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(Updated/revisited)Team Death Match - Consolidated Feedback Thread.


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#121 Teralitha

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Posted 16 December 2012 - 03:05 PM

View PostS3dition, on 15 December 2012 - 04:27 AM, said:

The Clans are not stupid, they understand that honor means nothing if you've destroyed everything you're fighting to gain. Every battle for them is over an objective that is critical to survival.


Oh so thats why the clans committed BILLIONS of battle mechs from their never ending factory supply to destroy everything in their path to Terra... because it was critical to their survival? You dont understand clans do you. Or battletech even... Battle mech factories... everywhere... pumping them out like there was no end to the supply of raw materials to build them.

Battle mechs rare? HAH get a clue. Clanners only fighting for survival? HAH, get a clue. The bidding process was not about saving mechs, it was about the clan with the biggest ego.

Edited by Teralitha, 16 December 2012 - 03:10 PM.


#122 Ursh

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Posted 16 December 2012 - 03:34 PM

I would be really happy with the option of TDM.

Or put a third capture point in the middle of the map.

One, or both, of the two. The 8vs8 games wouldn't be so ******** if people had to make a choice between base rush and all out defense.

#123 Choombatta

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Posted 16 December 2012 - 04:15 PM

Nothing wrong with ADDING a TDM option, and it should be in game eventually, for those who prefer to play that way.
What I find quite amusing though, is that a good majority of the posters in this thread clamoring for TDM, were just 2 weeks ago DEMANDING that the capture mechanic be removed from Assault mode.

Now those same posters are here saying others want to keep their preferred mode from them.

Well, funny, when people argued capture should remain in Assault mode, you same posters wanted it removed so those players could not play their preferred mode.

So yes, add TDM, but also realize a good portion of you have become hypocrites in less than a week,. Which is typical in these times.

#124 Rex Budman

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Posted 16 December 2012 - 04:20 PM

These guys would make so much money if they had TDM or similar style modes.

TDM modes would mean that the pilot NEEDS to take in a fully equipped soloist mech. He will work very hard to get one to get his ratings up at the end of each match.

Plus; TDM modes, as well as single life modes, are a gaming tradition. I don't want to tsee this game go down the elitist path.

#125 Wintersdark

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Posted 16 December 2012 - 04:23 PM

View PostTeralitha, on 15 December 2012 - 12:32 AM, said:



Well you can keep your objective based games, the rest of us want TDM now. Alot of players find base capping boring as hell.

The reason we have objectives in addition to Kill 'Em All is pretty simple. As others have noted, it prevents battles from dragging on because one player is hiding. God knows I don't want to have battles that would otherwise be a quick win turn into 15 minutes of standing around or playing hide-and-seek with an ECM cloaked Raven... or even just chasing a speed-fitted Jenner around the map.

Further, it adds complexity to tactics. You've always got options. In the posted Conquest mode (resource gathering) or the current Assault (base capping) you can play to kill, or try to accomplish objectives. You need to be mindful of the objectives as well; you can't just run off willy nilly to go hunting mechs. This makes battles more interesting. Situational awareness is more important - you don't need to just keep track of what mechs are around you, but also be aware that those that are not nearby may be moving to your base *OR* be hiding around a corner waiting to ambush you - and neither is a good option.

My personal experience has been that victory due to base capping is around 1 in 10 battles. The vast majority of battles end up being large-scale combats. And even then, often the 1 in 10 base cap victory is done just to wrap things up quickly because the battle was very clearly decided via combat already. Clearly, then, it's not all about base-capping, despite the Deathmatch proponents cries.

#126 Teralitha

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Posted 16 December 2012 - 04:27 PM

View PostChoombatta, on 16 December 2012 - 04:15 PM, said:

Nothing wrong with ADDING a TDM option, and it should be in game eventually, for those who prefer to play that way.
What I find quite amusing though, is that a good majority of the posters in this thread clamoring for TDM, were just 2 weeks ago DEMANDING that the capture mechanic be removed from Assault mode.

Now those same posters are here saying others want to keep their preferred mode from them.

Well, funny, when people argued capture should remain in Assault mode, you same posters wanted it removed so those players could not play their preferred mode.

So yes, add TDM, but also realize a good portion of you have become hypocrites in less than a week,. Which is typical in these times.


