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Petition For The Addition Of Team Death Match Mode


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#21 Teralitha

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Posted 28 November 2012 - 04:46 PM

View PostLefty Lucy, on 28 November 2012 - 04:40 PM, said:


Eh, if both teams are playing correctly, it is effectively TDM with a mechanic to break stale-mates.


There are already things in the game to break a stalemate. Borders, 15 min timer, and long range weapons. I wouldnt have a problem with the bases, if they were real bases, with defenses like walls and calliope turrets.

#22 Gnuz

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Posted 28 November 2012 - 04:47 PM

Yes. Base Rush Online is way old and far too easy.

Alternatively: please implement other game modes.

Here's a thought - how about "only mechs with a kill registered in the current game count toward capping"?

#23 Scytale

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Posted 28 November 2012 - 04:49 PM

View PostMechwarrior Buddah, on 28 November 2012 - 04:45 PM, said:

Id say the argument would be "how many games of BT did you play that were 2 lances vs 2 lances and the point wasnt destruction but to cap a place and sit there for a minute"


Unfortunately, what works in TT doesn't necessarily work for MWO. As it is, yes, the bases do act as an effective stalemate-breaker. Timers, boundaries are default options - they are not particularly creative alternatives.

The assault system isn't perfect, but it's better than a default option.

#24 Nexx Nisshoko

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Posted 28 November 2012 - 04:51 PM

Wow, you managed to bring out some real winners in this thread.

#25 Agent 0 Fortune

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Posted 28 November 2012 - 04:52 PM

By "bases with defense", I assume you are refering to something other than the 8 mechs sent to defend the base?

#26 Scytale

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Posted 28 November 2012 - 04:53 PM

View PostAgent 0 Fortune, on 28 November 2012 - 04:52 PM, said:

By "bases with defense", I assume you are refering to something other than the 8 mechs sent to defend the base?


Apparently defending a base is beneath the role of a mech >.>

#27 Pugastrius

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Posted 28 November 2012 - 04:55 PM

I've said it before and I'll say it again:

Quote

Cap Speed should be based on the amount of tonnage remaining in the game


100% of opponents tons remaining? You can't cap at all.
80% remaining... you cap at 20% of full speed.
10% remaining... you cap at 90% of full speed.

etc...

#28 Teralitha

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Posted 28 November 2012 - 04:55 PM

View PostScytale, on 28 November 2012 - 04:53 PM, said:


Apparently defending a base is beneath the role of a mech >.>



Sorry, but an orange colored square on the ground is not even realistic, at all... and it breaks the immersion. And its not in TT, or any previous mechwarrior, or the BT novels.... Orange squares on the ground to immitate a base have no place in a mechwarrior game.

PGI needs to add an actual real base, or remove the base capping orange squares in favor of straight up deathmatch.

Edited by Teralitha, 28 November 2012 - 04:59 PM.


#29 Taryys

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Posted 28 November 2012 - 04:56 PM

Like the other wise men in this thread said.
Defend your base or you choose to loose.

#30 Asmudius Heng

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Posted 28 November 2012 - 05:00 PM

Easiest method to win will become the most commonplace tactic after a time.

The Easiest method to win is to either turtle your base and defend, or mass rush the enemy base.

Splitting your forces only works if the enemy splits theirs.

Organised teams know this - whenever the PUGs listen to me and defend the base, we nearly always win, unless the enemy are also organised and rush it and happen to have a lot of brawlers.

When it comes down to killing an enemy PGI was afraid people would just hide and wait for the others to come out of cover first, but it still happens here, who comes to the base first.

When people adapt, the stand offs get countered by flanking and manoeuvring.

Flanking and manoeuvring are broken now however because once you change position, if the enemy also does to avoid being flanked you 'swap sides' and expose your base. IF you leave defenders they will be killed by the enemy massed team and your based capped ... so both side run off to cap and hope to win first.

The game mode is broken for organised teams and the game ending due to capping makes this a STATIC game not a DYNAMIC game.

Multiple cap points on a map that give advantage in game, or additional resources to the victor would make things more strategic, but still dynamic as it is not a hard end to the game.

game mode is broken except for the type of PUGS who do not get it and rush in to fight and die like chumps.

#31 Webber

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Posted 28 November 2012 - 05:00 PM

View PostTeralitha, on 28 November 2012 - 04:55 PM, said:



Sorry, but an orange colored square on the ground is not even realistic, at all... and it breaks the immersion. And its not in TT, or any previous mechwarrior, or the BT novels.... Orange squares on the ground to immitate a base have no place in a mechwarrior game.


