Assault Game Mode Is Team Death Match
#1
Posted 01 February 2013 - 02:59 AM
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
Posted 01 February 2013 - 04:32 AM
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
Posted 01 February 2013 - 05:21 AM
#4
Posted 01 February 2013 - 03:55 PM
OHWAI...
#5
Posted 01 February 2013 - 04:59 PM
Hotrod Flanders, on 01 February 2013 - 05:21 AM, 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?
#6
Posted 01 February 2013 - 08:35 PM
Edited by Too Tall Kowalsky, 01 February 2013 - 08:37 PM.
#7
Posted 02 February 2013 - 07:50 AM
#8
Posted 03 February 2013 - 12:45 PM
Hotrod Flanders, on 01 February 2013 - 05:21 AM, said:
Antarius, on 02 February 2013 - 07:50 AM, said:
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.
Antarius, 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
Posted 03 February 2013 - 12:49 PM
#10
Posted 03 February 2013 - 02:02 PM
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
Posted 04 February 2013 - 03:59 AM
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
Posted 16 February 2013 - 03:19 AM
blazarian, on 04 February 2013 - 03:59 AM, said:
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
Posted 16 February 2013 - 03:25 AM
Hotrod Flanders, on 01 February 2013 - 05:21 AM, said:
[...]
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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