Conquest Mode Is A Complete Wash.
#101
Posted 23 December 2012 - 06:06 PM
#102
Posted 23 December 2012 - 06:11 PM
#103
Posted 23 December 2012 - 06:18 PM
They aren't focusing on one singular game deciding clash so much as many smaller engagements and actually out maneuvering the other team so as to catch said enemies out numbered, or to split up an enemy death ball by simply avoiding them and capping multiple points at once.
It has probably been mentioned at least once already but it doesn't matter what you think of the game mode it definitely is a big change from a normal assault match.
Adding something like respawns to the game mode would completely destroy any element of tension the game mode currently promotes by removing any sort consequence. You would also find it removes most elements of strategy from the game and it would make it even more like a straight up death match then it is now as people would be singularly focused on running in doing as much damage as they can ie: the only strategy would be group up and rush the point making the game even more deathmatchy then it is now.
No respawns is good for conquest so lets keep it that way.
#104
Posted 23 December 2012 - 06:25 PM
Arcane Azmadi, on 22 December 2012 - 03:35 PM, said:
Seriously, this mode is a complete waste of time in a game like MWO. You need to be able to respawn for a "king of the hill" mode to be worth it, otherwise which team gets to be "king" is determined in the time-honoured manner of "we ha' the crown i'faith and will kill any whoreson who trys to take it away, by the Lord Harry!"
HUH???????? Huge difference.... We no longer have the game ending because 2 lights with Cap Accelerators ran around to the base...
#105
Posted 23 December 2012 - 06:28 PM
You're whining about losing because your team sucked and all died and you, all by yourself, couldn't win the game? God Forbid we have a game mode that requires team work, in a team game, and some ***** can't just cap win the game without ever firing a shot.
Ya know, I am sorry this isn't a single player game, but when are you people going to realize its a TEAM game that requires TEAM WORK. This was never publicized as a single player game, grow the F up and learn how to work with people instead of whining about losing. I have never see so many cry babies.
Btw, if you don't like conquest mode, don't play it, you do have that option. But I guess its easier to drop on the forums and whine about it, instead of clicking a button and choosing Assault.
#106
Posted 23 December 2012 - 06:37 PM
Lolroflcake, on 23 December 2012 - 06:18 PM, said:
They aren't focusing on one singular game deciding clash so much as many smaller engagements and actually out maneuvering the other team so as to catch said enemies out numbered, or to split up an enemy death ball by simply avoiding them and capping multiple points at once.
I concur.
I've had some great Conquest rounds where the team really pulled together and worked each waypoint and the battle raged between two of them in a way that you wouldn't see in a regular Assault round.
It does change the game, even if only slightly, which isn't a bad thing in any book.
#107
Posted 23 December 2012 - 06:45 PM
Lolroflcake, on 23 December 2012 - 06:18 PM, said:
They aren't focusing on one singular game deciding clash so much as many smaller engagements and actually out maneuvering the other team so as to catch said enemies out numbered, or to split up an enemy death ball by simply avoiding them and capping multiple points at once.
It has probably been mentioned at least once already but it doesn't matter what you think of the game mode it definitely is a big change from a normal assault match.
Adding something like respawns to the game mode would completely destroy any element of tension the game mode currently promotes by removing any sort consequence. You would also find it removes most elements of strategy from the game and it would make it even more like a straight up death match then it is now as people would be singularly focused on running in doing as much damage as they can ie: the only strategy would be group up and rush the point making the game even more deathmatchy then it is now.
No respawns is good for conquest so lets keep it that way.
Respawning also requires strategy/tactics. Typically, in BF where you can spawn on a teammate, people may suicide just to respawn on their teamamte who capping a flag. Thus, when you fight a 'team', you have to make sure you kill every last one. When the last guy is dead, you have to respawn from a faraway point, where you have to spend time to leg it to the flag. Time when the tickets is counting down. Hardly no 'consequence'.
As a backup, you might also set up beacons to respawn. IN MWO, probably something like droppods. The team thus also have to hunt down and destroy such beacons. There is actually a lot of tricks (tactics) involved if respawn is to be added to the mix. Being good at 'killing the other' would not be enough to win.
To be honest, I am not sure the current MWO community is ready for the teamwork it requires. I mean, just 'sticking together' to focus fire is already so hard! lol.
#108
Posted 23 December 2012 - 06:45 PM
I have pretty much stopped playing it. Just hit the little blue box and select not to play it.
#109
Posted 23 December 2012 - 06:47 PM
#110
Posted 23 December 2012 - 06:53 PM
SteelRat, on 23 December 2012 - 06:28 PM, said:
You're whining about losing because your team sucked and all died and you, all by yourself, couldn't win the game? God Forbid we have a game mode that requires team work, in a team game, and some ***** can't just cap win the game without ever firing a shot.
