Conquest Mode Is A Complete Wash.
#81
Posted 23 December 2012 - 11:26 AM
#82
Posted 23 December 2012 - 11:34 AM
#83
Posted 23 December 2012 - 11:39 AM
#84
Posted 23 December 2012 - 11:45 AM
Quote
Enough to have made the determination that PUG behavior is not indicative of the strategies required to win against organized groups.
...and that respawns are not required/will not be added.
#85
Posted 23 December 2012 - 11:54 AM
#86
Posted 23 December 2012 - 11:56 AM
Zero Neutral, on 23 December 2012 - 11:45 AM, said:
...and that respawns are not required/will not be added.
8v8s don't matter folks. Most players aren't even playing in 4 man premades. Probably around 70% of people playing are in PUGs JUST LIKE IN ANY OTHER FIRST PERSON SHOOTER.
Stop trying to base your experience of the game off of premades. Just stop... you are giving the devs bad information that doesn't matter.
#87
Posted 23 December 2012 - 12:04 PM
Vermaxx, on 22 December 2012 - 04:16 PM, said:
I've been in a couple that came down to the wire on tickets, or where one team came back from the brink to almost win on kills and still lose on tickets. However, most games have just been one-sided slaughterfests like any other MWO match.
The slaughter is even worse because the mechanic encourages people to split into smaller groups. The team that doesn't do that usually crushes the one that does.
Unless everyone in light mechs ,,, the trick in Conquest is to disengage ... capture points and do NOT fight unless you are at an advantage. That is the real problem. Folks like to fight ... so they go for a 1:1 ... someone from the other team shows up and they are toast. If they are lucky someone from their own team shows up and the other guy is toast.
To do well in Conquest ... have only fast mechs 80kph or so+ .... Catapults, Dragons, Cicada and all lights. Send one team of 2 to capture bases ... fast raven and jenner team is good. The remaining 6 go cap another base. If you see 8 of the enemy use your speed to disengage unless you can catch one or two in which case shoot them down then disengage. Never go for an even fight. If your group of 6 catches one or two of the other team at a base try to shoot them down before they can run away.
If you play a Conquest like an Assault ... that is what it will be. Avoid the opposing main group ... pick off stragglers while capping and don't engage unless you have a 2:1 advantage ... then you will win more often than not.
#88
Posted 23 December 2012 - 12:11 PM
#89
Posted 23 December 2012 - 12:19 PM
#90
Posted 23 December 2012 - 12:21 PM
Quote
Balancing is usually never done around the PUG experience in any game that seeks to be taken seriously as a competitive game. Also, professional tournaments are never PUG games afaik...
Unless something is game breaking, it will not be possible to focus on the PUG experience other than to make sure that PUGin is an option and that the queueing system is as fair as possible. More attention will be paid to top level competitors which are not PUG, but are involved in team play.
tl:dr What you said was ddd. 8v8 or rather team vs team is where the major importance lies.
#91
Posted 23 December 2012 - 12:25 PM
#92
Posted 23 December 2012 - 12:50 PM
xRaeder, on 22 December 2012 - 05:03 PM, said:
Better solution would... you know actually make the name "assault" mean something. Assault suggests an attack on a defensive position. This is not true. Why isn't there an attacker and defender?
Assault, to me, should really be a variation on King of the Hill. A single capture point in the middle of the map. Cap it to win, though it would need to cap more slowly than the current Assault bases cap. You'd want the central base to be the focus of the fight, not a cheap and easy way to win. (I.e., a team of 8 max-speed Jenners would not be able to cap the base before a team of 8 Atlases could get there to fight about it.)
#93
Posted 23 December 2012 - 12:53 PM
Zero Neutral, on 23 December 2012 - 12:21 PM, said:
Unless something is game breaking, it will not be possible to focus on the PUG experience other than to make sure that PUGin is an option and that the queueing system is as fair as possible. More attention will be paid to top level competitors which are not PUG, but are involved in team play.
tl:dr What you said was ddd. 8v8 or rather team vs team is where the major importance lies.
Bro, no niche game with as small a community as MWO has, in its beta, is very competitive. There aren't thousands of pro gamers playing MWO. Sorry to say it...
...thusly, why would the main balance of the game be about 8v8s? Balance should be based around player retention [read: noobs] and the long end game balance should be based around community warfare [read: not implemented yet]. Heh...
Also - Chess is balanced around the pug experience. It's also balanced for end game because it's a complete game, unlike MWO. You're trying to be Garry Kasparov and there's only a few pawns on the board and you're playing against some random guy in Central Park stroking your epeen planning your 'next level' en passant. Get a grip.
8v8s are simply in right now to placate the nerds who think epeenery in a niche beta is some sort of Olympic event. It's the beginning of meta, not the pinnacle. Nobody showed up in this game knowing everything or doing everything, we'll see that in a few years time.
Edited by Soy, 23 December 2012 - 12:58 PM.
#94
Posted 23 December 2012 - 01:01 PM
#95
Posted 23 December 2012 - 01:19 PM
If you want to cry about something, cry about something worthy of it. I love conquest mode and am glad we have it. We'll get more game modes in the future. Stop being a *****.
#96
Posted 23 December 2012 - 01:20 PM
And for the record... 8v8 is still a joke. Give it time for CW and then it might mean something. Until then, all balancing is going, to be done with limitations to min/maxing in mind more than teamwork. The only reason at present for them to fiddle with anything involving teamwork is ECM. Once that is fixed, they can treat pugs and 8v8s the same for almost all practical purposes.... they both have min/maxers who game the system to win.
#97
Posted 23 December 2012 - 01:27 PM
Zero Neutral, on 23 December 2012 - 12:21 PM, said:
Unless something is game breaking, it will not be possible to focus on the PUG experience other than to make sure that PUGin is an option and that the queueing system is as fair as possible. More attention will be paid to top level competitors which are not PUG, but are involved in team play.
tl:dr What you said was ddd. 8v8 or rather team vs team is where the major importance lies.
There is a significant flaw in your argument. Not all game modes are required to be competitive for the game itself to be competitive. Take League of Legends for example where it has multiple game modes that are never played in competition. Catering to PUGs have led to the success of LoL and the result will be the same here too. Balancing a game mode to be fun for PUGs instead of the minority 8v8 premades is a formula for success.
Also you can claim "we aren't getting respawns" as many times as you want. But that is not up to you, now is it?
Edited by Belkor, 23 December 2012 - 01:28 PM.
#98
Posted 23 December 2012 - 01:54 PM
Edited by msqueak, 23 December 2012 - 01:54 PM.
#99
Posted 23 December 2012 - 01:54 PM
I may not have laid out my point correctly, which is that the mechanics of the game are not balanced for a PUG experience but instead for a team play experience. This is also true for all game modes of LoL.
#100
Posted 23 December 2012 - 02:30 PM
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