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New Conquest-Gamemode


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#1 VXJaeger

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Posted 17 December 2012 - 03:32 AM

If there really is no respawn-function of killed mechs, it's just Assault by other name and little polishing.

Edited by VXJaeger, 17 December 2012 - 03:34 AM.


#2 PurpleNinja

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Posted 17 December 2012 - 03:34 AM

View PostVXJaeger, on 17 December 2012 - 03:32 AM, said:

If there really is no respawn-fuction to dead mechs, it's just Assault by other name and little polishing.

I wonder how high would be the repair bill if we had respawns.

:lol: :ph34r:

#3 Stone Profit

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Posted 17 December 2012 - 03:37 AM

No, its conquest. Just because you can't tell the difference doesn't make it otherwise.

#4 VXJaeger

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Posted 17 December 2012 - 03:41 AM

View PostStone Profit, on 17 December 2012 - 03:37 AM, said:

No, its conquest. Just because you can't tell the difference doesn't make it otherwise.

Assault begins with A.
Conquest begins with C.

Difference is found. Carry on, nothing to see here.

#5 Vexel

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Posted 17 December 2012 - 03:49 AM

Unless the kill all victory condition is disabled or rewards ****** all in comparison to actually doing the captures, than it will probably sadly just still be a death match. Which will suck.

#6 elbloom

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Posted 17 December 2012 - 04:10 AM

Deathmatch > Caprace, on what planet r you living ? go play need for speed.

Me wants the biggest fight with as many explosions there can be. Gimme moaa DM, FFA, whatever - as long as i don´t have to depend on my "team" (of maybe 3 jr7-k and more crapola) as it´s now the case :lol:

#7 Moonsavage

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Posted 17 December 2012 - 04:14 AM

@elbloom
What will actually happen is the remaining heavy mechs on one side will end up chasing the remaining badly damaged light mech on the other side... boredom will ensue.

#8 Elizander

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Posted 17 December 2012 - 04:20 AM

View PostPurpleNinja, on 17 December 2012 - 03:34 AM, said:

I wonder how high would be the repair bill if we had respawns.

:lol: :ph34r:


Bring 4x Assaults with XL Engines and Ferro armor.

#9 Joseph Mallan

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Posted 17 December 2012 - 04:31 AM

View PostVXJaeger, on 17 December 2012 - 03:32 AM, said:

If there really is no respawn-function of killed mechs, it's just Assault by other name and little polishing.

Respawn has to my knowledge Never been a part of the MechWarrior brand. You die, you drop back to your last save and start again. Never want to see Respawn in this game. Ever.

Edited by Joseph Mallan, 17 December 2012 - 04:31 AM.


#10 Neklatan

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Posted 17 December 2012 - 05:05 AM

View PostJoseph Mallan, on 17 December 2012 - 04:31 AM, said:

Respawn has to my knowledge Never been a part of the MechWarrior brand. You die, you drop back to your last save and start again. Never want to see Respawn in this game. Ever.


When you say save, I believe you are thinking from a single player perspective(correct me if I'm wrong). The OP means it from a multiplayer one. I can say that MW4 had respawn enabled, games would last 30 mins, you would die and spawn back at base, and the winner team would be the one with more kills, or damage(except capture the flag, obviously).

Anyways, not sure how they are going to get that cool strategic feeling from that game mode with respawn disabled. Conquest is cooler when the game takes a bit longer and goes back and forth. Well, let's see how they are going to make it work.

#11 Rushin Roulette

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Posted 17 December 2012 - 05:10 AM

View PostElizander, on 17 December 2012 - 04:20 AM, said:


Bring 4x Assaults with XL Engines and Ferro armor.


You forgot the Artemis LRM / SRM launchers as well as the Gauss and tons of Ammunition for each.

#12 hammerreborn

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Posted 17 December 2012 - 05:51 AM

View PostVXJaeger, on 17 December 2012 - 03:41 AM, said:

Assault begins with A.
Conquest begins with C.

Difference is found. Carry on, nothing to see here.


Then why make this thread?

#13 Mercules

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Posted 17 December 2012 - 06:04 AM

Actually, the tactics are going to be much different. A big heavy slow team will be able to trundle about in one or two blobs and capture 1 to 2 points at a time. The slow team will probably have more firepower and armor than the other team. The faster team will be able to capture 3-4 points and thus win by mining more, all it will need to do is avoid the other team.

This means that most people will want to run a mech that is not too slow but still has punch. In teams it means you will likely have some medium/faster heavy to respond to capturing and/or capture points and a few solid heavy hitters that are slow and a fast mech or two to scout and claim unguarded points.

I have a feeling a lot of our current crop of Atlas pilots are going to be saying, "Crap, that is across the map!" and while a big brawl might clean out most of the enemy mechs you still could lose to the enemy capturing more points than you. Sorry people, you might have to think on this one.

Sure a glob of Jenners running around might do the job, but if that happens then you are up against a team of all lights in non-8man, or might run into a balanced team with some solid "scout hunters" in 8 man and a couple of big guys you would really need to focus fire on to take down.

I think it is going to be interesting.

#14 xRaeder

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Posted 17 December 2012 - 06:07 AM

View PostStone Profit, on 17 December 2012 - 03:37 AM, said:

No, its conquest. Just because you can't tell the difference doesn't make it otherwise.


No... it is not conquest. Conquest has always had respawns since DICE introduced it a decade ago.

And to another poster that was concerned about repair costs. Well for one they could reduce the repair costs while within a "Conquest" match, or increase rewards... plus the welfare repairs they currently have. There are a ton of ways to make it work, apparently none of which have been considered.