The fact of the matter is... base capping mode is garbage, just those players dont realize it. But rather than take it away from them, its easier to have both modes and make everyone happy.

View PostWintersdark, on 16 December 2012 - 04:23 PM, said:

The reason we have objectives in addition to Kill 'Em All is pretty simple. As others have noted, it prevents battles from dragging on because one player is hiding. God knows I don't want to have battles that would otherwise be a quick win turn into 15 minutes of standing around or playing hide-and-seek with an ECM cloaked Raven... or even just chasing a speed-fitted Jenner around the map.

Further, it adds complexity to tactics. You've always got options. In the posted Conquest mode (resource gathering) or the current Assault (base capping) you can play to kill, or try to accomplish objectives. You need to be mindful of the objectives as well; you can't just run off willy nilly to go hunting mechs. This makes battles more interesting. Situational awareness is more important - you don't need to just keep track of what mechs are around you, but also be aware that those that are not nearby may be moving to your base *OR* be hiding around a corner waiting to ambush you - and neither is a good option.

My personal experience has been that victory due to base capping is around 1 in 10 battles. The vast majority of battles end up being large-scale combats. And even then, often the 1 in 10 base cap victory is done just to wrap things up quickly because the battle was very clearly decided via combat already. Clearly, then, it's not all about base-capping, despite the Deathmatch proponents cries.



THATS GREAT, you can still play assault mode ALL YOU WANT, but I want to play TDM, a different mode that the devs need to add in asap.

#127 Rex Budman

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Posted 16 December 2012 - 04:30 PM

No TDM = Elitist garbage.

Even MW4 had a TDM mode.

Why can't we also have it?

Old TT players want to keep this game as Elitist garbage.

Go play something else - you're not going to ruin this experience for me and many others.

#128 SmoothCriminal

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Posted 16 December 2012 - 04:32 PM

prob with tdm is i could drop in a light, and when things dont go my way, run off and powerdown. Enjoy 7 minutes of hide and seek?

#129 Fremen

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Posted 16 December 2012 - 04:33 PM

My friends and I have been pondering this exact question of late. I mean, even from a testing standpoint, testing the pure fighting capability of any Mech Chassis is key, and it cannot be particularly difficult to implement, unless Capping is hardcoded into Maps or something ridiculous like that.

And also lmfao at not wanting TDM in Community Warfare. I understand not wanting it over-represented, but in a setting where most large scale Mech-based engagements are traditionally fights until withdrawal or death, it'd be criminal to not have it present in some form. I do like the idea of using Solaris, but Solaris should be exclusively DM or TDM. It should be a relevant gametype as a whole in CW, same as any other.

#130 Rex Budman

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Posted 16 December 2012 - 04:43 PM

View PostSmoothCriminal, on 16 December 2012 - 04:32 PM, said:

prob with tdm is i could drop in a light, and when things dont go my way, run off and powerdown. Enjoy 7 minutes of hide and seek?


Umm, you don't understand the TDM concept, do you?

Objective; kill as much as you can until time runs out.

Therefore, hiding the entire time yields you no points. YOU LOSE!

#131 Kadassa

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Posted 16 December 2012 - 04:48 PM

You know I've been reading this thread about TDM mode and I was wondering why nobody has mentioned anything about the Solaris Championship? I remember in MW4 there were actual classes for lights assaults mediums heavies and such...I can't see why they can't empliment that shure would require "arena only" maps and it would be a good way for people to make C-bills if there good. You know get cash depending on which order you died . Unless you win then you get mega bucks! Afterall Solaris a big part of TT afterall at least in storyline

Its not TDM it would be FFA DM but I think it would make all the -wanna kill everyone- people happy

#132 Kaspirikay

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Posted 16 December 2012 - 05:04 PM

View PostKadassa, on 16 December 2012 - 04:48 PM, said:

You know I've been reading this thread about TDM mode and I was wondering why nobody has mentioned anything about the Solaris Championship? I remember in MW4 there were actual classes for lights assaults mediums heavies and such...I can't see why they can't empliment that shure would require "arena only" maps and it would be a good way for people to make C-bills if there good. You know get cash depending on which order you died . Unless you win then you get mega bucks! Afterall Solaris a big part of TT afterall at least in storyline Its not TDM it would be FFA DM but I think it would make all the -wanna kill everyone- people happy


this. i need ffa to live.

