Add A Timer To Assault Mode So Capping Can't Start In First 5 Minutes
#1
Posted 10 December 2022 - 12:26 PM
Not fun. I don't mind losing to the objective, but seriously, this sucks. Stay behind you say? Guard the cap, you say? In today's PUG world of supercharged NASCAR, good luck with that.
#2
Posted 10 December 2022 - 12:31 PM
[Assault] That One Time In Event Queue...
https://mwomercs.com...-in-event-queue
#3
Posted 10 December 2022 - 02:48 PM
TriggerHappyPacifist, on 10 December 2022 - 12:26 PM, said:
Not fun. I don't mind losing to the objective, but seriously, this sucks. Stay behind you say? Guard the cap, you say? In today's PUG world of supercharged NASCAR, good luck with that.
Complaining about lemming behavior in a mode where it randomly selects 24 players who are mostly solo drops is a bit of a rant yes? Nothing to be done about it other than lance up and use voip to coordinate your own lance and hopefully get some pugs to follow along.
#4
Posted 10 December 2022 - 08:38 PM
By Any Other Name, on 10 December 2022 - 07:41 PM, said:
Now, this might not be feasible on every map but what if you set up a good firing line with some degree of overwatch on your cap instead of running to the middle and circling about apropos of nothing in particular?
Not aimed at you in particular, but as a general thought.
Its not impossible to stage a defense, but so long as you can end a match quicker just by killing the other team, and for better money, people just do that. OP is annoyed because someone dared to base cap rather than just play skirmish with extra steps. I get it, and its not his fault; assault is definitely a game mode that would benefit from some form of respawning.
#5
Posted 10 December 2022 - 09:07 PM
Folks manage to do it in tier 5 solo drop matches, not really sure why it should be so hard for players that grinded their way up the tiers to pull off.
#6
Posted 11 December 2022 - 12:26 PM
Meep Meep, on 10 December 2022 - 02:48 PM, said:
Complaining about lemming behavior in a mode where it randomly selects 24 players who are mostly solo drops is a bit of a rant yes? Nothing to be done about it other than lance up and use voip to coordinate your own lance and hopefully get some pugs to follow along.
Well, yes, it is a rant. On the other hand, I did make a suggestion along the way. And I *think* it would work in lemming mode without penalizing teamwork, either.
#7
Posted 11 December 2022 - 12:40 PM
#9
Posted 11 December 2022 - 12:58 PM
#10
Posted 11 December 2022 - 03:09 PM
pbiggz, on 10 December 2022 - 08:38 PM, said:
Its not impossible to stage a defense, but so long as you can end a match quicker just by killing the other team, and for better money, people just do that.
It's also, y'know... more fun than standing in a square.
Mercifully the "NASCAR past one another and stand in square" matches are very rare, but they're extremely pointless and wastes of time when they do happen.
Edited by Kanil, 11 December 2022 - 03:09 PM.
#11
Posted 13 December 2022 - 02:01 PM
That said, I bought a spider for the snub fun, and my first match I just sat on the cap and was completely ignored. My team was getting wiped, but we won, and I got almost nothing to grind the skills, so never did it again.
#12
Posted 13 December 2022 - 09:35 PM
Third zone in the middle/side that unlocks your teams base to be fought over by the third lance- 2/3 gets the win.
Most of the (at least the newer) maps have plenty of space you could do that and drop out the lances spread out enough to highly encourage that the game mode is played out rather than just a skirmish match or attempted rush.
If you want modes that encourage against skirmish/deathball play, the first thing you need to do is spread the match out enough that it's more efficient to take on the mode than slam together in a ball. Some maps should probably only have skirmish unless they are being played 8v8 or less. Or Domination, but that mode is effectively just skirmish with a preset fighting location.
#13
Posted 15 December 2022 - 07:58 AM
crazytimes, on 13 December 2022 - 02:01 PM, said:
That said, I bought a spider for the snub fun, and my first match I just sat on the cap and was completely ignored. My team was getting wiped, but we won, and I got almost nothing to grind the skills, so never did it again.
Unless you've got a spreadsheet with hundreds or thousands of matches detailed, your claim about capping usually results in a loss is iffy at best. Two or three lights in your base can lose you the game quickly, especially if your team is reluctant to go and do anything about it. If you pick the right time to cap, then it's a really easy win. Especially if the mechs doing the capping can fight off or kill the mechs that show up first to try and stop the cap.
What loses you the game is when people choose their timing poorly. Having two or three of your team's mechs desperately trying to cap while the entire enemy team shows up to stop the cap is how capping can lose you the game. Not going back to defend your cap when you really should is how capping can lose you the game.
Capping when the enemy team has to choose between losing the to the cap, or turning around to get gunned down from behind? That's a great time to cap, and can win you the game.
As for the suggestion for no capping in the first 5 minutes? Nah. If the red team is able to pick the right time to cap, and are successful, why penalize them for using good strategy and tactics?
#14
Posted 15 December 2022 - 01:14 PM
Gasboy, on 15 December 2022 - 07:58 AM, said:
What loses you the game is when people choose their timing poorly. Having two or three of your team's mechs desperately trying to cap while the entire enemy team shows up to stop the cap is how capping can lose you the game. Not going back to defend your cap when you really should is how capping can lose you the game.
Capping when the enemy team has to choose between losing the to the cap, or turning around to get gunned down from behind? That's a great time to cap, and can win you the game.
As for the suggestion for no capping in the first 5 minutes? Nah. If the red team is able to pick the right time to cap, and are successful, why penalize them for using good strategy and tactics?
The gamemode isn't actually the problem, the missing respawns are.
Since you can't repair, you are realistically only going to get into one or two actual fights before you pop, meaning you are committing to capping, defending, or fighting the enemy team in the middle.
Fighting the enemy team in the middle is generally the best paying, and most fun, so most people do that, and then feel bad when a cap happens, but if the match happened in multiple waves, defenses and attacks become viable strategies, teams have the room needed to pivot and change strategy because damaged mechs can be replaced quickly, there ends up being alot more push and pull, etc.
#15
Posted 15 December 2022 - 01:28 PM
#16
Posted 15 December 2022 - 01:49 PM
Sorry you took the 1% for the rest of us
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