Can Qp Incursion Mode Work In Fw?
#1
Posted 07 January 2022 - 10:52 AM
To make it work, I assume one just needs to bump up the total damage required to take out the various buildings in the base (by a factor of 2X or 3X, maybe more), maybe some tweaking on the charging and use of those three different abilities you get from the fuel cells? Maybe up the damage needed to take out the turrets in the base.
I assume most of the FW community will probably hate this idea since Incursion is not the most favorite mode. My point of view would be that this would be a different flavour of the FW QP Assault mode. And I assume it would not take alot of work by PGI to include this mode into FW since at this point I assume they do not have alot of pers working on this game anyways.
So I throw this here to see what others think as I go on to play some more garbage FW matches (on my part, I see others playing FW as they normally do).
#2
Posted 07 January 2022 - 11:14 AM
#3
Posted 07 January 2022 - 12:36 PM
#5
Posted 07 January 2022 - 02:22 PM
OP - incursion used to be in FP. Everybody hated it since it is an objectively bad game mode.
#6
Posted 07 January 2022 - 03:24 PM
I can't tell you why the groups that did this thought it was fun, but seeing as how they did it for game after game after game, they must have derived some sort of pleasure. However, it really sucked for their opponents.
#7
Posted 07 January 2022 - 04:38 PM
#8
Posted 07 January 2022 - 05:57 PM
Jeff on a Buffalo, on 07 January 2022 - 04:38 PM, said:
Assault is a cap point.
Incursion is a destroyable base.
That is how they are different and it is why incursion sucks beyond comprehension. You can stop Assault cap at any range you cannot stop base diving.
Only the grubbiest of low skill units enjoyed Incursion. It is worse than Gen-Rushing in Invasion..
#9
Posted 07 January 2022 - 06:02 PM
#10
Posted 07 January 2022 - 06:15 PM
- Base hitpoints doubled
- Turret hitpoint doubled
- Turrent Damage increased
- Perhaps look at putting some turrets onto the walls so they can spot enemys on radar and at least shoot them.
- Add 2-3 extra turrets in the back/center somewhat elevated with LL or ERM, hell even ERL
- Make one battery per side a little closer to the spawn than in the centre (~400m would be sufficient). Allowing for early radar and/or ECM etc.
All of this is never going to happen though as it means completely different config for FP. A few of these things were suggested way back and yeah, too hard basket.
#11
Posted 12 January 2022 - 06:37 AM
EDIT: After reading the rest of the thread I see that everyone corrected OP and said how terrible it was lol. Just +1ing here
Edited by Telemachus -Salt Wife Salt Life-, 12 January 2022 - 06:38 AM.
#12
Posted 12 January 2022 - 02:56 PM
I think incursion could have been a good game mode if it was asymmetrical, with one team defending a base and one attacking, and then with adjustments it could have been good for FW too.
#13
Posted 12 January 2022 - 03:23 PM
If time runs out, the team with more base damage wins. The best strategy would be to simply fight the other team & control the map, while slowly & steadily advancing towards their base.
#14
Posted 14 January 2022 - 01:15 AM
buildungs and Turrets get a buff (I still want Calliopes from MW4 in here...),
PLUS THIS to deskirmish the game mode:
Cyrilis, on 06 May 2018 - 11:56 AM, said:
My actual suggestion:
Make the dropship that is called in by the AC tower not shoot mechs, but the enemie's base buildings. And set apriority to the 'functional' buildings!
[...]
Sjorpha, on 12 January 2022 - 02:56 PM, said:
I think incursion could have been a good game mode if it was asymmetrical, with one team defending a base and one attacking, and then with adjustments it could have been good for FW too.
Thats pretty much the siege mode...
Extra Guac, on 12 January 2022 - 03:23 PM, said:
If time runs out, the team with more base damage wins. The best strategy would be to simply fight the other team & control the map, while slowly & steadily advancing towards their base.
Thats pretty much skirmish...
Edited by Cyrilis, 14 January 2022 - 05:32 AM.
#15
Posted 19 January 2022 - 04:33 AM
on evenings with lots of similar matches, incursion was an opportunity for a nice switch of 'pace' and playstyle.
even rushing things was nice every now and then, just to get out of "doing always the same"-stuff that many seem to swear by.
but yes: it was implemented rather bad, and in typical PGI-fashion it got axed rather than being adjusted.
could have been a great mode with a few easy xml-changes, but nah.. can't have nice things.
Edited by Teenage Mutant Ninja Urbie, 19 January 2022 - 04:33 AM.
#16
Posted 19 January 2022 - 09:36 AM
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