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Conquest Mode Needs Respawns


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#1 Galaxy Drifter

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Posted 20 December 2012 - 12:56 PM

... to make the resources matter.

As it is now, it is just who kills who first. Going for resource caps does help in any significant way.

#2 Congzilla

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Posted 20 December 2012 - 01:01 PM

No respawns, it just needs a repair mechanic attached to fully capturing a base.

#3 meteorol

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Posted 20 December 2012 - 01:04 PM

The conquest mode really puzzles my mind. When i played it for the first time, i nearly jumped out of the window because i just couldn't deal with it.
I mean, what did they think? Did they REALLY think each team would capture 2 points and then everyone waits for 5 minutes?

My brain is close to meltdown while i'm trying to understand how a single person on this planet could come up with an idea like 8vs8 conquest mode on tiny maps without godda.mn respawn.
I played like 10 conquest games, non lasted longer than 4 minutes.

What the in gods name did they think will happen?

Edited by meteorol, 20 December 2012 - 01:07 PM.


#4 Wormrex

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Posted 20 December 2012 - 01:07 PM

No it doesn't. Put in respawn and you'll see suicidal lemmings running wild with high damage alpha suicidal builds... Okay perhaps I exaggerated a little.

I know some of us envision some glorious battle with unending waves of enemies to fight... er... wrong game, I rather have each mech count for it's own weight.

I think what is it lacking is objective reward for capping /preventing caps. Right now we aren't given any incentive to cap, and the usual antic is to kill first, cap later; due to the timer ticking relatively slow making it no concern to hurry up at all. Adding in it is more fun to stomp stomp pew pew kill kill kill.

In fact, there is no tactical advantage to base capping at the moment, would be nice if they had something like adding a stationary radar system of some sort to the bases that sweeps in circles slowly, offering some sort of tactical advantage to actually cap base.

P.S. I'll have to say no to repairs as well, it will add a cascading effect to winning teams that doesn't allow any sort of come back possible.

Edited by Wormrex, 20 December 2012 - 01:10 PM.


#5 Mechwarrior Buddah

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Posted 20 December 2012 - 01:08 PM

it needs dropship mode (what will become respawn mode when everyone buys the same 4 mechs to use in it)

#6 Insidious Johnson

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Posted 20 December 2012 - 01:10 PM

..... HA!

#7 Ozric

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Posted 20 December 2012 - 01:11 PM

View PostWormrex, on 20 December 2012 - 01:07 PM, said:

No it doesn't. Put in respawn and you'll see suicidal lemmings running wild with high damage alpha suicidal builds... Okay perhaps I exaggerated a little.


No, you did exaggerate at all. Previous Mechwarrior games that had this feature suffered greatly because of this.

#8 Kraven Kor

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Posted 20 December 2012 - 01:11 PM

No to "respawn" as we typically understand it. Having a match type where you can, at certain points, drop into the match in a "new mech" from your four selected mechs... a very limited respawn.. sure.

And absolutely no to repairs in-match. Repairs take hours, days, months. Even reloading the ammo of a mech takes longer than a match typically lasts.

Please, for the love of all that is Battletech, no "respawns," no "healing," no "in match repairs and reloading" of any sort (as that would fundamentally change the amount of ammo we opt to use... though might actually bring it closer to TT norms while not actually providing TT limitations...)

Edit: Now, if we get some 2-3 hour long match types or something? I could see a reloading station for that. Again, limited respawn - not infinite respawn - and realistic timeframes for reload operations. Realistic timeframes for repairs make them impossible to do within a match. Like an hour per point of standard armor per tech...

Please keep this game as much of a tactical, sim-esque shooter as possible.

Edited by Kraven Kor, 20 December 2012 - 01:14 PM.


#9 Karl Split

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Posted 20 December 2012 - 01:12 PM

no we dont need respawning thankyou.

The dropship mode of mechwarrior buddah where each mechwarrior can assign several mechs they can use one after the other would eb tolerable however. Not like our mechpilots die anyways

#10 Kraven Kor

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Posted 20 December 2012 - 01:12 PM

View PostOzric, on 20 December 2012 - 01:11 PM, said:


No, you did exaggerate at all. Previous Mechwarrior games that had this feature suffered greatly because of this.


Exactly.

Also, Ozric Tentacles are terrible... :P

#11 meteorol

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Posted 20 December 2012 - 01:13 PM

View PostWormrex, on 20 December 2012 - 01:07 PM, said:

In fact, there is no tactical advantage to base capping at the moment, would be nice if they had something like adding a stationary radar system of some sort to the bases that sweeps in circles slowly, offering some sort of tactical advantage to actually cap base.


