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Petition For The Addition Of Team Death Match Mode


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#81 QuantumButler

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Posted 28 November 2012 - 10:53 PM

View PostKrivvan, on 28 November 2012 - 10:53 PM, said:

I don't play to kill other mechs with mine. That alone is boring. I play to kill, distract and disable other mechs with mine in the aim of giving my team the most advantages possible and to ultimately beating the enemy team by either force of arms or out maneuvering them.


Your game sounds really boring

#82 Krivvan

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Posted 28 November 2012 - 10:55 PM

View PostQuantumButler, on 28 November 2012 - 10:53 PM, said:

Your game sounds really boring


And so does your proposed pure team deathmatch.

I could just point at the poll (before it was removed) and show that most people do not want the base capturing mechanic removed.

I'd prefer the addition of more objectives and bases rather than removing the only objective we have right now.

Edited by Krivvan, 28 November 2012 - 10:57 PM.


#83 Secundus

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Posted 28 November 2012 - 10:56 PM

View PostQuantumButler, on 28 November 2012 - 10:53 PM, said:

Your game sounds really boring


No doubt! In fact, it is boring, I've played the game he's describing.

Edited by Secundus, 28 November 2012 - 10:57 PM.


#84 QuantumButler

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Posted 28 November 2012 - 10:57 PM

View PostKrivvan, on 28 November 2012 - 10:55 PM, said:

And so does your proposed pure team deathmatch.

I could just point at the poll (before it was removed) and show that most people do not want the base capturing mechanic removed.


Most people have bad taste.

Hence why Micheal Bay movies make so much money.

#85 Stalephreak

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Posted 28 November 2012 - 10:57 PM

I see this as no different than any other game. We have two "relatively" balanced teams with the exact same objectives. You're implying something in this isn't fair. Since fair in the case you're bringing up is clearly not about balance, but rather aesthetics, it's hard to argue. (I could very easily make the same arguement you made to chess...."WHAT? This one peice get's threatened or backed into a corner and it's over?!?!?!?!") That being said, I respect your opinion, but I don't see bases as a problem. What happens to a country when the capital falls? What happens to a base when the command and control ceases to exist? There is the importance of bases. Maybe if the bases had a health and capture meant distruction would be more fair? It would make for a better sim.

In either case, bases do have tactical purpose. What the rant basically sounds like to me is that there's difficulty balancing tactics with the added variable. I'm in HJ as well, and we've been able to stop base bum-rushes that you describe. All, and i mean EVERY SINGLE DARNED ONE is about one stragegem trumping that of your opponent. You had a string of dumb opponents. Enjoy it while it lasts. I remember when HJ was the only group running the 3 line in caustic. Now everybody and their dog does it.

Take a note from "The Art of War", adapt to the enemy, or die.

#86 strygalldwir

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Posted 28 November 2012 - 10:58 PM

Leave it, the more tactical variants available the better. Even I as a lone wolf player can see the value of that.

#87 ICEFANG13

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Posted 28 November 2012 - 10:59 PM

I think the enemy team should be removed and replaced with 1 urban mech, so I can win every game. Also my team should have 15 people on it, and no repair bills.

#88 Krivvan

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Posted 28 November 2012 - 10:59 PM

Again, if you're calling for more complexity or adding a base destruction method or light defenses then I'm absolutely for that. What I'm not for is removing it all together in favour of team deathmatch.

#89 Rejarial Galatan

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Posted 28 November 2012 - 11:01 PM

sorry dude, but, capture of bases and other resources is a key objective of the Battle Tech universe and as such, is a viable method of winning a match. This game is NOT about death matches, and I hope like hell that IF that becomes an option, it is a special stand alone server for those who want to be in a BattleTech variant of Call of Duty Modern Warfare.

#90 QuantumButler

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Posted 28 November 2012 - 11:01 PM

View PostKrivvan, on 28 November 2012 - 10:59 PM, said:

Again, if you're calling for more complexity or adding a base destruction method or light defenses then I'm absolutely for that. What I'm not for is removing it all together in favour of team deathmatch.


Making it not suck would absolutely be more acceptable, I'm saying I'd rather have TDM than the current awful, awful implementation.

#91 Rejarial Galatan

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Posted 28 November 2012 - 11:04 PM

going to be blunt and brutal now. IF you want TDM go play BF3 or Modern Warfare 3 or Black Ops 2. Death Matches are mindless and repetitive nonsense that make 0 sense in a: TACTICAL COMBAT SIMULATOR such as this one. As it is, it already has devolved into TDM regardless of the match mode, and for the record, the CURRENT ASSAULT mode, is a PLACE HOLDER, as it is more vital to find what is BROKEN in the game, of which there is A LOT.

