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#1 Jelan

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Posted 25 November 2025 - 03:23 PM

Well to set my stall out I backed this game as a founder because I wanted the FP element of it to be awesome, it took 3 years to implement and whilst the matches were fun the mechanics of conquest were crap and terribly implemented.

Fast forward a few years, many of which I didn't play because PGI couldn't balance a see saw, but I came back to the abortion that is QP, but it is my mechwarrior fix so like some sort of addict I continue to self harm.

However playing the total war event highlights that FP is even worse than its first iteration. I won't even mention balancing because there clearly isn't any, but why oh why do FP have all the normal QP modes in it. It doesn't fulfil any canon niche, its awful to play and ultimately one team just gets spawn camped.

Remove the shite QP modes from FP, put turrets back on the drop zone walls and inside the drop zone to at least give the team that's being farmed the opportunity to organise. Yes I know all about hiding behind the walls, but people only do that when they are being farmed. Make the turrets destructible on a respawn timer and it gives people hope that they can still have fun

Edited by Jelan, 25 November 2025 - 03:24 PM.


#2 Xypherious

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Posted 25 November 2025 - 04:20 PM

View PostJelan, on 25 November 2025 - 03:23 PM, said:

Well to set my stall out I backed this game as a founder because I wanted the FP element of it to be awesome, it took 3 years to implement and whilst the matches were fun the mechanics of conquest were crap and terribly implemented.

Fast forward a few years, many of which I didn't play because PGI couldn't balance a see saw, but I came back to the abortion that is QP, but it is my mechwarrior fix so like some sort of addict I continue to self harm.

However playing the total war event highlights that FP is even worse than its first iteration. I won't even mention balancing because there clearly isn't any, but why oh why do FP have all the normal QP modes in it. It doesn't fulfil any canon niche, its awful to play and ultimately one team just gets spawn camped.

Remove the shite QP modes from FP, put turrets back on the drop zone walls and inside the drop zone to at least give the team that's being farmed the opportunity to organise. Yes I know all about hiding behind the walls, but people only do that when they are being farmed. Make the turrets destructible on a respawn timer and it gives people hope that they can still have fun


The worst games I've had this event have all been on qp maps.

#3 LordNothing

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Posted 25 November 2025 - 05:28 PM

i think ive been saying "just do siege" for years now.

conquest with appropriate timers used to be fun, but they got the timer set so high it ends up playing like skirmish.
incursion i felt played better in fp than qp, but its still a bad mode that wasn't well thought out.
domination in fp is how you wait 10 minutes for a 5 minute match. especially with mismatched teams.
assault is incursion with fewer steps, ultimately plays like skirmish. why cap the objective when you can spawn camp?
skirmish is redundant when everything plays like skirmish anyway.
even siege is mostly trading at choke points. beecause getting pugs to take damage while pushing to better trade locations is too much to ask.

pgi was never very skilled at designing game modes. most of them break down for lack of respawn. modes with respawn you have to do waves to have any remote chance at victory, and it ends up playing like 4 mini-matches. i kind of wish they would have just borrowed mwll's terrain control and be done with it. because that actually plays out like a battle game instead of a silly game show. a goat behind every door.

Edited by LordNothing, 25 November 2025 - 05:29 PM.






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