conquest/Incursion (Hell, even Escort) into one mega mission and there are various combos and possibilities in that idea. Conquest is considered a good fit for FP, but we have seen how other QP missions that looked like they would be good, like Incursion, fall well short.

However, behind the scenes it is basically writing a brand new system and if that was the direction to take, then we could do a lot better. Siege was designed for FP from the ground up, as was scouting, I'd have to suggest that if a new mission was added that it was also worked from the ground up. Maybe it incorporates some elements from other missions, but it needs to be designed firstly with FP in mind.

Quote

Have there ever been ideas how to implement an emergcy break against stomps in Faction Play? I have the feeling, that if stomps occure in faction play things get really salty and moral of the losing team is hit quite hard. I have the impresion, that a lot of people have no fun at all, getting farmed for the 10-8 min. And no fun means usually that people dont want to repeat this experience and simply play something else. So maybe it would be worth implementing some mechanics, where stomp games end earlier in order spare people a bad time.

Maybe games should simply end, if one team pushes a certain number of mechs ahead. Like maybe 14 or 16.


It's an age old problem with multiple sides to the argument.
-If players do not advance from their drop locations far enough or even leave them they will get farmed.
-A weaker team will inevitably get pushed back to their drop zones if there are no other objectives to end the mission. (Ironically if a team that has the advantage goes for the objective to finish the match they get called out for objective rushing, but if they hang around to fight the mechs and get the payout, they get called out for spawn camping.)
-A simple truth is that the team with more mechs on the field will more than likely win therefore trying to eliminate a lance to get that number advantage sets up attacking a drop zone as a tactic.
-Some drop zone locations really do not help the problem.

There have been several suggestions to fix things such as:
-Put more defences/improve the defences around the drop zones. This sounds like a logical idea but in reality it creates a situation where players will not leave the illusion of safety of their drop zones and simply forces the opposing team to go there to find them guaranteeing that spawn camping occurs.
-Arming the dropships to the teeth and having them hang around. Same issue as above really.
-Moveable/selectable drop zones. Thought this was going to happen at one point but it never did. Something to do with the dropship flight paths I think but if that's what is holding it up then bugger it, get rid of the drop ships; use an elevator; drop pods from orbit; have the mechs simply 'appear'. I don't feel that this type of feature has been properly ddiscussed.
We can kind of change a player drop location at the moment by taking company command and swapping between lances, but that means dumping someone else in the fire and it's clunky and horrible work around at best.
-There was also talk of having some sort of feature where if one team after a period of time is down 2:1 in the kill count that the game might end at that point. Believe this was also close to getting implemented but not sure what happened. I believe the biggest argument against it was the loss of payout from the match but I am sure there is an answer for greeeeeeed. Most vets would be so loaded up with cash at the moment that I bet they simply don't care about c-bills any more.

Personally I would welcome some additional functionality so long as it made some sense and tried to continue and improve game play.
ie. A 'retreat' mechanic that gets triggered under certain conditions where players have to try and get their mechs to a designated exit zone and no further drops occur so it at least plays out instead of simply ending the game. Or a capture mechanic on the drop zones themselves and then having forward operating drop zones that can be selected to drop at so there can be this tug of war over those locations while still having fall back options.

Maps would need to change, the missions would all need to be updated for functionality, end of game results and effects need to be checked, test the features to look for gaps and exploits and work out the kinks. I'm sure players would happily give it a go live if fixes were quick based on the game play feedback. We don't want another 'Long Tom' scenario.

#88 Gagis

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Posted 23 November 2020 - 01:44 AM

View PostTWLT S, on 22 November 2020 - 12:20 PM, said:

Have there ever been ideas how to implement an emergcy break against stomps in Faction Play? I have the feeling, that if stomps occure in faction play things get really salty and moral of the losing team is hit quite hard. I have the impresion, that a lot of people have no fun at all, getting farmed for the 10-8 min. And no fun means usually that people dont want to repeat this experience and simply play something else. So maybe it would be worth implementing some mechanics, where stomp games end earlier in order spare people a bad time.

Maybe games should simply end, if one team pushes a certain number of mechs ahead. Like maybe 14 or 16.

Best solution would be a Concede button. Like the ready button but for voting for your team to give up.

