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Fp Conquest Tickets To 2000


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#1 D A T A

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Posted 28 March 2021 - 01:55 PM

I know PGI told us (the gulag) to focus on how to improve QP maps, not FP maps, but this is litterally a 1 button change requested by EVERYONE.

Faction Play conquest tickets are too low and should be rised asap, even in april patch.

Just doing this post to double check the consensus on this again.

#2 SmokeGuar

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Posted 28 March 2021 - 03:35 PM

1500 - 1750. 2000 only turns conquest to skirmish or some weird cap only tactic. On smaller maps players are already permadying with 1250, bigger less frequent, but it happens.

#3 MechWarrior5782621

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Posted 28 March 2021 - 08:13 PM

In QP the ticket count is 750, so it's plainly ridiculous that the count is only 1250 in FP, with 4 mechs.

QP conquest is never decided by caps, but FP conquest is always decided by caps.

The ideal, balanced scenario is probably around 650 for QP, and 2200 for FP.

#4 YouKnowNothing

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Posted 28 March 2021 - 10:44 PM

View PostSmokeGuar, on 28 March 2021 - 03:35 PM, said:

1500 - 1750. 2000 only turns conquest to skirmish or some weird cap only tactic. On smaller maps players are already permadying with 1250, bigger less frequent, but it happens.


So, adjusted points for every map, depending on its size and time to get from spawn to the cap points? Damn, what a crazy idea Posted Image

#5 tacorodwarrior

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Posted 30 March 2021 - 05:19 AM

YES YES minimum 1750

#6 II Marauder II

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Posted 30 March 2021 - 06:40 AM

View PostSmokeGuar, on 28 March 2021 - 03:35 PM, said:

1500 - 1750. 2000 only turns conquest to skirmish or some weird cap only tactic. On smaller maps players are already permadying with 1250, bigger less frequent, but it happens.


I´m with SmokeGuar on this one.

Dont kill the only slightly diferent game mode, keep cap games viable for pugs.

Go up from 1250 to 1500. Then adjust on larger maps a few months later.

#7 D A T A

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Posted 30 March 2021 - 02:55 PM

i believe that you all want the same thing, but people who say that less than 2k is enough simply can not translate properly the tickets in seconds.

from 1250 to 1750 is litterally just 3-4 minutes more in the game.....not even close to what you need to play all 4 waves.
even 2000 is going to be barely enough.

2000 is not twice as long as 1000, because you DO NOT start with points alredy capped, you actually need to go cap them, so the increment means less, because the points are already capped

Edited by D A T A, 30 March 2021 - 02:56 PM.


#8 Nightbird

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Posted 30 March 2021 - 03:29 PM

A good Conquest in FP is fast and hectic, and it's normal for a team to have 30+ kills when a conquest match ends. We don't want FP to become like QP where everyone ignores caps. Even 1500 would allow most matches to reach 40kills, which is good enough IMO. 1750 would be fine as well, but would result in some kill all then cap matches.

Edited by Nightbird, 30 March 2021 - 03:29 PM.


#9 dario03

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Posted 30 March 2021 - 09:27 PM

I think 1750 would be a good place to start. Adjust again if needed but if one team is holding 3 caps the entire time that adds about 4.75 minutes to the match. Conquest games sometimes end with a lot of kills and often some permadead so giving to much extra time will result in caps not mattering till the end like in qp. So you just kill the enemy and then cap, which makes the mode like skirmish but with more waiting after one side is dead.

Another way to increase the time it takes to cap win would be to increase the amount of time a cap stays neutral when flipping it from enemy to friendly. It used to be like this and made uncapping and then leaving so you didn't get jumped an actual choice. Now a cap is almost always held by one team in qp/fp so it is always counting. If it was sometimes neutral then points wouldn't increase as much, and might add a bit of strategy.

Edited by dario03, 30 March 2021 - 09:41 PM.


#10 Brauer

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Posted 31 March 2021 - 01:49 PM

View Postdario03, on 30 March 2021 - 09:27 PM, said:

I think 1750 would be a good place to start. Adjust again if needed but if one team is holding 3 caps the entire time that adds about 4.75 minutes to the match. Conquest games sometimes end with a lot of kills and often some permadead so giving to much extra time will result in caps not mattering till the end like in qp. So you just kill the enemy and then cap, which makes the mode like skirmish but with more waiting after one side is dead.

Another way to increase the time it takes to cap win would be to increase the amount of time a cap stays neutral when flipping it from enemy to friendly. It used to be like this and made uncapping and then leaving so you didn't get jumped an actual choice. Now a cap is almost always held by one team in qp/fp so it is always counting. If it was sometimes neutral then points wouldn't increase as much, and might add a bit of strategy.


Agreed, 1750 should be the place to start. I don't think the goal should be "all players use all four mechs" and kills ultimately decide every match with a dash at the end to cap points. I think 2,000+ risks turning it into skirmish. Having some variety is fun, and FW teams can be organized enough to make conquest play differently than other game modes.

#11 D A T A

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Posted 01 April 2021 - 05:45 AM

Why are the mechs even there if the goal is not to use them?

#12 Nightbird

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Posted 01 April 2021 - 06:48 AM

Why are the objectives even there if you can just ignore them? The entire point of objectives is to change the flow of combat to be different from Skirmish, they only have an impact if you can't perma-dead the entire other team before paying attention to them.

Edited by Nightbird, 01 April 2021 - 06:52 AM.


#13 Ignatius Audene

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Posted 01 April 2021 - 06:53 AM

View PostD A T A, on 01 April 2021 - 05:45 AM, said:

Why are the mechs even there if the goal is not to use them?


I dont See your problem. U dont need 2 run around like crazy 2 win. U can cover 2-3caps easy with ranged dakka or erll.
Conquest is only ********, if teams are missmatched and u end up with 4-5 cap all time. But then it is prob better, if the match is over faster.


#14 MechWarrior5782621

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Posted 01 April 2021 - 05:14 PM

The losing team should be permadead in about 50% of conquest matches. That would be the best indicator of optimal balance between capping & killing.

#15 Nightbird

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Posted 01 April 2021 - 07:27 PM

View PostFainting Goat, on 01 April 2021 - 05:14 PM, said:

The losing team should be permadead in about 50% of conquest matches. That would be the best indicator of optimal balance between capping & killing.


So... 50% of Conquest matches should be played like Skirmish?

#16 MechWarrior5782621

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Posted 02 April 2021 - 06:02 PM

View PostNightbird, on 01 April 2021 - 07:27 PM, said:

So... 50% of Conquest matches should be played like Skirmish?


Uh, no. Why would you play conquest like skirmish?

#17 Natural Predator

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Posted 10 April 2021 - 04:20 AM

Screw it take it to 3000 ticks, **** PVE, If you wanna play PVE I am sure hello kitty adventures would love to have ya.

#18 LordNothing

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Posted 11 April 2021 - 01:28 PM

i think id put it somewhere between 1500 and 1800. any less and its not a big enough change, more and its skirmish.

#19 justcallme A S H

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Posted 14 April 2021 - 09:55 PM

I hear rumours 1750 might be on the cards.


Life is good.

#20 D A T A

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Posted 16 April 2021 - 08:29 AM

It is, we told them and they are seeing what they can do for 1750





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