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Assault Game Mode Is Team Death Match


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#1 Dmitri Valenov

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Posted 01 February 2013 - 02:59 AM

I've seen a few posts about the Assault game mode, most of which insist on removing base capture to make it team death match. At the moment though, Assault pretty much is team death match so I don't really see what the difference would be.

I have a proposal to actually turn Assault into an actual assault (gasp!). Two teams are created at the beginning of the match (or in a lobby if that gets implemented soon) one team is designated as the defenders while the other is the attacker. Objectives for the defending side are to stay alive till the end of the match, defend some kind of strategic asset (mobile command post, ammo supply cache, or whatever), or eliminate the enemy team.

The attackers would have only two objectives eliminate the enemy team or destroy the strategic asset.

Certain secondary features could be added as well, maybe a power station tied to defending gun turrets could be taken out in order to make the attacker's approach less dangerous or SAM sites could be eliminated to give the attackers a free airstrike. Defenders could also be given certain bonuses by strategic objectives like sensor towers that can ping the attacker's locations for LRMs or free artillery strikes.

Obviously the more in depth stuff like the airstrikes, artillery, and defense turrets might have to come in at a later date, but the core mechanic of attacking force versus defending force with different objectives sounds much more like an assault than the current iteration. Just my 2 cents.

TL:DR Assault modes should be changed to represent an actual assault on a strategic asset rather than TDM.

#2 Vizan Thalt

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Posted 01 February 2013 - 04:32 AM

I feel your pain. Mine is in the form of the same Death match mentality infecting the Conquest.
I can see where the process of a True Assault is much preferrred over the Death match. Hey! That should be a new play mode: Death Match, with the teams dropped in barren- coverless zones, able to see each other from the start, once the protective energy fields drop, they just go at it! It would take no intelligent thought or planning, just a lot of run and gun and all of the current deathonlymonkeys would love it!

Great post +1

#3 MechWarrior001347

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Posted 01 February 2013 - 05:21 AM

last week i played 3! following Assaults where exactly 0 shot was fired. The Teams rushed the enemy base never met and the team with the fastest scout did win. No Tactics were needed. it would make sence if you were be able to rebuild the lost points on your home Base so the Enemy must hold it to win, and it would be sweet if he has to do that the whole match and not 1 minute. At the moment you just need to get one point, a hidden Mech and keep the other Team occupied. That "high" Tactical element that is needed to win is a Joke. A Team death match would be cool, and the best is it is not depending that strong on scout and hide skills, its more take terrain advantage and make the smarter moves to win.

#4 Solis Obscuri

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Posted 01 February 2013 - 03:55 PM

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#5 Antarius

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Posted 01 February 2013 - 04:59 PM

View PostHotrod Flanders, on 01 February 2013 - 05:21 AM, said:

last week i played 3! following Assaults where exactly 0 shot was fired. The Teams rushed the enemy base never met and the team with the fastest scout did win. No Tactics were needed. it would make sence if you were be able to rebuild the lost points on your home Base so the Enemy must hold it to win, and it would be sweet if he has to do that the whole match and not 1 minute. At the moment you just need to get one point, a hidden Mech and keep the other Team occupied. That "high" Tactical element that is needed to win is a Joke. A Team death match would be cool, and the best is it is not depending that strong on scout and hide skills, its more take terrain advantage and make the smarter moves to win.



if you get two teams passed each other, without knowing it, your scouts done a realy bad job. This is part of tatics. Scouts check which way they are going and how many which way. If your team had no clue, maybe the enemys had, and know they would be faster?

#6 Too Tall Kowalsky

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Posted 01 February 2013 - 08:35 PM

I'd be happy with the simple change of the bases not being open to capture for the first X minutes, similar to, for example, the king of the hill mode in TF2. This gives people a few minutes of the TDM so many want but retains actually having an objective to play around (and legged scouts to limp into). Granted you could still have two teams completely bypass one another and instead just sit on the other team's base until it opens up for capture - the same old base-race but with a timer added. However, it seems like it would alleviate most concerns in the majority of the assault games.

Edited by Too Tall Kowalsky, 01 February 2013 - 08:37 PM.


#7 Antarius

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Posted 02 February 2013 - 07:50 AM

wouldnt it be better to simply add a TDM-mode, and make the Assault-mode a real Assault?

#8 Vizan Thalt

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Posted 03 February 2013 - 12:45 PM

View PostHotrod Flanders, on 01 February 2013 - 05:21 AM, said:

last week i played 3! following Assaults where exactly 0 shot was fired. The Teams rushed the enemy base never met and the team with the fastest scout did win. No Tactics were needed. it would make sence if you were be able to rebuild the lost points on your home Base so the Enemy must hold it to win, and it would be sweet if he has to do that the whole match and not 1 minute. At the moment you just need to get one point, a hidden Mech and keep the other Team occupied. That "high" Tactical element that is needed to win is a Joke. A Team death match would be cool, and the best is it is not depending that strong on scout and hide skills, its more take terrain advantage and make the smarter moves to win.

