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Assault Could Use A Slight Change?


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#1 Duzenbury

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Posted 29 December 2012 - 03:38 PM

It seems that most assault games are TDM matches, and that is fine - however it is those few matches that end because 2 or 3 light mechs rush the enemy base and sit in it for all of a minute, if that that I feel could stand a little changing.

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 Joseph Mallan

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Posted 29 December 2012 - 04:14 PM

Because you failed to protect the General of the Army. Or Protect the Prototype Mech with TSM. Or any number of reasons why you were supposed to be protecting your base from capture.

#3 Martini Henrie

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Posted 29 December 2012 - 04:25 PM

The cap is there to give you a point of focus. Yes, it currently is not great financially to win by cap. It's still a win though, and if you can't protect vital locations then you lose.

#4 Dusty Tomes

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Posted 29 December 2012 - 04:25 PM

Why be mad at a 2-3 minute loss? Do you even realize how spoiled we are? Look at all the other Online games, like League of Legends. 30-45 minutes for a loss because of ****** team mates. 2-3 min by comparison is a godsend. If you really cant stand it, get friends to play with you, join a premade, or just wait for the merc factions feature to be released. Also, a win is a win. capturing points may be more of a tactical issue to try and split enemy forces, but in a 2-3 min case, 300+ cap assist xp in such a short time isn't that awful.

Edited by Dusty Tomes, 29 December 2012 - 04:28 PM.


#5 Kaspirikay

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Posted 29 December 2012 - 04:30 PM

I came in here expexting a thread about assault mechs.

Leaving disappointed.

#6 One Medic Army

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Posted 29 December 2012 - 04:34 PM

View PostKaspirikay, on 29 December 2012 - 04:30 PM, said:

I came in here expexting a thread about assault mechs.

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 PiemasterXL

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Posted 29 December 2012 - 04:38 PM

Posted Image

#8 Chavette

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Posted 29 December 2012 - 04:55 PM

^ true story

#9 Gralzeim

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Posted 29 December 2012 - 09:40 PM

Maybe tweak the reward system of assaults, so that it's actually worthwhile to cap, without making it more worthwhile than slaughtering the enemy team. Y'know, balanced between the two. Since it's a dual objective game mode. Make either sort of win feel worthwhile.

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 Zero G BD

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Posted 29 December 2012 - 11:57 PM

I would like to see the cap be worth a good chunk of cbills but not end the game. First team to cap gets a big cash bonus, though it may cost you the win leaving your team to get the cap.

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 The Cheese

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Posted 30 December 2012 - 12:03 AM

One base.
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.


#12 The Cheese

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Posted 30 December 2012 - 12:10 AM

View PostM A L I C E, on 30 December 2012 - 12:09 AM, said:

They already fixed the cap rush in Assault mode.

It's called Conquest mode.


Yet people base rush in Assault mode and brawl it out in Conquest mode.

Go figure.

Edited by The Cheese, 30 December 2012 - 12:10 AM.


#13 NocturnalBeast

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Posted 30 December 2012 - 12:15 AM

What assault needs is XP back for capping bases again, but each base need to be covered with a force field that is powered by two generators that are located in neighboring grids. The generators would have to be taken out before the base could be capped (similar to Planetside 2). This would make the game much more strategic and interesting. Also, PGI would have to make it so that only mechs who damage the generators, or assist in the base cap get xp for capping.

#14 JPsi

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Posted 30 December 2012 - 12:27 AM

View PostM A L I C E, on 30 December 2012 - 12:09 AM, said:

They already fixed the cap rush in Assault mode.

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 Zyzyx66

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Posted 30 December 2012 - 12:54 AM

The idea that a match doesn't have to end with a cap struck a chord with me.

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 :D). When a team controls the enemy base, they don't win, but they start draining the opponent's victory c-bills into their own. Say both teams had a victory pool of 100k c-bills. Team A jumps Team B's base, caps it and drains 50k before they're wiped. If Team A wins, they get 150K + victory payout. Team B gets loss payout. If Team B wipes Team A they only get 50k plus victory payout. If you had to, the pool draining dry could still end in a cap victory.

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 :D





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