Event Queue/request Queue 2
#121
Posted 09 February 2024 - 09:47 PM
#122
Posted 10 February 2024 - 12:40 AM
#123
Posted 10 February 2024 - 02:33 AM
#124
Posted 10 February 2024 - 04:44 AM
Mad, MAD II, MAD IIC,
Warhammer and IIC version
Highlander and IIC Version
Timberwolf and MadCat
#125
Posted 10 February 2024 - 06:38 AM
5HR4PN3L, on 09 February 2024 - 06:24 PM, said:
Terra Therma is so underplayed these days - mostly for the heat issues.
Can we have an Event Queue with no heat penalties? Or the ambient temperature at sub-zero? Or even zero heat altogether?
I'd like an 8v8 drop-deck with 260 tonnage limit, so we get a nice mix of lights to assaults and not too much focussed fire.
Thanks!
I don't understand this at all. I love Terra Therma and it is 56 degrees cooler than Rubellite.
#126
Posted 10 February 2024 - 10:21 AM
#127
Posted 10 February 2024 - 10:45 AM
#128
Posted 10 February 2024 - 11:07 AM
Drop-decks just gives attackers the advantage.
Pretty much an automatic loss if you get the VIP.
We were losing on kills, I kill VIP, we win.
Edited by Artemus Prime, 10 February 2024 - 11:09 AM.
#129
Posted 10 February 2024 - 11:10 AM
TravelingMaster, on 10 February 2024 - 10:45 AM, said:
So what would you recommend ?
#131
Posted 10 February 2024 - 11:52 AM
Edited by Strelok7, 10 February 2024 - 11:55 AM.
#132
Posted 10 February 2024 - 11:57 AM
#133
Posted 10 February 2024 - 11:58 AM
Strelok7, on 10 February 2024 - 11:10 AM, said:
Well for one the spawn point is moronic for the Escort team. Put the team at the middle spawn and leave the VIP to start at the ocean spawn. That way when you respawn toward the end, you aren't a mile away, with the VIP right next to the enemy spawn.
Also looks like attacking teams drop points are the middle and north drop point. And I think the escort usual path goes from South drop point to the North enemy drop point. Maybe start the Escort in the north drop point with the team in the middle drop point. And have the VIP path take him to the furthest south drop point. That way the escort isn't ending at the enemy spawn nearly every match.
Edited by Crashburn, 10 February 2024 - 12:08 PM.
#134
Posted 10 February 2024 - 11:58 AM
Strelok7, on 10 February 2024 - 11:10 AM, said:
Assault, on a similarly big map so there's a delay for base-cappers to be reinforced, and room for either side to regroup so they aren't spawn-camped easily. Polar Highlands, Alpine Peaks, Forest Colony. Keep the mediums, that part worked.
The crux of the issue is the usage of escort mode. I get what they were going for here, dust off a discontinued mode for nostalgia purposes, but it was mostly unpopular for good reason, and the drop decks simply make it worse for defenders.
#135
Posted 10 February 2024 - 12:04 PM
Daeron Katz, on 10 February 2024 - 11:57 AM, said:
It's not so much an issue, as it's ultimately unnecessary and simply amplifies the flaws of the game mode. Defenders die and have an increasingly longer distance to cover to reach the target, attackers die and get a shorter distance.
As to how to fix it while keeping escort, I'm not sure how with the available options, not without defeating the point of using medium mechs in the first place. Perhaps others have ideas.
#136
Posted 10 February 2024 - 12:07 PM
Strelok7, on 10 February 2024 - 11:52 AM, said:
A really nice thing would be to be able to tell the Atlas to STOP instead of perpetually moving forward, often into a line of enemies raining fire on it. If defenders could at least momentarily stop the mech (maybe they can by just sitting in front of it, I dunno) to buy time to reinforce, it would help a little maybe.
I suspect if they were able or willing to make these kinds of changes, though, they'd never have gotten rid of escort in the first place.
#137
Posted 10 February 2024 - 12:09 PM
Daeron Katz, on 10 February 2024 - 11:57 AM, said:
Good day Daeron!
1) Is it possible to just try to beef up Armour on Atlas x3?
Matches don't go the full length anyway I think if you remove the drop deck, it will just make for a more boring match.
OR
2) Relocating the defenders drop in the middle of the map (like Crashburn said), will balance out the odds too.
Edited by Strelok7, 10 February 2024 - 12:12 PM.
#138
Posted 10 February 2024 - 12:35 PM
Daeron Katz, on 10 February 2024 - 11:57 AM, said:
I would say switch to light mech drop-deck or remove drop-deck. But idk, I can understand why the mode was removed. Not gonna lie, I'm still enjoying it... on attack
#139
Posted 10 February 2024 - 12:36 PM
Daeron Katz, on 10 February 2024 - 11:57 AM, said:
Also you could shrink the drop decks to 2 mechs only. No need for 4....I've never made it past a 2nd mech. I think the match is too short for a 4 mech deck anyway.
#140
Posted 10 February 2024 - 12:38 PM
Daeron Katz, on 10 February 2024 - 11:57 AM, said:
I've played a few drops, I think using drop decks with tonnage instead of limited chassis would help - could mix in a light for scouting and heavy for VIP bodyguard. I remember from the old days some of the issues we had, one was the fact that because it's an Atlas we can headshot it. Changing it to a different Assault in the future might help. A larger map would also be good too to stretch things out.
Overall, I'm having a lot of fun, win or lose . Thanks, from an old fart player, for bringing this back! INCURSION NEXT!!!!
Edited by CrustyMech, 10 February 2024 - 12:42 PM.
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