I'm glad they made an effort to move away from "turtle to win" of assault mode, but I'm thinking the current implementation of conquest mode isn't quite working.
I'm not sure this kind of mode works in games without respawn. In other games, point capture modes act as a way to make death matter; you lose ground while waiting to respawn. Right now in MWO with no respawning, every conquest round usually sees a total sitzkrieg once each team gets down to a one or two mechs. Both sides just alternate capping points without any contact and the game drags on until the resource win is (slowly) reached.
700 resources for a win is too high. The team that sticks together to get kills has all the time in the world to kill off most of the enemy team at which point they can cap at their leisure. Spreading out for maximum capture is a losing strategy because you'll never hit 700 resources before the concentrated team cripples you and retakes the points. If both teams spread out then you hit the above problem where it gets down to a couple mechs per side with no combat waiting for one side to slowly hit 700.
Another problem is rewarding people for high resource totals. This leads to the same problem assault mode had with rewarding capture victories: it encouraged people to drag out matches by holding off on that last kill in order to get more money. It seems odd they got rid of the capture bonus then put this system in.


So Uh, Conquest Mode
Started by BOOMLegShot, Dec 28 2012 08:02 PM
1 reply to this topic
#1
Posted 28 December 2012 - 08:02 PM
#2
Posted 28 December 2012 - 08:17 PM
I've been saying this since August. You cannot legitimately call it Conquest mode without respawns as it does not fit the industry definition of what Conquest mode is.
Right now "Conquest" does two things.
1. Eliminates the base cap instant win nature of Assault.
2. Allows light Mechs who survive the initial battles to still win by cap points (seen it too many times ... and it is just as lame as the Assault base cap wins were/are).
Right now "Conquest" does two things.
1. Eliminates the base cap instant win nature of Assault.
2. Allows light Mechs who survive the initial battles to still win by cap points (seen it too many times ... and it is just as lame as the Assault base cap wins were/are).
Edited by xRaeder, 28 December 2012 - 08:17 PM.
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