

Rename Assault?
#1
Posted 18 December 2012 - 05:35 AM
(They renamed it assault back in CB because everyone said the cap mechanic needed different name...I forget was it "death match"?...someone will remember and post I am sure)
And what is point of lights and mediums?
Just drop with an Atklas and brawl it out?
What will be really funny is all the screaming whenever someone fast caps now...from both sides! LOL. Grievers are now gonna base cap just to **** peple off.
#2
Posted 18 December 2012 - 05:51 AM
#3
Posted 18 December 2012 - 05:52 AM
#4
Posted 18 December 2012 - 05:53 AM
#6
Posted 18 December 2012 - 05:54 AM
ApheX, on 18 December 2012 - 05:53 AM, said:

I like that. Pugs being stupid so now I am gonna cap. Love it.
El Penguin, on 18 December 2012 - 05:53 AM, said:
Where did I complain? I am simply saying that they need to rename the game mode to reflect the mechanic. it is now TDM.
#7
Posted 18 December 2012 - 05:57 AM
Chemie, on 18 December 2012 - 05:54 AM, said:
I like that. Pugs being stupid so now I am gonna cap. Love it.
Where did I complain? I am simply saying that they need to rename the game mode to reflect the mechanic. it is now TDM.
Well, im confused now... seems to me lights and assaults dominate. Also we had a couple threads complaining about people just capping and that this game is a "racing game" (lol). Now this one is about the game being TDM with no objective?

And I think the name is fine. I see some matches still being about capping and some fighting to the death.
Edited by El Penguin, 18 December 2012 - 05:59 AM.
#8
Posted 18 December 2012 - 05:57 AM
#9
Posted 18 December 2012 - 06:10 AM
Chemie, on 18 December 2012 - 05:54 AM, said:
I like that. Pugs being stupid so now I am gonna cap. Love it.
Where did I complain? I am simply saying that they need to rename the game mode to reflect the mechanic. it is now TDM.
You are complaining about a non existent issue, it doesn't matter at all what the mode is called.
#10
Posted 18 December 2012 - 06:35 AM
Congzilla, on 18 December 2012 - 06:10 AM, said:
It's a thinly veiled critique of PGI removing the capture rewards.
It is disappointing that they seem to continually listen to the wrong portion of their player-base, and virtually ignore the saner aspect.
#11
Posted 18 December 2012 - 06:39 AM
In Assault you win neither killing opposite OR capping base. More bluffing, stalling and counter-capping involved.
Without respawn Conquest is just assault w/ little polishing.
#12
Posted 18 December 2012 - 06:40 AM
They moved capping to conquest mode.
#13
Posted 18 December 2012 - 06:42 AM
"So I stand here and magically win.....?"
#14
Posted 18 December 2012 - 07:01 AM
El Penguin, on 18 December 2012 - 05:57 AM, said:
Well, im confused now... seems to me lights and assaults dominate. Also we had a couple threads complaining about people just capping and that this game is a "racing game" (lol). Now this one is about the game being TDM with no objective?

