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Test Event Queue Active (Fp Siege Game Mode)



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#1 BlueDevilspawn

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Posted 25 July 2025 - 09:48 PM

PGI managed to get the FP Siege game mode working in Event Queue and is testing out a setup.

Emerald Taiga
6v6, groups of 2 max
300 ton drop decks, mixtech allowed
Random assignment to attack or defense side
4x cbills and xp

They're evaluating this setup for future EQs. Scouting is also being considered as another usable FP game mode for EQs at a later date.

Provide some feedback if you do play it.

#2 martian

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Posted 25 July 2025 - 10:01 PM

Is it a step towards closing the Faction Play? Just asking.

#3 BlueDevilspawn

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Posted 25 July 2025 - 10:15 PM

No clue, thought I doubt it. It would take work to remove it. I think this is moreso expanding EQ's capabilities.

#4 martian

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Posted 25 July 2025 - 10:47 PM

View PostBlueDevilspawn, on 25 July 2025 - 10:15 PM, said:

No clue, thought I doubt it. It would take work to remove it. I think this is moreso expanding EQ's capabilities.

Thanks.

#5 LordNothing

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Posted 25 July 2025 - 10:47 PM

i kind of like it so far. less emphasis on instaganking the enemy team and a lot easier to push as a group because there are fewer guns pointed at your face when you breach the gates.

#6 nanashi0110

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Posted 26 July 2025 - 03:59 AM

My impressions.

- It's too hard for the attacking side...!
You always end up playing second fiddle. Access to the objectives to be destroyed is so limited that the defending side seems to have a huge advantage.
It's a lot of fun when you get together with players who know how to regroup and group up...
But even so, it's impossible to break through a completely choked gate. And respawn kills can even occur...

- The defending side's victory or defeat is decided by communication and the number of times they look at the minimap.
I feel like there are a lot of matches between people who observe the whole picture and those with minimal mobility who completely shut out the other side.


-Overall.
I really like the drop deck system and the game rules. If there's a big update in the future, I hope this will be the standard.
With some map design and some game assists...I think it'll be a really good mode.

#7 w0qj

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Posted 26 July 2025 - 06:51 AM

The increase to 300 ton is appreciated Posted Image

This is where the 30ton UM-IIC-M(TSP) comes in handy!
https://mwomercs.com/packages/tsp-2025

Great durability, great offensive power for its tonnage! Posted Image

Edited by w0qj, 26 July 2025 - 06:52 AM.


#8 a 5 year old with an Uzi

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Posted 26 July 2025 - 08:42 AM

Tried it, ended up on Defense. Wasn't sure what to expect but it was okay. Only mech I knew for certain was even close to FP snuff was ERLL Battlemaster, the Dreadnought, Starshot and Blight didn't even get used. Basically squatted on G4 high ground for most of match and shot at people.

#9 Ttly

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Posted 26 July 2025 - 11:12 AM

View Postw0qj, on 26 July 2025 - 06:51 AM, said:

The increase to 300 ton is appreciated Posted Image

This is where the 30ton UM-IIC-M(TSP) comes in handy!
https://mwomercs.com/packages/tsp-2025

Great durability, great offensive power for its tonnage! Posted Image


More like a point as to why tonnage balance is stupid and the whole thing should be balanced around slots seeing as they don't seem to mind adding something that occupies the medium-heavy role (albeit at much lower speed) without the tonnage cost that actually matters for once because drop deck.

Edited by Ttly, 26 July 2025 - 07:57 PM.


#10 BlueDevilspawn

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Posted 26 July 2025 - 02:21 PM

Faction Play is not a consideration in balance, but yes the TSP Urbie could be extremely helpful in defense (or even on the attacking side if you waddle up to the gens/Omega.

#11 LordNothing

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Posted 26 July 2025 - 07:14 PM

more plz.

#12 LordNothing

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Posted 26 July 2025 - 09:04 PM

its back, see you in battle.

