Assault Could Use A Slight Change?
#1
Posted 29 December 2012 - 03:38 PM
Why should the game instantly END when the base is capture and why is it captured so fast? If the match is going to be about capturing a base then I believe that the maps for assault should be changed, perhaps made smaller, or the bases themselves be changed so it is truly more of an assault. You could do two rounds, assault and capture or defend.
I am just irritated in matches where my team loses in 3 minutes because I am in a heavy mech and no one else even tries to make it back, or in matches where I am in a light mech and victory comes in 2-3 minutes but with basically zero reward.
#2
Posted 29 December 2012 - 04:14 PM
#3
Posted 29 December 2012 - 04:25 PM
#4
Posted 29 December 2012 - 04:25 PM
Edited by Dusty Tomes, 29 December 2012 - 04:28 PM.
#5
Posted 29 December 2012 - 04:30 PM
Leaving disappointed.
#6
Posted 29 December 2012 - 04:34 PM
Kaspirikay, on 29 December 2012 - 04:30 PM, said:
Leaving disappointed.
Atlas head hitbox too small!
-Sincerely, Jenner pilot.
Atlas too slow!
-Sincerely Atlas pilot.
Seriously though, I kinda wish that there was a real TDM mode.
Edited by One Medic Army, 29 December 2012 - 04:34 PM.
#7
Posted 29 December 2012 - 04:38 PM
#8
Posted 29 December 2012 - 04:55 PM
#9
Posted 29 December 2012 - 09:40 PM
At the very least, that seems to be the primary complaint I see from the few people complaining about capping in Assault. That it doesn't earn them much in the way of c-bills.
#10
Posted 29 December 2012 - 11:57 PM
Gives reason to cap and it stops the griefers from using it to end games to annoy people. New level of strategy because you have reason to cap and defend, but the game goes on to the end of the fight.
#11
Posted 30 December 2012 - 12:03 AM
One team defends, one assaults.
At the end, teams switch roles.
Whoever kills/caps fastest wins.
Limited respawns (in MWO's case, the much touted 'dropship mutator'(When is this coming, by the way? It'd go a long way to making the game more fun))
That is how assault should be.
How the crap did 2 warring factions manage to build bases this close to eachother? If they're important enough to devote 2 lances to defending it, they're important enough to not build near an enemy. It really doesn't make sense in a game that's supposed to be trying to push an immersion factor as an attraction point.
Edited by The Cheese, 30 December 2012 - 12:05 AM.
#13
Posted 30 December 2012 - 12:15 AM
#14
Posted 30 December 2012 - 12:27 AM
M A L I C E, on 30 December 2012 - 12:09 AM, said:
It's called Conquest mode.
Unfortunately no. Conquest is just as bad for TDM. Most effective method of winning is: stick together and kill 7. Leg the last guy while you then cap and build up points. Finish the last guy at 700+ points. Splitting up to cap early loses more often than not.
#15
Posted 30 December 2012 - 12:54 AM
The idea here (at the moment) is every player is effectively a merc right? So everyone's MAIN goal is to make money?
Why not take some ideas from conquest to inject into assault: The objective is mainly to eliminate all opponents, but each team's base is a 'stockpile' (I for one am all for having a dropship modeled in game
Just spit-*******. I know that pretty much invalidates the idea of having bases at all, but it gives assault games an objective that really adds to victory, and most importantly, actually rewards defending.
Conquest will likely get better if players could drop with a pool of 4 mechs to 'respawn', the maps were larger, and 12v12 comes into play
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