Freeride Forever, on 28 November 2012 - 06:28 PM, said:
What kind of a fucktard finds it fun to stand in a red square & watch a red bar shrink? That's not why I'm here. Why have such highly dissectible mechs if standing in a red square is such a great way to play?
Teralitha, do you know something I don't? Are they actually planning to make real bases with defenses that are dissectible/destructable & worth having in the game? Or is that just a case of giving too much credit to the devs? They did after all, include a module which costs 15,000 GXP & 6,000,000 C-Bs that magically shrinks the red bar 15% faster while standing inside the red square. I don't have a problem with the mode, I have a problem with the execution of it. Why do we have the MW equivalent of baseball bases instead of military bases? Limited developer resources? Is that it? Or did they think this is a good idea? In what war has anyone ever known a strategic installation to be secured by standing inside its painted on the ground border for a minute?
This game mode, the way it is with such small, non-interactive maps, is meeting a very low standard at best. What a fu<king "simulator" it is huh? You can capture a base by standing inside a red square for a minute, you can destroy giant tanks with a respectable level of intricacy using weapons that should be able to damn near level a city, but somehow can't even put a dent in a car parked on the street & you can also travel out past a magical boundary where if beyond it for more than 10 seconds, you explode & if that's not absolutely braindead fucktarded enough for you, that happens even if there's an unscalable wall a few meters beyond it or a body of water than could simply be made deeper. What a load of kife!
I think PGI should get whoever the talent is who works on the mechs, to get to work on the bases & the buildings. The tiny maps I can live with, but the amateurishly low standard for everything else but the mechs, is getting weaker & weaker. Maybe they want to wait until they have all the planned mechs in or something, but I think that's backwards. A different mech once in a while is part of the new content delivery that is supposed to keep the game going. Equipment should be coming after the features are finished, not the other way around.
I'd like to see different kinds of bases that have different ways they can be penetrated & captured, but they should need to be worked on to get into, not just run & stand there. Something with walls, turrets, generators, fuel tanks, control systems etc. Maybe a mode where one side defends a base that attacks a dropship dropping in mechs & depending on the strength of the systems in the base the dropship would be destroyed sooner or later & when either the ship or the base defenses are destroyed along with the remaining mechs on either side, the victor is determined. That is the kind of thing I'd call AAA. What we have now is a different letter. At least it is for me. The rate they're producing maps & what those maps are leave me with little confidence, but we'll see.
I recall reading somewhere that bases were going to have stuff added to them, but then they put that giant... thing in the middle of both bases, neither of which can be damaged or destroyed, just gets in the way of trying to kill basecappers,
So... my hopes of having a real base with all the amenities you listed is fading.
For those for you reading this far, let me explain why I am against the base capping mechanic, as it is, in as simple way possible as I can. First, yes it does all those things ppl say it does... a way to break stalemates etc etc. What it doesnt do, is add a greater number of possible outcomes.. Let me illustrate...
Basecapping = 100,000 possible tactical scenarios. Team death match = 1,000,000,000,000,000,000,000,000,000,000 possible tactical scenarios.
Another way to look at it.. Basecap = Checkers. Team Death Match = Chess.