I actually like it. This is a game, and not a simutation of all the battletech books and games you played on the past. This is a new mechwarrior game, in a new generation. I like it, and this game mode is still fun to myself, who doesn't play every day. More is nice, and I hear, if you learn to read and research, they are working on more. One might even be within the next two months.

#32 Teralitha

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Posted 28 November 2012 - 05:01 PM

View PostTaryys, on 28 November 2012 - 04:56 PM, said:

Like the other wise men in this thread said.
Defend your base or you choose to loose.



What base? I see no base? And I certainly dont see any wise people here except those voting anything other than "no"

#33 Green Mamba

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Posted 28 November 2012 - 05:06 PM

The Obvious correct answer to make everyone happy is MORE GAME MODES

#34 Teralitha

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Posted 28 November 2012 - 05:06 PM

View PostWebber, on 28 November 2012 - 05:00 PM, said:

I actually like it. This is a game, and not a simutation of all the battletech books and games you played on the past. This is a new mechwarrior game, in a new generation. I like it, and this game mode is still fun to myself, who doesn't play every day. More is nice, and I hear, if you learn to read and research, they are working on more. One might even be within the next two months.



I know more game modes are coming, but you know what... the same pointless broken base(or several bases) with orange squares and capping are gonna be in them too.


Doesnt anyone just want to kill enemy mechs without having to worry about some orange square on either side of the map? I know I do.

Edited by Teralitha, 28 November 2012 - 05:08 PM.


#35 Webber

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Posted 28 November 2012 - 05:09 PM

View PostAsmudius Heng, on 28 November 2012 - 05:00 PM, said:

The game mode is broken for organised teams and the game ending due to capping makes this a STATIC game not a DYNAMIC game.

Multiple cap points on a map that give advantage in game, or additional resources to the victor would make things more strategic, but still dynamic as it is not a hard end to the game.

game mode is broken except for the type of PUGS who do not get it and rush in to fight and die like chumps.


I don't see this happening a lot. Games are rarely alike when running pugs, and the 4man teams right now are at the mercy of the randomness the matchmaker has. Once we get back the full 8man teams back, then we should observe the quality of this mode as the game stands.

#36 VoltarDark

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Posted 28 November 2012 - 05:09 PM

Base capping is part of the assault game and must stay.

But it could be improved in many ways, here is my suggestion in two steps :

First step:

Capping wont start, unless 2 peoples are in the base's zone.
Optional : *** Base could uncap, if no one is in the zone ***
_____________________

Second step:

Add a random armored defense pod on top of the base

Pod variations :Light, medium, heavy

Light : 9 to 21 armor points + 1 AMS and a small laser 360° turret.

Medium : 22 to 36 armor points + 1 AMS and a twin small pulse laser 360° turret.

Heavy : 37 to 63 armor points + 2 AMS and a twin small pulse laser 360° turret + one 360° ssrm.

Many others things could be done, but i would start with those two.

See you in game, a great game ! thank you !

#37 TheFuzzyBunny

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Posted 28 November 2012 - 05:11 PM

So much angry in angry thread.

#38 Webber

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Posted 28 November 2012 - 05:11 PM

View PostTeralitha, on 28 November 2012 - 05:06 PM, said:



I know more game modes are coming, but you know what... the same pointless broken base(or several bases) with orange squares and capping are gonna be in them too.


Doesnt anyone just want to kill enemy mechs without having to worry about some orange square on either side of the map? I know I do.


A lot of matches end up as a deathmatch, with the occasional one ending in capture. Either way, it forces you to pay attention to the whole map, instead of allowing any one team to hide in a defensible corner of the map. Don't be a coward. Get out there and cap!

#39 Taryys

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Posted 28 November 2012 - 05:14 PM

I like most of what I see here.

The only potential part I do not like is the 'unless 2 peoples are in the base's zone.' which means that if it is 1 light vs 2 assault left the light cannot win.


View PostVoltarDark, on 28 November 2012 - 05:09 PM, said:

Base capping is part of the assault game and must stay.

But it could be improved in many ways, here is my suggestion in two steps :

...


#40 Ricama

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Posted 28 November 2012 - 05:17 PM

Where's the "I'm sick to death of people trying to turn this into campwarrior" option? If you get rid of capping, teams will not rush out into the middle in a glorious bout of fiery destruction, they will find a good defensive position and camp, focus fire on the first few mechs that shows up, and then hunt down the rest of the enemy team once the numbers have thinned out. Speedcapping has nothing on team campathon for boring.





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