Edited by Tennex, 13 December 2012 - 08:18 PM.
Conquest Mode Details Announced
#21
Posted 13 December 2012 - 06:21 PM
#22
Posted 13 December 2012 - 06:23 PM
pesco, on 13 December 2012 - 06:07 PM, said:
- First of all, this sounds like a nice sound game mode; because it is basically a straight-up copy of the Terrain Control mode of Mechwarrior: Living Legends. IMHO this should have been in the game since day one, possibly to the exclusion of "Assault".
On the contrary, the fact that deaths will still be permanent in MWO will drastically alter how Conquest in MWO is played vs MWLL/any other respawn multiplayer game. Sadly I feel this fact will make the intricacies of base control a distant second to simply blasting people apart. In the end, we may jujst get a failed game mode to replace our current failed game mode.
#23
Posted 13 December 2012 - 06:26 PM
Hawkwings, on 13 December 2012 - 06:18 PM, said:
You could just split your team to hold 3-4 points then and just ride out the attrition match. Throw in one fast mover to go back cap their bases if they try to focus all their power at one spot.
#24
Posted 13 December 2012 - 06:28 PM
pesco, on 13 December 2012 - 05:51 PM, said:
Discuss.
Sounds fun! Ironic timing to find this post, because i just left a thread where people were groaning about strategic capture! (Now, new and improved with even moar capture points!Trollolololololololololololololol)
#25
Posted 13 December 2012 - 06:28 PM
#26
Posted 13 December 2012 - 06:28 PM
zverofaust, on 13 December 2012 - 06:23 PM, said:
On the contrary, the fact that deaths will still be permanent in MWO will drastically alter how Conquest in MWO is played vs MWLL/any other respawn multiplayer game. Sadly I feel this fact will make the intricacies of base control a distant second to simply blasting people apart. In the end, we may jujst get a failed game mode to replace our current failed game mode.
This will be interesting - death will be extremely detrimental since at some point you will not longer be able to effectively hold points. Conversely as you gain an advantage on the enemy you need fewer to defend and can focus more on attack.
I also think this will revitalizing scouting once more - scouts will have to actually scout enemy locations and not just find where they are in the beginning and be fast harassers for the remainder of the match.
#27
Posted 13 December 2012 - 06:29 PM
-why does mw:o have such a hard on for light mechs?
-from the stated numbers,the payout needs a good bump up.i mean im sure thats in addition to normal end game pay out,but still.18k? I just spent 80k participating. But i generally think Rewards need to be upped anyways.
-either way,im happy to see it coming in and hope it turns out well.
P.S.:yiu guys think the rewards will be enough for 8 man teams to bother sync dropping to max point trade win?
#28
Posted 13 December 2012 - 06:29 PM
Hawkwings, on 13 December 2012 - 06:28 PM, said:
If they're fast moving lights you can ride out the damage and win through attrition. If they're a heavy group obviously you'll need to do something else.
#29
Posted 13 December 2012 - 06:30 PM
Either way, I'm never, ever going to play assault again.
#30
Posted 13 December 2012 - 06:32 PM
QuantumButler, on 13 December 2012 - 06:30 PM, said:
Either way, I'm never, ever going to play assault again.
I'm sure it will have the other usual bonuses. I don't see why it wouldn't.
#31
Posted 13 December 2012 - 06:32 PM
Hawkwings, on 13 December 2012 - 06:09 PM, said:
Matches would last too long I think. Sure a fast mech would be able to fly around capping but depending on how fast resources are gained it may not be worth a farmers time. Can't wait for the new game mode.
#32
Posted 13 December 2012 - 06:33 PM
#33
Posted 13 December 2012 - 06:35 PM
TruePoindexter, on 13 December 2012 - 06:29 PM, said:
8 lights/meds > 2 assaults. You can't "ride out" that number of guns on mechs that you can't hit.
#34
Posted 13 December 2012 - 06:39 PM
Hit and run on nodes, GG game over. If they split up, pick them appart, if they gather on one node just out-cap them.
Edited by Purlana, 13 December 2012 - 06:40 PM.
#35
Posted 13 December 2012 - 06:41 PM
Hawkwings, on 13 December 2012 - 06:35 PM, said:
If they put all 8 mechs to one node you control every other node and if it's anything like the other domination modes I've played you're going to win in about a minute.
#36
Posted 13 December 2012 - 06:44 PM
#37
Posted 13 December 2012 - 06:47 PM
This may very well be a situation where PUGs are given the short end of the stick, and beaten with it. Or I could be wrong, happens.
It also may make me finally start playing with premade teams some.
#38
Posted 13 December 2012 - 06:48 PM
#40
Posted 13 December 2012 - 06:59 PM
The Cheese, on 13 December 2012 - 06:48 PM, said:
They should allow 4 spawns. You put 4 mechs into your quick action bay and as you dine you select a new mech that is drop podded down to a point you have already under control.
So 4 lives for those with enough mechs.
People will probably take their light mechs first to go cap and then the heavier mechs will drop in to defend as the lights die which seems like a reasonable engagement escalation.
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