A lot of matches are clearly over and irrecoverable about half way trough and its a waste of time to have the teams go trough the motions until the end. Having the ability to concede and queue up for another try would make it much less frustrating.

#89 Hammer Hand

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Posted 23 November 2020 - 06:15 AM

@ 50 50

I understand what you are saying about a player not wanting to wait for a fast group game. It is a valid concern/point.

Possible spawn camp solution - Being able to shift where and when people drop. Not move the drop zone but if Alpha is over run then they automatically shift to a different drop zone. Another option would be that if a drop zone is over run all drops are a lance at a time. Usually you know if the enemy is pushing the spawns. I am not a fan of Spawn camping but it is a good tactic to win. It is not good for the game or the other players, especially new to faction players. It feels like bullying, or getting bullied.

There was a rumor in the past that there was a way to change which drop zone people dropped in...

#90 Edeljoker

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Posted 23 November 2020 - 07:22 AM

Skill will always be op, and there is no way to balance that.

On the one hand you have players that play mwo for many years and know everything. Have super fast reactions, perfect aim (or aimbot - one of the major things this game needs is good anti cheat software - some people have godly aim, i really want to know if its skill or cheating), team members that havent even to be ordered to do something, because they know the routine and do the right things nearly always. In addition the builds are often ideal and the team tactics are perfect. Of course everybody has a high work rate and doesnt hide. So the pressure on the enemy is always very high.

On the other hand you have teams, that have NOTHING of the above. These teams will never have fun ag. the strong ones. And since there are not enough top teams, the strong ones farm the weak teams. And the weak teams dont return. This alone kills the mode.

The only fun weak teams can have in FW is, when they are lucky to have another weak team as enemy. Maybe the solution is, to bring MANY new weak teams to FW. Then the strong ones are rare to be met, and most drops are fun for the weak teams. And the rare drops ag. good teams would be a good teaching.

So again: We need many new players in FW. To achieve that we should make Soup Queue Solo Queue again and make FW THE ONLY GROUP mode. The wait time has to go down, maybe only 10 players per team.

Edited by Edeljoker, 23 November 2020 - 07:28 AM.


#91 Gagis

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Posted 23 November 2020 - 07:35 AM

View PostEdeljoker, on 23 November 2020 - 07:22 AM, said:

(or aimbot - one of the major things this game needs is good anti cheat software - some people have godly aim, i really want to know if its skill or cheating)

Most cheaters were banned back in the day and any current users of cheat software are extremely rare and should be easy to catch and ban. Cryengine is also so old that there isn't really anyone developing new tools for cheating either.

The average skill level in MWO is just absurdly low that even mediocre players like me get accused of cheating at times for... being kinda ok but not really good at aiming.

We need new players in the game to increase the average skill level so the matches will be more interesting.

Edited by Gagis, 23 November 2020 - 07:35 AM.


#92 Edeljoker

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Posted 23 November 2020 - 08:06 AM

When i use ppcs i have often close misshots. Or the ppc hits invisible things and since they are quite hot, you cant afford many misshots, if you want to perform over 2k. And there are people that dont have a single misshot, i watched their drop. And when i fake peek (i just show an arm with a fast mech and go back immediatly to cover without firing at all) THEY HIT ME although. Other good snipers dont hit me when i do that, is there a cheat to deactivate cover ?

Maybe its no cheat, maybe they just have much better con then me. On us servers i have a ping about 120 on eu about 40.

Edited by Edeljoker, 23 November 2020 - 08:07 AM.


#93 Gagis

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Posted 23 November 2020 - 10:09 AM

Some people watch and expect to see movement around usual pieces of cover, but the game also has some terrain that you can see around up close but not from afar and vice versa. Terrain hitboxes are consistent but on some maps visual shape of terrain is not. This is particularly bad on Alpine where you can sometimes see your target even though they are in cover and can't see you or you can sometimes shoot over cover despite enemy not being able to see you since the cover appears bigger on their screen.

This usually is not relevant for short range engagements so it usually does not come up in Quick Play, but it can happen, and is a real concern in FP and Competitive play where engagements can happen at much longer distances than whats typical for QP.

#94 Bistrorider

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Posted 24 November 2020 - 02:53 AM

View Post50 50, on 22 November 2020 - 06:11 PM, said:

Conquest is considered a good fit for FP, but we have seen how other QP missions that looked like they would be good, like Incursion, fall well short.