Even if there was an advantage to base capping... how are you going to cap a base which is defended by 2 mechs? if they don't run away, you will have to kill those two. Given how tiny the maps are, you will have a VERY hard time to cap the points without running into the enemy sooner or later.
If you are piloting an assault mech (or slower heavy), you wont get away if someone engages you while you are defending a base. Either you kill him, or you die. The maps are forcing you to fight against your enemy sooner or later.

Conquest mode like it is now would work with larger maps and more players. In the current environment its deathmatch. nothing more, nothing less.

Edited by meteorol, 20 December 2012 - 01:15 PM.


#12 Jakob Knight

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Posted 20 December 2012 - 01:13 PM

This is another example of 'jocks' unable to comprehend any other way of fighting but direct-fire slugfest. It happened with LRMs, it happened with the ECM debate, and now we see the same problem with Conquest.

To clarify the problem: Conquest is -not- about heavy units closing and fighting it out. That is the problem with someone who is crying for respawn, because they can't understand how else they are supposed to play. The solution is that you -don't- concentrate on fighting, but on -mobility- and being able to react to enemy actions. You don't stay and slug it out with a superior force, but raid....striking fast and moving on. If you have a heavy, then you are defense, so defend and let your mobile units do the attacking.

In short, respawn is unneeded and would only reward bad pilots. What is needed is an understanding that Conquest is a different scenerio requiring different tactics and strategy, and playing it the same as you play Assault will result in your wondering what is wrong.

#13 Ozric

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Posted 20 December 2012 - 01:14 PM

View PostKraven Kor, on 20 December 2012 - 01:12 PM, said:

Also, Ozric Tentacles are terrible... :P


And my Urbanmech has a small laser with your name on it!

#14 locilocisu

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Posted 20 December 2012 - 01:17 PM

View PostWormrex, on 20 December 2012 - 01:07 PM, said:

No it doesn't. Put in respawn and you'll see suicidal lemmings running wild with high damage alpha suicidal builds... Okay perhaps I exaggerated a little.


Actually the solution to this has been solved by MOBA games. You have an increasingly long respawn time. Let's say it goes up exponentially.

It will be tricky to find the right amount of wait time, since it's a balance between waiting too little hence people don't feel punished or waiting too long that the game will be over before he respawns.

I think the main enhancement that could be done to MWO is having a more back and forth. Fun is usually characterized by drama. That happens when a losing team manage to pull off a great comeback. At this moment, this happen very rarely in MWO. Single spawn usually means landslides. Any team that knows what it's doing will usually guaranteed a win once they're up by 2 kills.

MWO.... need moar drama.

Edited by locilocisu, 20 December 2012 - 01:18 PM.


#15 Kraven Kor

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Posted 20 December 2012 - 01:19 PM

View PostOzric, on 20 December 2012 - 01:14 PM, said:


And my Urbanmech has a small laser with your name on it!


Saw your name and was reminded of many an... odd night at a music festival :P

#16 Galaxy Drifter

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Posted 20 December 2012 - 01:33 PM

View PostJakob Knight, on 20 December 2012 - 01:13 PM, said:



That is the problem with someone who is crying for respawn, because they can't understand how else they are supposed to play. The solution is that you -don't- concentrate on fighting, but on -mobility- and being able to react to enemy actions. You don't stay and slug it out with a superior force, but raid....striking fast and moving on. If you have a heavy, then you are defense, so defend and let your mobile units do the attacking.


You totally misunderstood my reason for posting. I hate the way Conquest if evolving into an organized slugfest, and whichever side gets the first few kills in, automatically wins.

I want it to be a game where the major tactic for winning is gaining the 750 resource points. I was suggesting respawns to take away the advantage of early kills = win and encourage winning by resources.

#17 Karl Split

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Posted 20 December 2012 - 01:34 PM

Glastonbury mud monster checking in. Levellers more my thing but ozric are cool too.

#18 Major Cockburn

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Posted 20 December 2012 - 01:34 PM

no, no respawns ever this is NOT mech assault.

especially not on these ridiculous tiny maps

#19 Cato Phoenix

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Posted 20 December 2012 - 01:35 PM

I have seen a lot of games end in much more interesting ways than before- 2 straggling light mechs trying to cap points, a broken lance of heavy mechs trying to defend their point lead, etc.

I really like the conquest mode.

#20 neviu

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Posted 20 December 2012 - 01:37 PM

Op.

On what kind of stuff are you?

Respawn realy?

Funny stuff,





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