#133 SmoothCriminal

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Posted 16 December 2012 - 05:09 PM

View PostRex Budman, on 16 December 2012 - 04:43 PM, said:


Umm, you don't understand the TDM concept, do you?

Objective; kill as much as you can until time runs out.

Therefore, hiding the entire time yields you no points. YOU LOSE!



Wow, calme mi amigo. I didn't realise you were suggesting respawns, in which case how will you be implementing repair bills? Every death detracts from funds, or a total at the end? what if my team gets slaughtered and I'm left with a 3mill repair bill without doing much damage? What if I'm damaged, and want out? Do I have to sacrifice a life to re-arm/repair? How about respawn locations?

This thread has a lot of arguments for the introduction of a TDM mode without any real consideration as to how it COULD be implemented. The only way I could see it operating (with your respawns) is if everyone could only use trial mechs, else repair bills would lose all effect.

I like the idea of solaris TDM/FFA (and a ranking based on survival), but I cannot for the life of me see how respawns could be practially implemented, when mechs are fully customizable, and damaging them costs you sterling. But feel free to revert my plethora of inexorable hypotheses with another grandiose dismissal..

#134 Kaspirikay

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Posted 16 December 2012 - 05:22 PM

In any case, capture point modes suck.

#135 White Bear 84

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Posted 16 December 2012 - 05:51 PM

View PostKorm, on 15 December 2012 - 02:34 AM, said:


7 guys died, only one left. He's in fast light mech. Now he will run away from the "winners" till the timer ends. "Finish them all" mode might be a nightmare.


Lol what happens when the mech goes and powers down behind a building on the corner of the map.. ...lets play hide and seek with the Jenner! It happens already on some of the maps, where there is one mech left and they go hide in the caves in forest, or the gulley in frozen city.

The cap is a means to an end.

#136 Kadassa

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Posted 16 December 2012 - 05:51 PM

Respawns simply will not work in MWO If your playin TDM for like 15 minutes and you end up aganst a Premade? Can you imagine what your repair bill would be if your running a custom build and you die every two minutes? I would imagine that even the winning team would probably be running in the negatives as far as Cbills go

#137 Kaspirikay

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Posted 16 December 2012 - 05:56 PM

View PostKadassa, on 16 December 2012 - 05:51 PM, said:

Respawns simply will not work in MWO If your playin TDM for like 15 minutes and you end up aganst a Premade? Can you imagine what your repair bill would be if your running a custom build and you die every two minutes? I would imagine that even the winning team would probably be running in the negatives as far as Cbills go


Just limit repair bill.

#138 Raidyr

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Posted 16 December 2012 - 06:12 PM

Loving the arguments that objective game modes inherently have more depth than TDM.

Nothing says deep, compelling strategy like zerging through city on River City and sitting on a red square while the enemy team zergs the opposite way and sits on yours.

#139 Choombatta

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Posted 16 December 2012 - 06:50 PM

View PostRaidyr, on 16 December 2012 - 06:12 PM, said:

Loving the arguments that objective game modes inherently have more depth than TDM.

Nothing says deep, compelling strategy like zerging through city on River City and sitting on a red square while the enemy team zergs the opposite way and sits on yours.


Yes, let's use a 1 in 100 game situation as the basis for our arguments.

In TDM mode, you could have 2 teams sitting at strategic points of the map, waiting on the other team to come to them, for an advantage. That sounds like a lot of "fun".

What? This will almost never happen?
Aren't we using very rare situations as the basis for our arguments?

#140 SuperPuppy

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Posted 16 December 2012 - 06:55 PM

I honestly don't think TDM lends itself well to the game.

Since the objective is to kill the other team; the team that packs the most firepower will obviously win. Light mechs will be forced to engage toe-to-toe, and teams that are down two mechs will have no hope of coming back.

I think if they introduce TDM it'll be painfully busted.

EDIT: This scenario assumes a no-respawn TDM.

View PostRaidyr, on 16 December 2012 - 02:49 PM, said:

Conceptually I see nothing wrong with a TDM game mode other than the aforementioned problem of what to do with the powered down Jenner hiding in the corner of the map. One solution would be to just have respawns but I don't know how much of a technical challenge that would be.


Isn't there a game timer that will inevitably decide who wins when the clock runs out?

Edited by SuperPuppy, 16 December 2012 - 06:57 PM.






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