Ya know, I am sorry this isn't a single player game, but when are you people going to realize its a TEAM game that requires TEAM WORK. This was never publicized as a single player game, grow the F up and learn how to work with people instead of whining about losing. I have never see so many cry babies.
Btw, if you don't like conquest mode, don't play it, you do have that option. But I guess its easier to drop on the forums and whine about it, instead of clicking a button and choosing Assault.
Conquest is just Assault, but oh look you have an idea where the enemy is! so much teamwork has been put into finding the enemy when as soon as you see flashing lights on one of the caps you know that something is there. yeah... something about this game mode makes me think someone was smoking something, just not sure what...
oh and conquest seems to pay more.
Edited by KhanCipher, 23 December 2012 - 06:53 PM.
#111
Posted 23 December 2012 - 07:03 PM
I like the idea of conquest, but with the WoT mentality of meet in the middle and slug it out that has formed in this community, its a waste of time to try and actually play the mode as intended. As far as respawns go, no, just no. It is considered a drop onto a target planet and unless you have a fleet orbiting above with a long, long, long list of ready to drop reinforcements then you have a limited amount of resources. Which is how Battletech, which this is based upon, has always been. You want respawns go play Mod Warfare whichever.
#112
Posted 23 December 2012 - 07:07 PM
LoboSG, on 23 December 2012 - 06:45 PM, said:
when you die in BF, your team lose tickets, so dieing a lot will hurt your team a lot. In MWLL your team will lose huge amounts of tickets when you die in a expensive Mech like a Daishi
LoboSG, on 23 December 2012 - 06:45 PM, said:
Respawning also requires strategy/tactics. Typically, in BF where you can spawn on a teammate, people may suicide just to respawn on their teamamte who capping a flag. Thus, when you fight a 'team', you have to make sure you kill every last one. When the last guy is dead, you have to respawn from a faraway point, where you have to spend time to leg it to the flag. Time when the tickets is counting down. Hardly no 'consequence'.
the fun is, with respawn you can and must adapt your tactic to the enemys, battles far more dynamic and fluid
#114
Posted 23 December 2012 - 07:41 PM
The bases also don't have any meaning nor do anything for the team that takes them. They just tick points. That's it. Of all the things they could have done with this in MW, such as helipads for allied NPC air support, hangers to spawn allied NPC tanks, control centers to activate turrets, or maybe unlock a limited use repair bay at one of the bases... of all the things in MW they could have done, they just copy/paste Conquest. It's no different here than it is from any other game that does it. Bases just tick points and nothing else. Yawn. This is MechWarrior. Where is all that other stuff? Don't just make a boxing arena and dress it up, make battlefields with tons of stuff in them. Where are the vehicles? The turrets? ANYTHING? I know what I'm saying takes a lot of work, but if bases actually did things and this game had NPC/turrets in it, it would be 100x more fun/exciting.
Edited by Bluten, 23 December 2012 - 07:52 PM.
#115
Posted 23 December 2012 - 07:43 PM
#116
Posted 23 December 2012 - 07:55 PM
Respawn is not the answer though, it simply does not fit the spirit of Battletech. This does not mean, that there may not ever be game modes with a respawn, Solaris arena style game modes sure could use it and the dropship mode seems to find a solution as well.
Conquest though requires faster point acquisition and a massive incentive to win by conquest. The incentive is required for assault as well because even if capping still is a valid tactical variation, most games are TDM as well.
Reintroducing a tuned R&R system would go some way to increase tactical gameplay. Removing features rarely makes games better. It certainly did not in this case.
#117
Posted 23 December 2012 - 08:02 PM
Shismar, on 23 December 2012 - 07:55 PM, said:
Respawn is not the answer though, it simply does not fit the spirit of Battletech. This does not mean, that there may not ever be game modes with a respawn, Solaris arena style game modes sure could use it and the dropship mode seems to find a solution as well.
Conquest though requires faster point acquisition and a massive incentive to win by conquest. The incentive is required for assault as well because even if capping still is a valid tactical variation, most games are TDM as well.
Reintroducing a tuned R&R system would go some way to increase tactical gameplay. Removing features rarely makes games better. It certainly did not in this case.
Right... so that's why TT had a reinforcement rule. Your argument is invalid. Try again.
#118
Posted 23 December 2012 - 08:07 PM
Respawns are coming, like it or not.
#119
Posted 23 December 2012 - 10:24 PM
#120
Posted 23 December 2012 - 11:23 PM
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