For me one of the problem with Incursion is that it is very unattractive objective to attack the base. Nothing encourage players to do it. What I really miss in MWO is some mode with fight for dropship (one of the biggest, armed like it should be). Simplest way would be to replace bases with landed dropships (one for a team) and see how it will go.

EDIT:

Or something as simple as putting heavily armed dropship in place of cannon in Siege, or other little/bigger change in objective. Likke few types of siege mode, maybe selected by random. Like you have to destroy the dropship/cannon/something else.

Edited by Bistrorider, 25 November 2020 - 04:45 AM.


#95 50 50

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Posted 26 November 2020 - 05:00 PM

View PostBistrorider, on 24 November 2020 - 02:53 AM, said:


For me one of the problem with Incursion is that it is very unattractive objective to attack the base. Nothing encourage players to do it. What I really miss in MWO is some mode with fight for dropship (one of the biggest, armed like it should be). Simplest way would be to replace bases with landed dropships (one for a team) and see how it will go.

EDIT:

Or something as simple as putting heavily armed dropship in place of cannon in Siege, or other little/bigger change in objective. Likke few types of siege mode, maybe selected by random. Like you have to destroy the dropship/cannon/something else.


Incursion was meant to be a replacement for Assault in QP when it first hit the drawing board.
With a single wave with random players and mixed mechs you don't have the same sort of co-ordination as you do in FP so Incursion plays out as Skirmish most of the time and you take a poke at the base after killing the mechs.
But because you can do a co-ordinated rush in FP we quickly found that the mission didn't fit that well.
That goes back to the suggestion that the mission needs to be designed with the drop deck in mind and built for FP.
With that said, it could be a bit better for QP as well probably.

Personally I would flip Incursion around a bit and make it more of a capture and hold sort of mission.
That is:
-have 3 individual smaller bases split across the centre of the map.
-have each base represent one of the three towers (radar, jammer, air support) and randomise which base has which for each match.
-maybe have some unpowered defences at each base (various turrets)
-put the power cells at the drop locations
The primary objective for the players on both teams would be to capture and hold these bases and fight off the enemy. Use the power cells at the drop location to power the base function (and defences if that is used)
Because there are three separate locations, trying to hold all three would mean having to divide a team up, therefore the defences could provide some help against a combined push. But it incorporates a little of the conquest function that creates that moving battle back and forth. Three individual locations should see a bit of tug of war over the different locations throughout an extended match like we have in FP.
Randomising the locations gives a little value to scouting as does needing to check where an attack might be coming from if the radar isn't powered.
Maybe have the big Overlord dropships at the drop zones fully armed for this to emphasise the objective of holding the bases for the win.
I imagine there are holes and flaws that would be found in this sort of mission but in trying to aim it at FP first it's very easy to adapt it for QP because you don't worry about the additional waves.

View PostHammer Hand, on 23 November 2020 - 06:15 AM, said:

@ 50 50

I understand what you are saying about a player not wanting to wait for a fast group game. It is a valid concern/point.

Possible spawn camp solution - Being able to shift where and when people drop. Not move the drop zone but if Alpha is over run then they automatically shift to a different drop zone. Another option would be that if a drop zone is over run all drops are a lance at a time. Usually you know if the enemy is pushing the spawns. I am not a fan of Spawn camping but it is a good tactic to win. It is not good for the game or the other players, especially new to faction players. It feels like bullying, or getting bullied.

There was a rumor in the past that there was a way to change which drop zone people dropped in...


If we could get games in FP as quickly as we can in QP it might be a different story.
I would like to see siege (and scouting) added to QP to see how it plays out with a single wave (and for scouting just to see what happens with 12 mixed players) of mixed mechs.
Much of the appeal of FP is having the longer game with more mechs but it might be worth debating if that was/is the right approach.
Maybe it should have been that when you play FP you pick a drop deck and have to use that drop deck across 4 missions with a single drop in each mission and carrying damage/destroyed mechs from one mission to the next so there is a sense of continuation.
Maybe subsequent drops is an option a player can elect to do or not or perhaps you have to achieve certain objectives to be allowed a second drop.
Take siege for example. Not naming a particular map, but sometimes a team fails to open the gates and could burn 1 or more waves just doing that. I've seen teams hold fire in these situations and provide guidance just so the fight can continue. What if you could not drop in your second mech unless a gate had been opened? Have a quick win victory for the defenders "You successfully defended the gate." Done. Drop again.