#92 QuantumButler

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Posted 28 November 2012 - 11:06 PM

View PostRejarial Galatan, on 28 November 2012 - 11:04 PM, said:

going to be blunt and brutal now. IF you want TDM go play BF3 or Modern Warfare 3 or Black Ops 2. Death Matches are mindless and repetitive nonsense that make 0 sense in a: TACTICAL COMBAT SIMULATOR such as this one. As it is, it already has devolved into TDM regardless of the match mode, and for the record, the CURRENT ASSAULT mode, is a PLACE HOLDER, as it is more vital to find what is BROKEN in the game, of which there is A LOT.


**** no those games don't have mechs.

how ******* long does it take to make a non-****** assault mode, they could have made it not awful by putting the red square in the center of the map so you actuaklly have to FIGHT in a mechWARRIOR game. or had multiple points tyou had to take and hold, or a dropship you had to blow up to actually win, but they did the worst option which promotes boring pacifist games where people trade sides and not a single shot is fired on caustic valley.

I paid money for a founder pack expecting giant mechs FIGHTING in this MECH FIGHTING GAME clearly I was mistaken.

Edited by QuantumButler, 28 November 2012 - 11:07 PM.


#93 Rejarial Galatan

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Posted 28 November 2012 - 11:13 PM

we already had a DEATH MATCH mode back in JUNE. Wanna know what happened? It turned into ASSAULT MODE every single match because all anyone did was capture. NOW? We have a mode CALLED Assault Mode and what happens every match more often than not? DEATH MATCH. Right now, the capture system is a PLACE HOLDER for something better that has been hinted at being implemented come CW and META GAME activation. Chill out, YOU go DM all you like, those of us who want to Capture, will. Hell, I am an ASSAULT MECH pilot, capture the base is IN my job description.

Let us look at one of your suggestions: put it in the middle of the map. Okay, THAT is NOT assault mode, THAT is conquest mode, a whole NEW beast. I would rather take a victory with out a single shot fired, because THAT is more tactically spectacular than a bloody slug fest. BUT, I think you want a Pyrrhic Victory instead of a cost effective one. Look at this, you spend, or your HOUSE spends MILLIONS of c-bills PER mech, and MORE on weapons, armor, ammunition and pilot fees. Which makes more financial sense? Waste that money by telling the units: kill them all. OR: Get us a victory as quickly and as efficiently and as cost effectively as you can. It is CHEAPER to take a base out w/out firing a shot and risking the mechs over losing a ton of units for a small victory.

#94 QuantumButler

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Posted 28 November 2012 - 11:14 PM

View PostRejarial Galatan, on 28 November 2012 - 11:13 PM, said:

we already had a DEATH MATCH mode back in JUNE. Wanna know what happened? It turned into ASSAULT MODE every single match because all anyone did was capture. NOW? We have a mode CALLED Assault Mode and what happens every match more often than not? DEATH MATCH. Right now, the capture system is a PLACE HOLDER for something better that has been hinted at being implemented come CW and META GAME activation. Chill out, YOU go DM all you like, those of us who want to Capture, will. Hell, I am an ASSAULT MECH pilot, capture the base is IN my job description.

Let us look at one of your suggestions: put it in the middle of the map. Okay, THAT is NOT assault mode, THAT is conquest mode, a whole NEW beast. I would rather take a victory with out a single shot fired, because THAT is more tactically spectacular than a bloody slug fest. BUT, I think you want a Pyrrhic Victory instead of a cost effective one. Look at this, you spend, or your HOUSE spends MILLIONS of c-bills PER mech, and MORE on weapons, armor, ammunition and pilot fees. Which makes more financial sense? Waste that money by telling the units: kill them all. OR: Get us a victory as quickly and as efficiently and as cost effectively as you can. It is CHEAPER to take a base out w/out firing a shot and risking the mechs over losing a ton of units for a small victory.


So you don't like playing the 'warrior' part of mechwarrior.

Got it.

#95 Teralitha

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Posted 28 November 2012 - 11:17 PM

View PostKrivvan, on 28 November 2012 - 10:26 PM, said:

Another problem is that too many people don't understand the game type at all.


Let's take a very common scenario:

You're an Atlas and you meet a Jenner in the middle of the map. The Jenner turns tail and runs to cap your base. What is your best option?

Too often I've seen the Atlas go for the enemy base just like the Jenner is doing. They then proceed to blame the gametype that they lost. The thing is, a couple seconds of thinking logically should tell you that the Atlas has zero chance of winning by going for a cap because the Jenner will reach the base first. The correct move is for the Atlas to return to his/her own base since he/she will likely make it before the Jenner finishes capping.
Great! what happens next? Ill tell you. the atlas must sit on the base and wait. Because he cant leave or he gets capped. Jenner is too scared to take on Atlas. No fight occurs, timer runs out.


Another scenario is when an entire team goes for the middle of the map then just stands there defending when 4 enemy mechs go through the tunnel to do a cap rush. Aside from the fact that the scout would've failed if he/she had not seen this coming, the correct move is for your entire team to come back to the base. Too often, however, only 1 or 2 people will go back every minute or so leading to a stream of easy kills for the group of 4.
Exactly why the basecap mechanic is flawed. To easy to do a sneaky rush and get a quick cap, or kill them 1 by one as they come back with focused fire. Hence why I started this topic.

