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Making Assault Assault. Not Team Deathmatch.


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#1 Girth Fillmore

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Posted 17 December 2012 - 09:53 PM

I'm not going to make this a long post, but I see Assault degenerating into a more TDM setting rather than a base-cap mode.

I suggest a simple tweak to make it so base capping is the main goal, but it will require a team effort in order to do so.

Add one or two generators per side which emit a force field that protects the cap area. Until one (or both) generators are destroyed, a cap can't occur. The generators would possess HP similar to a heavy mech, so that it would take a concentrated barrage in order to disable one. Location would be 200-500m from the cap area (as an example)

No more lone jenny or ecmmando initiating a cap, less cap rushing (in my opinion)

Having the generators absorb a good amount of damage will allow a team to pull back and engage on defense, and will also encourage offensive teams to muster a goodly amount of firepower in order to cap.

In my mind, this is what Assault actually is. I've played a lot of team-based games, and the existing run-and-squat mode loses it's appeal pretty quickly.

#2 WiCkEd

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Posted 18 December 2012 - 02:59 AM

Good stuff man. I like the ideas.

#3 CoreHunter

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Posted 18 December 2012 - 03:05 AM

that would require more tactics than "every body target Alpha" so i don't think they can comprehind it as a usefull suggestion.

#4 Mazgazine1

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Posted 18 December 2012 - 03:20 AM

That makes a lot of sense. Can you still walk into the base but can't capture it?


I like it , I would prefer there being more to the current mode then just kill or cap. there needs to be some minimum kills or something ..

#5 sC4r

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Posted 18 December 2012 - 03:34 AM

like this idea +1

#6 Girth Fillmore

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Posted 18 December 2012 - 08:42 AM

View PostMazgazine1, on 18 December 2012 - 03:20 AM, said:

That makes a lot of sense. Can you still walk into the base but can't capture it?


I like it , I would prefer there being more to the current mode then just kill or cap. there needs to be some minimum kills or something ..


I envision the dropship deploying mechs around the protected area. There's some sort of energy field or fence protecting the base/com tower/house dignitary/twinkies, preventing anyone from entering the 'capture zone'. The generators would need to be disabled in order for attacking and defending mechs to enter the hex. Once the protection is gone, it would work the way the current system does.





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