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The State Of Conquest Mode


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#1 SaJeel

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Posted 29 December 2012 - 01:27 AM

Currently conquest modes bases have an point accumulation rate of .5 per second.
these are the times it takes to win via reaching the 750 limit

1 Base 25:00
2 Base 12:30
3 Base 8:20
4 Base 6:15
5 Base 5:00

These time seem off to me. It just takes to long.... idk what do you guys think

#2 The Cheese

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Posted 29 December 2012 - 01:36 AM

Base cap times are irrelevant. Conquest is just TDM with an excuse for the lights to draw things out for longer than is necessary.

Edited by The Cheese, 29 December 2012 - 01:36 AM.


#3 SaJeel

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Posted 29 December 2012 - 01:40 AM

View PostThe Cheese, on 29 December 2012 - 01:36 AM, said:

Base cap times are irrelevant. Conquest is just TDM with an excuse for the lights to draw things out for longer than is necessary.

Yea... but i dont think it should be do you?

Edited by SaJeel, 29 December 2012 - 01:41 AM.


#4 One Medic Army

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Posted 29 December 2012 - 01:43 AM

I agree it takes too long.
Capping is pretty much restricted to only after the fight has been decided.

#5 Red squirrel

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Posted 29 December 2012 - 01:46 AM

I have rarely seen this mode end with 750 resources.
However the two time this happend were quite cool.
(me vs 3 enemies running in circles...almost dead...and then VICTORY)

But generally I am utterly disappointed with this game mode.

#6 The Cheese

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Posted 29 December 2012 - 02:39 AM

View PostSaJeel, on 29 December 2012 - 01:40 AM, said:

Yea... but i dont think it should be do you?


If we're strictly talking about the time it takes to earn a point, I think that's fine as it is. The issue is that capping by points is a secondary objective. I only ever see a team win by points when they have killed all but 1 enemy, and that enemy is hiding.

#7 stjobe

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Posted 29 December 2012 - 02:52 AM

I've been in numerous fights that have been decided by cap; most of them have been decided long before the actual fighting is over.

If one team ignores capping and focuses on destroying the other team, that other team can usually win by points if they have a fast light (preferably with ECM) that can evade the enemy long enough for the points to accrue to 750, or if they can just stay alive long enough.

If both teams go in for deathmatch-style, it usually doesn't go to points.

All in all, I'd say it's good to have a secondary objective (primary being kill all the enemy 'mechs), since the secondary objective in Assault was rendered useless with the new performance-based rewards (a cap-rush win in Assault only nets you 25k CB, far less than eliminating the enemy).

Edited by stjobe, 29 December 2012 - 02:53 AM.


#8 Lykaon

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Posted 29 December 2012 - 03:25 AM

Conquest mode looks like a good canidate for the "dropship mutator" mode mentioned in the past.

If each player had 4 mechs at thier disposal for respawning the victory conditions would be forced towards points and capping.

#9 Krondor

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Posted 29 December 2012 - 06:42 AM

Biggest problem with conquest right now is the maps are far too small with too few mechs.

You could do some cool things with conquest mode on bigger maps.

People have to realize though that sometimes games are going to drag out to the full time.

Edited by Krondor, 29 December 2012 - 06:42 AM.






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