Did I say it was a good idea that people split apart and run off randomly? Of course the team that sticks together will do well, but the fact of the matter is that most PUGs don't want to work as a team whatsoever. Call it "teamwork OP" but it makes for an extremely boring game. And even in game modes in FPSes with only a limited number of lives people still just run off in different directions.You said lonewolfs go off in all directions for the purpose of glory hounding. This implies that doing this works for them, in those "other games" it might.

Lets say you have a perfectly coordinated team of 8 versus a perfectly coordinated team of 8 in a team deathmatch mode without a base. The entire gametype now just boils down to both blobs of 8 engaging each other and fighting until one side dies. How is this not utterly boring? **The addition of a base means that both teams must actually take into account the positioning and layout of the map.**


how is base capping not utterly boring?

**The addition of a base means that both teams must actually take into account the positioning and layout of the map.**
this statement is backwards. Should read - **The absence of a base means that both teams must actually take into account the positioning and layout of the map.**

Now... let me walk you through exactly what happens in a fully coordinated 8 vs 8 premade matchup.

1. Both teams send out a scout to find contacts.
2. Team 1 decides that sitting up high on a hill with 4 missle heavy mechs is the way to go and wait for the scout to find them some targets to send LRMs. But they also have 3 infighters equiped with AMS that they have sit nearby in cover for later. That will be team 1's plan.

3. Team 2 decides that take a mix of mechs and weapons, 1 missle boat, 3 long range direct fire snipers and 3 infighters, all equiped with AMS, and they choose to all wait in cover for the scout to find the enemy main force.

How it plays out... Both scouts run around the map looking for contacts, team 2's scout quickly spots Teams 1's main force sitting on a hill. Team 1''s scout spots Team 2's scout and targets him. Team 1 fires missles on T2scout. T2Scout runs away to cover, and is followed by T1scout. The fleeing T2scout takes some damage and makes it in to cover, T1Scout breaks off and returns to main force. At this time T1 has no knowledge of the whereabouts of T2 main force, while T2 knows where T1 is and knows their plan. T2 acts on this information and starts moving in cover to a position that lets them take long range shots on T1 missle mechs. They pop out of cover and fire guass/ppc/largelasers/and UAC5/AC2 at teh stationary missle mech just outside of LOS detection range so the missle boats cant fire back. T1 scout now knows the location of T2 main force and goes toward them to gain locks for missles. T2 ducks back down into cover and pops back up 1 or 2 more times to take shots. Meanwhile T2 scout is watching the fireworks from a distance using zoom, and notices that T1 missle boats have left their postion on top of a hill and are now keeping to lower ground and moving closer to T2 postion followed by their 3 infighters. T2 Scout reports what he sees to T2 leader. T2scout then proceeds to cap enemy base

I really dont need to tell the rest of the story do I? From this point on anything could happen. The possibilities are endless. It will come down to which team makes the most mistakes in their manuevering from here on out, it could be that T2 make a movement that allows the T1 scout to get locks and then T2 gets bombarded by missles, followed by T1 infighters to finish the job. or T2 scout may sneak around behind and shoot the infighters causing them to split their focus while t2 main force does a charge with long range mechs hanging back supporting. Who knows... But positioning and the layout of the map, and mechs configs/weapons choices suddenly become very important... Whereas with a base cap, the positioning, layout of the map, mechs configs/weapons choices mean very little when the base is taken by a sneaky light mech, or several.

#96 Rejarial Galatan

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Posted 28 November 2012 - 11:17 PM

View PostQuantumButler, on 28 November 2012 - 11:14 PM, said:

So you don't like playing the 'warrior' part of mechwarrior.

Got it.

I prefer to play the SMART warrior as compared to the zerg rush into pointless death.

#97 Asmosis

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Posted 28 November 2012 - 11:19 PM

stand on base, cap victory option removed. Its pretty simple.

#98 Stalephreak

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Posted 28 November 2012 - 11:19 PM

View PostQuantumButler, on 28 November 2012 - 11:14 PM, said:

So you don't like playing the 'warrior' part of mechwarrior.

Got it.

To fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
-Sun Tzu, the Art of War

Same to you buddy. Bloody same to you. I'm willing to bet you weren't half the warrior of the person I quoted. Matter of fact, I'd place that author against 99.999% of the members of MWO.

Some of us just want something that gives us more to tactically chew on.

#99 Konrad

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Posted 28 November 2012 - 11:21 PM

The first two posts made me laugh. I figured this thread would be funny. But I had no idea.

Classic.

Edited by Konrad, 28 November 2012 - 11:21 PM.


#100 Teralitha

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Posted 28 November 2012 - 11:23 PM

View PostQuantumButler, on 28 November 2012 - 10:53 PM, said:

Your game sounds really boring



All scenarios in MWO are boring currently, Theres nothing to fight for... no planet to capture, no team ladder to advance in... no contracts to fulfill, no clanners to kill... yet





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