sycocys, on 22 January 2023 - 04:33 PM, said:
Well to be fair conquest is a considerably easier fix, just needs better placement of the caps and the teams spread out so they contest lances at the 3 center caps.
They could probably do something with assault by using that big area system they have with domination at each base and making it med/light lances v assault/heavy lance. At least it would be functionally different.
Can't comment much on Incursion as I've only been able to force it with multipliers once and it honestly was a far better match played out even with the somewhat wonky mechanics of transporting energy. Only thing I could say off of one play is maybe make things stay on unless they get damaged enough to turn them off - or they only stay on if you are in a certain proximity of the base and not destroyed and remove the energy transport you just turn them on/repair with the cap mechanic.
Incursion is actually an excellent game mode which is really fun to play, is really well balanced on other maps, and running batteries is an amazing way to level up 'mechs that move faster than 100 kph (better than 120 kph, preferably).
On Crimson Strait, specifically, it's a pretty straight shot from the base on the water to the saddle. From the top of the saddle, they can shoot down into the enemy base and hit a few of the structures. At least with Assault, capping stops as long as someone in the cap point is taking damage. With Incursion, a dedicated team can roll down into the base and shoot the base structures, ignoring the fact that they're being shot by turrets and other 'mechs, and wipe out the base structures before they all die, unless they're all killed between the saddle and the base by the defending team. The waterfront team thus always has the initiative, and always has control over the match.
With Assault, the base is in the same area, but you have to go down to it, and stand in it, and while you're taking damage, the cap progress stops. This means the defending team has a chance to return-to-base, either going back the way they came, or circling around behind the enemy team and shooting them all in the back from the Saddle area where they just were. It's still hard, and the waterfront team still has the initiative, but the odds are still better than getting into the top of the saddle only to find your base a smoking ruin and a "defeat" banner at the top of the screen.
Conquest is five cap points spread across the map. They accrue one point per second per base, and the first team to 750 points wins. It's easily the best game mode in the game because the main battle can happen over any of the five cap points, or over two or three of them at once. Most Skirmish/Assault/Domination/Incursion matches, the same fight happens in the same place, every time.
Oh, and the complaint is that you can see three (or four) of the cap points from one location on the map, and thus "control" those cap points with one 'mech. I'm arguing that that's a gross exaggeration of the capabilities of the 'mech in question. There aren't really many places to move those cap points where they can't be seen from that point, however, since that point overlooks at least 1/2 the map, because it's an island with open water providing clear sight lines.
Edited by C337Skymaster, 22 January 2023 - 05:00 PM.