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Pleasantly Surprised By Conquest Mode
#1
Posted 18 December 2012 - 08:05 PM
So far, my games in Conquest have been some of the funnest experiences I've had in MWO. Placement of multiple flags has done a good job of breaking up the zerg mob of teams and opened up lots more tactical opportunities; flanking and "blackops infiltration" are far more viable and fun and I've had a lot of good times actually breaking away from main clumps of friendlies to go look for targets of opportunity or capture back flags. It's really done an amazing job of breaking up the fight into something much more authentic and chaotic, and not just about base numerical mathematics of "these guys have more dudes sticking together so they win".
There's also of course absolutely no instances of two teams entirely avoiding contact and playing capture the base. There are no easy wins (or losses).
So yeah, good job with this, I am pleasantly surprised for the first time in awhile.
#2
Posted 18 December 2012 - 08:08 PM
I thought the game mode was kinda 'meh, or felt like this type of mode warrants multiple lives like the planned dropship play.
I guess I'll have to play more of it tomorrow.
Edited by mwhighlander, 18 December 2012 - 08:13 PM.
#3
Posted 18 December 2012 - 08:11 PM
#4
Posted 18 December 2012 - 08:12 PM
mwhighlander, on 18 December 2012 - 08:08 PM, said:
I thought the game mode was kinda 'meh, or felt like this type of mode warrants multiple lives like the planned dropship play.
I guess I'll have to play more of it tomorrow.
This is how I felt before trying it, that with only one "life" it'd be pretty pointless. So far I haven't actually seen any games decided by actual Capturing/Holding the control points but that's fine -- as far as I'm concerned it has done its job in breaking up the usual monotony of "everyone stick together" = winning.
For me, as a solo player it's been a great experience so far. I can actually operate semi-independently without just getting my **** absolutely pushed in. I can avoid the main fights and stalk the outskirts and back areas looking to ambush someone unawares or draw some enemies by capturing one of their points. Or I can be a good team player and back up my team members. There's a lot of options.
Compare to Assault mode where there's really only two ways to fight -- either as a blob fighting an enemy blob over a hill and pretty much having to rely 100% on the rest of your teammates being smart about where they go and who they shoot, or just running to the enemy base and capturing it before they capture yours. Very limited playstyle.
#5
Posted 18 December 2012 - 08:13 PM
Overall pretty bleh after waiting so long for a new game mode.
Id really like a game mode with no magic squares....
#6
Posted 18 December 2012 - 08:15 PM
Diss, on 18 December 2012 - 08:13 PM, said:
Overall pretty bleh after waiting so long for a new game mode.
Id really like a game mode with no magic squares....
And what would you like to do in that game mode? Hack some information terminal? Destroy something? If you want, you can roleplay that you're assaulting some important orbital defense control station every time you capture a point. You can even shoot it.
#7
Posted 18 December 2012 - 08:18 PM
#8
Posted 18 December 2012 - 08:26 PM
With assault being turned into essentially TDM I'll be switching my game selector to Conquest and ripping off the nob... and grin while doing it.
good job on this one PGI.
Edited by Agent of Change, 18 December 2012 - 08:45 PM.
#9
Posted 18 December 2012 - 08:32 PM
#10
Posted 18 December 2012 - 08:40 PM
zverofaust, on 18 December 2012 - 08:05 PM, said:
So far, my games in Conquest have been some of the funnest experiences I've had in MWO. Placement of multiple flags has done a good job of breaking up the zerg mob of teams and opened up lots more tactical opportunities; flanking and "blackops infiltration" are far more viable and fun and I've had a lot of good times actually breaking away from main clumps of friendlies to go look for targets of opportunity or capture back flags. It's really done an amazing job of breaking up the fight into something much more authentic and chaotic, and not just about base numerical mathematics of "these guys have more dudes sticking together so they win".
There's also of course absolutely no instances of two teams entirely avoiding contact and playing capture the base. There are no easy wins (or losses).
So yeah, good job with this, I am pleasantly surprised for the first time in awhile.
holy crap something zerofaust likes. IM surprised
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