And I think the name is fine. I see some matches still being about capping and some fighting to the death.
As of the Dec 18th patch the economy is supposed to change substantially. There is no advantage to win/loss ... it is irrelevant. All the rewards come from actions taken in game/damage done/kills and assists. Capping gives no reward at all.
Capping is now pointless except to end a game in case of a bug or because you can't find that last mech. Capping can be used to grief folks since everyone will make less if a base is capped. I can see losing teams possibly doing this since they won't be making much anyway and this might get them out of the match faster. If someone starts to cap the best move is probably to try to kill as many opponents as fast as possible before the cap completes ... trying to chase them off the base will probably reduce your income.
One of the interesting things is that win/loss is now irrelevant from a game performance perspective ... the only incentive to team play is that you should be more effective at doing damage and obtaining kills when running with a team ... folks who can do well without a team now have no reason to stick with them since they can make more whether their team wins or loses.
#15
Posted 18 December 2012 - 07:05 AM
GioAvanti, on 18 December 2012 - 06:42 AM, said:
"So I stand here and magically win.....?"
I thought the players allowing their base to get capped with so many options to stop the opposition took away from the game.
Mawai, on 18 December 2012 - 07:01 AM, said:
The only thing changing this is Salvage. Loosing side doesn't get salvage so it is still in your best interest to run back and kill the Capper.
#16
Posted 18 December 2012 - 07:07 AM
VXJaeger, on 18 December 2012 - 06:39 AM, said:
In Assault you win neither killing opposite OR capping base. More bluffing, stalling and counter-capping involved.
Without respawn Conquest is just assault w/ little polishing.
Actually ... I am not sure. In Conquest the only ways to win are harvest enough resources or kill the opposing team. There is now a reason to take control of the resource sites and it is not an instant win when you do. In addition, you will earn more by harvesting resources than by killing all of the other team.
However, I can see Conquest devolving into teams of light mechs running out and capturing bases while the heavier mechs try to engage the opposing team. In the end with one or two lights left on each side they will probably be running from base to base capping and taking the occasional pot shot at each other. Especially since they may both make more by harvesting resources than by killing the last person on the opposing team.
#17
Posted 18 December 2012 - 07:09 AM
Bases add an interesting dynamic to what would otherwise be TDM.
#18
Posted 18 December 2012 - 07:10 AM
Mawai, on 18 December 2012 - 07:07 AM, said:
Actually ... I am not sure. In Conquest the only ways to win are harvest enough resources or kill the opposing team. There is now a reason to take control of the resource sites and it is not an instant win when you do. In addition, you will earn more by harvesting resources than by killing all of the other team.
However, I can see Conquest devolving into teams of light mechs running out and capturing bases while the heavier mechs try to engage the opposing team. In the end with one or two lights left on each side they will probably be running from base to base capping and taking the occasional pot shot at each other. Especially since they may both make more by harvesting resources than by killing the last person on the opposing team.
Conquest sounds too complex for simple me... I think I'll stick with the "Assault" and the "FFA Solaris 7" mode in future.

#19
Posted 18 December 2012 - 07:26 AM
GioAvanti, on 18 December 2012 - 06:42 AM, said:
"So I stand here and magically win.....?"
It actually added a lot of tactical depth to the game:
- You had to be wary of enemy maneuver units who might do an end run and cap your base.
- You had to be careful about overextending and choose your movements carefully, in case your enemy manages to just push past out of your sight and cap your base.
- Scouts were extremely valuable since they might detect enemy forces moving past you, and were important in locating the enemy main effort so that you could either counter it or (if your force was more mobile) circumvent it so you could go for cap.
Without capping as a useful way to win the match, Assault now truly is a TDM. The primary goal will be to locate the enemy main effort and meet it in battle. There will likely still be some depth and use for flanking units, but not as much as before.
But I imagine that this was the goal of the developer: offer a pure Deathmatch mode, now that they have introduced the new more objective-driven Conquest mode. Hopefully this will prove to be the case (I'd hate for Conquest to devolve into Deathmatch as well).
My main issue with the patch is twofold:
- There should still be some advantage to winning a match in Assault. just a 10 or 20k bonus shouldn't be a big deal, but at least give an incentive to win. Right now the cynical part of me sees people loaded nothing but atlases and taking turns killing each other and getting assists on everyone, just to maximize profit.
- While I'm fine with free reloads (since weapons like missiles are already balanced in the battlefield, they don't need economical balancing as well), I think losing repair is unfortunate. Again, it is a question of tactical depth: repair costs gave people an incentive to play smart, to try and _crush_ the enemy opposition through proper tactics. The best victory was the one where you got as many kills and assists as possible without taking much damage yourself.
Granted, its not like the need for good tactics disappeared, of course, but now we don't have to worry about fixing up our rides anymore I imagine we're going to see a lot more recklessness in the field.
Plus, trying to minimize damage on your own mechs while achieving victory is a time honoured goal in tabletop campaigns, and is part and parcel of the mercenary playstyle.

Thank you.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users