I'm beginning to feel like Paul has a part time job, as he certainly isn't focusing on this project.

View PostMercules, on 17 December 2012 - 06:04 AM, said:

Actually, the tactics are going to be much different. A big heavy slow team will be able to trundle about in one or two blobs and capture 1 to 2 points at a time. The slow team will probably have more firepower and armor than the other team. The faster team will be able to capture 3-4 points and thus win by mining more, all it will need to do is avoid the other team.

This means that most people will want to run a mech that is not too slow but still has punch. In teams it means you will likely have some medium/faster heavy to respond to capturing and/or capture points and a few solid heavy hitters that are slow and a fast mech or two to scout and claim unguarded points.

I have a feeling a lot of our current crop of Atlas pilots are going to be saying, "Crap, that is across the map!" and while a big brawl might clean out most of the enemy mechs you still could lose to the enemy capturing more points than you. Sorry people, you might have to think on this one.

Sure a glob of Jenners running around might do the job, but if that happens then you are up against a team of all lights in non-8man, or might run into a balanced team with some solid "scout hunters" in 8 man and a couple of big guys you would really need to focus fire on to take down.

I think it is going to be interesting.


This won't mean a damn thing since you can win just by killing the opposite team JUST LIKE YOU CAN NOW! I'll bet you that is exactly what people will be doing too... we will continue to see groups blobbing up and zerg rushing because the damn capture modes don't mean a thing.

#15 Roughneck45

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Posted 17 December 2012 - 06:29 AM

Im a little nervous about the no respawns.

I fully understand that the hardcore and competative matches will always be no respawns, as they should be, but a game mode like conquest could use them IMO. I was picturing more of a battlefield 3 type of conquest mode(although we would need bigger maps to do it properly.). Instead, im afraid it will be just what we have now, with the objectives as more of an afterthought.

Still though, new game mode is a step in the right direction, and hopefully a breath of fresh air.

Edited by Roughneck45, 17 December 2012 - 06:29 AM.


#16 Fabe

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Posted 17 December 2012 - 06:41 AM

View Postelbloom, on 17 December 2012 - 04:10 AM, said:

Deathmatch > Caprace, on what planet r you living ? go play need for speed.

Me wants the biggest fight with as many explosions there can be. Gimme moaa DM, FFA, whatever - as long as i don´t have to depend on my "team" (of maybe 3 jr7-k and more crapola) as it´s now the case :lol:

Then you are playing the wrong game. Mechwarrior Online was designed as a TEAM based game,I suggest CoD,Hawken,Quake Live since those are more in line of what you are looking for.

#17 Joseph Mallan

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Posted 17 December 2012 - 06:55 AM

View PostNeklatan, on 17 December 2012 - 05:05 AM, said:


When you say save, I believe you are thinking from a single player perspective(correct me if I'm wrong). The OP means it from a multiplayer one. I can say that MW4 had respawn enabled, games would last 30 mins, you would die and spawn back at base, and the winner team would be the one with more kills, or damage(except capture the flag, obviously).

Anyways, not sure how they are going to get that cool strategic feeling from that game mode with respawn disabled. Conquest is cooler when the game takes a bit longer and goes back and forth. Well, let's see how they are going to make it work.

And I mean in this title There has never been a Respawn. either on TT or in Videogame product has ever had a respawn. It would be wrong to include it in this installment. It's a combat sim. When you die in combat you don't get back up and fight some more.

(If MW4 online had respawn I don't know as I never played that portion of the game.)

Edited by Joseph Mallan, 17 December 2012 - 06:56 AM.


#18 FrDrake

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Posted 17 December 2012 - 06:58 AM

Needs more dropship mode.

#19 Fabe

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Posted 17 December 2012 - 06:59 AM

View PostxRaeder, on 17 December 2012 - 06:07 AM, said:


No... it is not conquest. Conquest has always had respawns since DICE introduced it a decade ago.

And to another poster that was concerned about repair costs. Well for one they could reduce the repair costs while within a "Conquest" match, or increase rewards... plus the welfare repairs they currently have. There are a ton of ways to make it work, apparently none of which have been considered.

I'm beginning to feel like Paul has a part time job, as he certainly isn't focusing on this project.



This won't mean a damn thing since you can win just by killing the opposite team JUST LIKE YOU CAN NOW! I'll bet you that is exactly what people will be doing too... we will continue to see groups blobbing up and zerg rushing because the damn capture modes don't mean a thing.

I'm hoping to see a mix of capping and battling as teams rush to cap the points next to their spawn then fight it out for the remaining center point with maybe lights breaking off to try and steal the points the other team already captured.

Edited by Fabe, 17 December 2012 - 07:00 AM.


#20 Mercules

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Posted 17 December 2012 - 07:00 AM

View PostxRaeder, on 17 December 2012 - 06:07 AM, said:

This won't mean a damn thing since you can win just by killing the opposite team JUST LIKE YOU CAN NOW! I'll bet you that is exactly what people will be doing too... we will continue to see groups blobbing up and zerg rushing because the damn capture modes don't mean a thing.



Good luck with that. You can blob up and zerg now because of the binary nature of capturing. There is one base, you can't reset it, and once it is captured the game is over. This means your opponent HAS to cut you and and fight your blob or let you cap. If they are not blobbed then the most likely result is they lose.

In conquest blobbing up and moving straight over to the enemy base won't mean a thing because they can simply move around you and capture three of them and your starting base. Unless you have all faster mechs you won't be able to stop them splitting up and attacking multiple points.

You will smash anything you run into, but if the enemy uses scouting and avoidance they will be more successful in keeping pressure on you while you wait for the slowest member of your team to waddle over to the next point.





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