

#1
Posted 21 December 2012 - 03:35 PM
The problem is that I've spend all my time, skills and C-bills on going fast, not being detected and sneaking in the back door and making off with the dragon's gold. What was the point of all my efforts so far if there's no longer any treasure? I like harassing assult mechs as much as the next scout, but it seems a waste of time when I'm only getting paid for the little damage I can do. There's no more point to being a scout if the only thing that matters at the end of the match is how much damage you deal out.
Assult mode is for assult mechs; nothing more than a team deathmatch where you get in the toughest mech you can buy and shoot as much as you can. It's not like you'll have to pay for all that ammo anymore. I remember hearing in a Dev interview that they didn't want to make this same mistake as past MechWarrior games did, yet here we are again.
Game still looks beautiful and is a lot of fun, but I'm very disapointed with this latest turn of events. It's like you gave me some cake and then slapped it right out of my hand.
#2
Posted 21 December 2012 - 03:53 PM
PS: As to little damage, this is with a Commando, all other light mechs are stronger and thus able to do even more damage, so maybe rethink your role:
Edited by Snib, 21 December 2012 - 03:56 PM.
#3
Posted 21 December 2012 - 04:02 PM
KEEP IN MIND IT IS STILL BETA


Edited by Footupyazz, 21 December 2012 - 04:03 PM.
#4
Posted 21 December 2012 - 04:10 PM
I read a dev post somewhere yesterday that they're working on adding money and c-bill rewards for TAGing and I think NARCing, as well as other non-combat rewards.
Personally I hate that you even can still cap a base at all, as it's basically turned into a trolling mechanism. I try to explain to people quickly in game that it's worth far more money to fight hard and lose, than it is to speed cap and win. I frequently get a "ST*U I play to win" reply, and I just tell them "well, I try to play well to earn bigger rewards and improve my mech. If you'd rather speedcap and make sure that every person here only gets 25k, well ok I guess. Go ahead and 'win'."
Edited by Dark Radiance, 21 December 2012 - 04:21 PM.
#5
Posted 21 December 2012 - 04:11 PM
Lights have been repurposed to actually be scouts instead of base racers.
It's effective, simple, but above all, it's closer to what Mechwarrior is meant to be.
In my opinion, Base Caps shouldn't even be allowed until 4+ total mechs have been destroyed
#6
Posted 21 December 2012 - 04:24 PM
#7
Posted 21 December 2012 - 04:26 PM
Colonel Pada Vinson, on 21 December 2012 - 04:24 PM, said:
This only promotes base rushing.
The current scale actually measures teamwork and actions that are done within the game.
Captures should only be used as a last resort to finish a game. This is Mechwarrior, not "Stand in the Red Square" Warrior
#8
Posted 21 December 2012 - 04:47 PM
Syllogy, on 21 December 2012 - 04:26 PM, said:
That's not a bad thing and is a valid tactic. Just as there are tactics to counter base rushing. It is not PGI's place to "fix" a tactic that can be just as easily thwarted by the players.
Syllogy, on 21 December 2012 - 04:26 PM, said:
And capturing the other team's base is no less a measurable action to be rewarded?
Syllogy, on 21 December 2012 - 04:26 PM, said:
I whole disagree. Base capture (and defending your own) is the entire point of Assault mode. That is why it is called Assault mode and not TDM or Annihilation mode. It is unfortunate that it is no longer rewarded like all other contributions players make to win the game.
#9
Posted 21 December 2012 - 04:49 PM
Farix, on 21 December 2012 - 04:47 PM, said:
THIS^^^.
#10
Posted 21 December 2012 - 04:52 PM
By removing the reward it still allows a team to cap to end the match after killing mech of the mechs if someone is griefing.
#11
Posted 21 December 2012 - 04:53 PM
Farix, on 21 December 2012 - 04:47 PM, said:
Yep, as much as I hate capping, it's rather peculiar that completing the objective is not rewarded. Logically the only rewards should be for achieving the objective and salvage (not suggesting this, just saying).
Sprouticus, on 21 December 2012 - 04:52 PM, said:
By removing the reward it still allows a team to cap to end the match after killing mech of the mechs if someone is griefing.
True that.
Edited by Snib, 21 December 2012 - 04:58 PM.
#12
Posted 21 December 2012 - 05:06 PM
Sprouticus, on 21 December 2012 - 04:52 PM, said:
By removing the reward it still allows a team to cap to end the match after killing mech of the mechs if someone is griefing.
I've seen those who support TDM/Annihilation mode say this before, but no where have I seen PGI explicitly state that is what base capping is for.
#13
Posted 21 December 2012 - 05:08 PM
Farix, on 21 December 2012 - 04:47 PM, said:
And capturing the other team's base is no less a measurable action to be rewarded?
I whole disagree. Base capture (and defending your own) is the entire point of Assault mode. That is why it is called Assault mode and not TDM or Annihilation mode. It is unfortunate that it is no longer rewarded like all other contributions players make to win the game.
Deathmatch kept resulting in the last one or two holdouts hiding in the corners of the map and powering down. Assault was created to circumvent this by creating a way to win without having to hunt down and kill every last enemy mech.
Some people like to play Base Race, and this is why they created Conquest.
It's a game mode dedicated to base capping.

#14
Posted 21 December 2012 - 05:31 PM
Syllogy, on 21 December 2012 - 04:11 PM, said:
The game mode definitely needs a little bit of a re-think, and yeah I agree there should be some level of engagement before a base can be capped, but I also think that if their going to leave bases in the game there should be some enticing reward and value placed on completing the objective.
I really think base capping should be either re-worked done away with entirely and make matches straight TDM. Though its low on the priority list for me when compared to a lot of other wants and desires.
#15
Posted 21 December 2012 - 10:00 PM
I am sure the actual work for this on PGI's part would require very little effort. the game could only be won by killing the other team.
The balance that needs to be achieved is between bases being worthless and bases being the end all.
#16
Posted 22 December 2012 - 01:42 AM
They should probably add a cbill counter for time spent capping similar to the resource counter.
#17
Posted 22 December 2012 - 02:06 AM
Now it simply doesn't matter. I lose for cap? 20-30k less income. It only comes handy when you have got 7 enemy mechs and can't hunt the remaining enemy mech so you just cap the enemy base to cut it short.
That's even worse with conquest, when if you leave a single enemy lightmech, you have to cap the other points, wait to reach 750 resources and get much less money than when annihilating the enemy team in assault mode. And matches last much longer for fairly less income.
Now, back to selecting assault mode and launching..
#18
Posted 22 December 2012 - 02:34 AM
#19
Posted 22 December 2012 - 02:39 AM

...no just kidding but really we are here to make the game better

#20
Posted 22 December 2012 - 03:03 AM
So you will get bonus gxp

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