Conquest Mode Is A Complete Wash.
#121
Posted 23 December 2012 - 11:58 PM
Don't go for cap. Ever.
You earn more c-bills/xp through combating your opponents. You get the bonus reward for winning regardless of how your team wins. You, as the team that lost, can earn more reward fighting to the last man, than you can winning from an early cap victory.
#122
Posted 24 December 2012 - 12:03 AM
#123
Posted 24 December 2012 - 02:46 PM
Personaly dont know other game that tried to create battlefield inspired conquest without any respawn, maybe because it simply doesnt work.
As new non-respawn mode, inspire by WoTs encounter with one big base in the middle, big enough to create whole fighting area.
MSG to join platoon yellers:
This is F2P game, 80%+ matches will always be PUGs, even in future metagame, they will be only matched as faction -- all diference.
#124
Posted 24 December 2012 - 03:32 PM
#125
Posted 24 December 2012 - 05:56 PM
#126
Posted 25 December 2012 - 06:28 AM
Steel Talon, on 24 December 2012 - 02:46 PM, said:
Personaly dont know other game that tried to create battlefield inspired conquest without any respawn, maybe because it simply doesnt work.
As new non-respawn mode,
MSG to join platoon yellers:
This is F2P game, 80%+ matches will always be PUGs, even in future metagame, they will be only matched as faction -- all diference.
This isn't World of Tanks, stop treating it like it is and things will be much better. Tried it out yesterday and wasn't to impressed. Everyone meet in the middle and beat the snot out of each other. Thats an *****'s armored game, no tactics, no strategy, just brawl. Maybe the reason this doesn't work for people without respawn is because they don't have the skills to work as a team and use some semblance of intelligence, and no an Atlas loaded with nothing but LRMs isn't intelligence, its a waste of an assault mech.
Edited by Draxes Synge, 25 December 2012 - 06:31 AM.
#127
Posted 25 December 2012 - 09:33 AM
#128
Posted 25 December 2012 - 09:37 AM
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!"
The problem is the small maps. All maps should be at least 4x bigger than they are now.
Currently a very slow mech (20kph) can, in the first minute of the game, position itself so that it can fire long range weapons at 90% of the map area (not counting terrain).
If the maps were bigger then maneuver warfare becomes part of the game. Speed would gain a much higher role and would make the lighter chassis, particularly the mediums, the mainstay mech due to it being the only mech that can go fast and carry decent weaponry (heavy/assault mechs too slow or would sacrifice too much weaponry tonnage for the much larger engines).
#129
Posted 25 December 2012 - 09:50 AM
#130
Posted 25 December 2012 - 09:57 AM
Deamhan, on 23 December 2012 - 11:58 PM, said:
Don't go for cap. Ever.
You earn more c-bills/xp through combating your opponents. You get the bonus reward for winning regardless of how your team wins. You, as the team that lost, can earn more reward fighting to the last man, than you can winning from an early cap victory.
While true.
There are time when you cap, if you hauled 4 assaults all the way to their base just to find that they had tunnel rushed. Cap it. No way you are going to make it back across the map in time to save it and if you do you will be so spread it'll just mean you are going to get farmed.
#131
Posted 25 December 2012 - 10:02 AM
#132
Posted 25 December 2012 - 10:02 AM
A thought on making the game mode less Deathmatchish is to either increase the speed at which resources are gathered or lower the cap.
#133
Posted 25 December 2012 - 10:08 AM
Mechsniper, on 24 December 2012 - 03:32 PM, said:
But conquest is right mode for that, it was based on it since BF1942
#134
Posted 25 December 2012 - 10:18 AM
They definitely need to adjust the payout for winning via capping, because right now it's more lucrative to brawl than it is to cap and win.
#135
Posted 25 December 2012 - 10:41 AM
We as players want freedom of choice but some of us if things don't go as planned and they get there backsides handed to them look for someone to blame. They want the Devs to force players to play the way they think they should.
#136
Posted 25 December 2012 - 11:21 AM
Distratus, on 25 December 2012 - 10:18 AM, said:
I don't see the problem with this. This game should be about mechs fighting each other. The primary mission in any match, any game mode, should be to destroy the other team. The victory conditions of resource victory or base capping should only be resorted to if the other team refuses to fight.
The objectives exist to FORCE COMBAT. If you aren't getting to grips with the enemy then you are doing it wrong.
#137
Posted 25 December 2012 - 11:43 AM
I can't think of a single one (feel free to correct me if i'm wrong). Why is noone playing conquest on dust2 in CS without respawn?
Because it doesn't work.
Do you think all the games with conquest mode are using respawn because they are games for idiots who are not able to use some kind of tactic? Nope. They use respawn because the conquest mode needs respawn to work.
Devalue one resource (player lives) in order to force the player to win by controlling the other resource (bases). This doesn't work if the players can easily win by getting as few as 8 kills. Right now, winning by killing the enemy is like 3 times faster than winning through bases, which is the total opposite of what a conquest mode actually should be. Right now, conquest mode is nothing more than TDM.
If they drastically increase the benefits of basecaping in order to make the players cap bases, it will result in 16 guys not shooting each other, running circles over the map to make the most profit (which will suck aswell).
There is nothing wrong with being against respawns in MW:O in general, but without respawns you wont get a working conquest mode in the current game environment. (Atleast not a conquest mode like we are knowing it).
No respawn conquest would need huge maps and number of players to work, but since the devs can't even fix the netcode for tiny maps and 16 players, we will never see this.
Harmatia, on 23 December 2012 - 10:24 PM, said:
I'm a Battlefield player from the first minute (started with the BF1942 demo) and this is simply not true. An average conquest match in Battlefield lasts 30 min up to 1 hour or more (depending on the server settings). Bases switching their "owners" several times per match. (Unless one team is really alot better, then the baseraping will start).
An average conquest match in MW:O lasts about 3-5 minutes, often the bases dont even switch 1 single time.
The conquest mode plays nowhere near like any version of Battlefield. Not even close.
Edited by meteorol, 25 December 2012 - 12:00 PM.
#138
Posted 25 December 2012 - 11:56 AM
Draxes Synge, on 25 December 2012 - 06:28 AM, said:
This isn't World of Tanks, stop treating it like it is and things will be much better. Tried it out yesterday and wasn't to impressed. Everyone meet in the middle and beat the snot out of each other. Thats an *****'s armored game, no tactics, no strategy, just brawl.
Sounds like MWO right now.
#140
Posted 25 December 2012 - 12:33 PM
Icebound, on 25 December 2012 - 09:33 AM, said:
They should put assault mode back like it was and put in a deathmatch mode where there are no bases, you spawn randomly on the map with your team and go from there.
Thirdstar, on 25 December 2012 - 12:30 PM, said:
That's really not how WOT plays in anything but Tier 1 starter battles.
That is still ALL that MWO is right now.
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