You can change your drop location at the moment by moving yourself or another player to a different lance. The lances are tied to particular drop locations and also to particular dropships. Alpha goes in Alpha dropship to Alpha dropzone and so on. So if you move yourself to Beta lance you will take Beta dropship to Beta dropzone.
This unfortunately means that you also move some poor sod from Beta to Alpha and if Alpha is overrun.... well, you can imagine the salt.
The function isn't good enough and there needs to be some real thought and testing put into how to manage the drop zones and locations.
Here's a simple truth though: If we don't have respawns, there is no spawn camping.
Just thinking about this a little and be good to get some thoughts on it, given the above about having an options drop again or drops tied to objectives should there be an option to eject?

#96 Iron Buccaneer

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Posted 21 December 2020 - 04:45 AM

Sorry I did read the post but not the responses but there are a couple ways to improve the smoke diving issue.

First make it so that the drop ship cannot pick up mechs that have stealth and ecm engaged because they can't find them. Another would be to make it so that mechs that reach the dropship only escape with the actual intel that they gathered so as to encourage getting as many team members to the extraction as possible.

A more sophisticated way would be that in addition to not being able to pick up a mech that has stealth and ecm engaged make the dropship land and open it's bays. The extracting mech would have to get into the bay to be extracted making it easier to stop a smoke diving mech. Perhaps even have the dropship unable to fire on the ground.

Everything in the original post is spot on and low hanging fruit. I wish PGI would stop making perfect the enemy of good in Faction play. Give us back things that people like and that work and un-nerf large units. They were the lifeblood of Faction play. Penalizing success never works.

#97 General Solo

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Posted 21 December 2020 - 08:39 AM

If by smoke diving you mean on scouting mode...

View PostIron Buccaneer, on 21 December 2020 - 04:45 AM, said:


Sorry I did read the post but not the responses but there are a couple ways to improve the smoke diving issue.



Smoke diving issue!
LMFAO
You know exactly where the enemy will dive to!

If you can't stop them thats a skill gap issue, a match making one, smoke diving lol

I always used to look forward to smoke divers
Just leg them before they get in the boax

ez

#98 Iron Buccaneer

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Posted 21 December 2020 - 09:23 AM

View PostOZHomerOZ, on 21 December 2020 - 08:39 AM, said:

If by smoke diving you mean on scouting mode...



Smoke diving issue!
LMFAO
You know exactly where the enemy will dive to!

If you can't stop them thats a skill gap issue, a match making one, smoke diving lol

I always used to look forward to smoke divers
Just leg them before they get in the boax

ez


Personally I don't have a problem with it because I would just as soon have the mode put back in as is but a lot of people have had issues with it even veteran FP players who are good. Get gud isn't the only or best answer to game design especially when we are talking about getting more people to play.

#99 K O Z A K

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Posted 21 December 2020 - 09:31 AM

View PostIron Buccaneer, on 21 December 2020 - 09:23 AM, said:

Personally I don't have a problem with it because I would just as soon have the mode put back in as is but a lot of people have had issues with it even veteran FP players who are good. Get gud isn't the only or best answer to game design especially when we are talking about getting more people to play.


it just creates a mismatch where it takes practically no skill to smokedive, but a lot of skill to stop it, and if you had all 4 enemies smoke diving it was borderline unstoppable

it's similar to how incursion was in fp, it took no skill to base rush, but an almost impossible amount of skill to stop it

#100 Iron Buccaneer

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Posted 21 December 2020 - 09:45 AM

View PostHazeclaw, on 21 December 2020 - 09:31 AM, said:


it just creates a mismatch where it takes practically no skill to smokedive, but a lot of skill to stop it, and if you had all 4 enemies smoke diving it was borderline unstoppable

it's similar to how incursion was in fp, it took no skill to base rush, but an almost impossible amount of skill to stop it


I agree. I smoke dove quite a lot and was successful probably more often than I should have been. It's not hard to hide a Pirates Bane in terrain then rush in under cover to break the plane at the last second under the nose of four 55 ton mechs.





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