View PostAntarius, on 02 February 2013 - 07:50 AM, said:

wouldnt it be better to simply add a TDM-mode, and make the Assault-mode a real Assault?


Excellent ideas! They need a TDM mode and redo the Assault mode so that it is more a hybrid of Conquest and TDM- TDM; there are no other goals except slaughter the other team, PERIOD. You have to hold the base for 3-5 mins and if you are out numbered by the enemy- who's base you are sitting on, they rebuild the control over it. Likewise if you out number the ones coming to stop you, you continue to cap as normal. This would make Assault truly an Assault mode.

View PostAntarius, on 01 February 2013 - 04:59 PM, said:



if you get two teams passed each other, without knowing it, your scouts done a realy bad job. This is part of tatics. Scouts check which way they are going and how many which way. If your team had no clue, maybe the enemys had, and know they would be faster?


Scouts really need to be all over the map, and if the match system drops teams without any scouts- Which is nearly impossible with the ECM craze- the fastest mechs are the designated scouts.

#9 BaronofBeanDip

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Posted 03 February 2013 - 12:49 PM

That form of assault game mode would be fun. Except on caustic, because of how open both the spawns are, would make it hard for short range mechs to contribute to defense. The one in the refinery area would give the short range guys some cover though...

#10 Vizan Thalt

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Posted 03 February 2013 - 02:02 PM

Assault was never meant to be the TDM that it currently is. It should have been about hunters and keepers. Problem with that is the other team would just min/max def for attack to overwhelm the ones who left more than two or three at the base. Likewise, a team could turtle and send small strikeforce straight to the enemy base and cap while holding theirs.

Closed beta was more about the Hunt and Keep as we had players chosing to defend. Since open beta it seems the mob rule is to TDK and nothing else. Problem with the current tactics is that no one pays any attention to where they are going or where their team mates are going- only accerbated by ECM- and you get friendly fire dmg or even team kills.
I'm not saying the open players are any better or worse than the closed, I am saying that the closed had a more intelligent and thoughful group than the ones out there now- running over each other or shoothing through a team mate just to get that covetted kill shot- it's insanity. Open players will be in for a rude awakening when collision and trip come back, these pilots will end up killing themselves and/or most thier team before they even engage the enemy.

A Team Death Match mode needs to be made and fix all the others so that that mentality will only cause you to loose a any other match mode- tactics notwithstanding, since a good tacital group could TDK on any map and in any mode.

#11 blazarian

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Posted 04 February 2013 - 03:59 AM

To put it short.

I have thought all the time that Assault and Conquest "is" the same. They feel like the same. There is no real motivation to cap the points (should be visually more visible, should matter more in the match, should reward more the cappers and winning team...).

And what comes to Assault.. yes that is simply TDM. What OP suggested is what I was thinking and hoping. Some kinda attack-defend mechanic like in TF2 or like OP stated. The game modes in this game should really differ from each other and feel important. Now MWO is simply a DM game for me and I think for many others.

#12 Vizan Thalt

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Posted 16 February 2013 - 03:19 AM

View Postblazarian, on 04 February 2013 - 03:59 AM, said:

To put it short.

I have thought all the time that Assault and Conquest "is" the same. They feel like the same. There is no real motivation to cap the points (should be visually more visible, should matter more in the match, should reward more the cappers and winning team...).

And what comes to Assault.. yes that is simply TDM. What OP suggested is what I was thinking and hoping. Some kinda attack-defend mechanic like in TF2 or like OP stated. The game modes in this game should really differ from each other and feel important. Now MWO is simply a DM game for me and I think for many others.


I couldn't have said it any better myself. The starting interface shows the objectives; FOR BOTH MODES, Cap over wipeout.

Maybe Conquest needs a minimum resource cap so there isn't a speed wipe. Failing to get the minimum resources before you wipeout the other team and you get penalized, exactly as though you had a Team kill, or something like that.

#13 Rauchsauger

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Posted 16 February 2013 - 03:25 AM

View PostHotrod Flanders, on 01 February 2013 - 05:21 AM, said:

last week i played 3! following Assaults where exactly 0 shot was fired. The Teams rushed the enemy base never met and the team with the fastest scout did win. No Tactics were needed.
[...]



I would say no tactic used. If your team (or the other for that matter) did hold a bit back and then reacted to what the others were doing...

Edited by Rauchsauger, 16 February 2013 - 03:25 AM.






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