#13 Duke Falcon

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Posted 26 July 2025 - 11:18 PM

Saw how EQ version of FP works I think:
PGI finally could switch FP toward random attacker\defender side. No more stack on the defensive side, faster filling queue I guess. Yes, this EQ is a proof that PGI could make attacker\defender random! Something what FP needed since a few years...

P.S.: I like it very much! To bad I got only C-bills and not increase my Faction Reputation :)

#14 1453 R

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Posted 27 July 2025 - 06:43 AM

Gave this a couple of tries yesterday, got attacker both times. The attacker side is...rough. Beyond just the normal advantages of being on defense, any kills the attacker makes are reinforced very close to the site of battle, while the attacker's reinforcements are dropped a million miles away in the Tasmanian foothills. It's extremely difficult to corral attackers into making coordinated pushes rather than straggleducking in and feeding themselves to the grinder, and even if the attacker does make a coordinated push and manages to push through and make progress? Attrition strongly favors the defenders, since the attacker essentially doesn't get reinforcements and has to make due with whatever six 'Mechs' worth of weapons and durability allows them to do.

It feels like, if this had been the game mode we'd all been playing from the start rather than just mindless TDM? It'd be great. Would've gotten years of development, and players would've learned proper habits for assaulting a heavily defended fortress. As is? Dropping on the attacker side feels like attacking Helm's Deep, except your lancemates are all Larry, Curly and Mo instead of Uruk-Hai.

Unsure if this can be fixed, but it was still a neat little experiment in "what does this Faction Play mode everybody raves about even do?"

#15 Davegt27

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Posted 27 July 2025 - 07:20 AM

Interesting I guess I missed it
how was it ??

#16 BlueDevilspawn

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Posted 27 July 2025 - 07:27 AM

View PostDavegt27, on 27 July 2025 - 07:20 AM, said:

Interesting I guess I missed it
how was it ??


It’s back for another 1.5 days.

#17 BlueDevilspawn

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Posted 27 July 2025 - 07:33 AM

I don’t think randomizing FP sides will be doable (but I could be wrong). Ultimately the whole system is locked in on the factions fighting, the tech base of your selected mechs, and preassigned attackers and defenders.

What was changed in EQ is that the gamemode of siege was able to be recognized and then the relevant maps were pulled. EQ is simply a queue that has dropdeck availability so that’s how the bones of faction were replicated. This weekend’s test was meant to determine whether there were any game or setup breaking bugs (eg - victory conditions don’t trigger). As Tiyos said, the next step is to see if Scouting works, and then if FP conquest works. Cross your fingers that they can be used.

#18 a 5 year old with an Uzi

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Posted 27 July 2025 - 07:48 AM

View PostDavegt27, on 27 July 2025 - 07:20 AM, said:

Interesting I guess I missed it
how was it ??


I admit I got a bit bored but my mech, having strong teammates and being on Defense put me in that position.

#19 1453 R

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Posted 27 July 2025 - 08:19 AM

View Posta 5 year old with an Uzi, on 27 July 2025 - 07:48 AM, said:

I admit I got a bit bored but my mech, having strong teammates and being on Defense put me in that position.


Attacking into the teeth of multiple sniper Banes with Puglandians for backup would've made you less bored. An exceptionall degree more frustrated, but less bored.

Massed AC/2 sniper Banes are absolute hornswoggle on defense, when you don't really have the option of maneuvering around them or waiting them out. Blrrgh.

#20 LordNothing

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Posted 27 July 2025 - 03:51 PM

View PostBlueDevilspawn, on 27 July 2025 - 07:27 AM, said:

It’s back for another 1.5 days.


cool. not sure if i have time to play tonight, and all next week im stuck on a steam deck.

i think i enjoyed 6v6 more than 8v8. drop cadence was a little bit better too, games were kicking off immediately, while last night i could be waiting up to 20 minutes. i dropped for 7 hours straight and still managed to watch 2 hours of youtube.

Edited by LordNothing, 27 July 2025 - 03:55 PM.






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