Edited by Pr8Dator, 14 January 2013 - 06:13 PM.


Conquest Mode Dead?
#61
Posted 14 January 2013 - 06:12 PM
#62
Posted 14 January 2013 - 06:28 PM
Conquest to me is essentially Assault without base capping.
#63
Posted 14 January 2013 - 07:16 PM
#64
Posted 14 January 2013 - 07:23 PM
EyeOne, on 14 January 2013 - 08:34 AM, said:
However, I don't like Conquest on Frozen city. It's best on Forest Colony.
Anyway, that's my take on it.
i did love it for that first week where the mix of gameplay brought excitement back but now with small maps it's just another brawl fest and i'm more likely to land with a team who doesn't get split and rolled in assault. conquest is broken cause it's mostly played like assault where people who cap get g*ngb*nged and the team falls like dominos. the cap's take too long to get and for the counter to tick up and with rewards not being as good as the same old brawl play there's no incentive to play it as it should be.
Edited by GalaxyBluestar, 14 January 2013 - 07:24 PM.
#65
Posted 14 January 2013 - 07:27 PM
Marj, on 14 January 2013 - 07:16 PM, said:
what you want is TDM and i have to say that turns this into any old lame brained FPS. we need tactics and objectives to make this different and a mechwarrior game. the moment they make deathmatch all other gamemodes are out the window cause there won't be enough smart people to play it. morons are turning this game into a brawling shooting gallery for mechs and that's a waste of a MW title.
#66
Posted 14 January 2013 - 07:35 PM
Those of you who say such stupidity, please ******* leave. You're not even playing the game. You're just performing actions in the attempt to make more money to buy another mech to do the same thing. I, on the other hand, take my time to enjoy the game and the mech-killing strategies it offers.
Personally, I prefer Conquest. It's more dynamic and fun. Assault is just 2 teams rushing to the same point over and over again to have the same fight over and over again.
#67
Posted 14 January 2013 - 07:41 PM
Carnivoris, on 14 January 2013 - 07:35 PM, said:
Those of you who say such stupidity, please ******* leave. You're not even playing the game. You're just performing actions in the attempt to make more money to buy another mech to do the same thing. I, on the other hand, take my time to enjoy the game and the mech-killing strategies it offers.
Personally, I prefer Conquest. It's more dynamic and fun. Assault is just 2 teams rushing to the same point over and over again to have the same fight over and over again.
that's the problem though not enough people are like yourself balancing objectives with how to handle mech threats it just plays like assault with stick together focus fire and laugh at the two cappers we're all about to roll and then on person comes in to check things and our 8 rolls him and the rest can't win on cap quick enough so it's another blob for the win.
when conquest started out it was so fun in river city taking on centurion at long range then find an atlas to brawl then come to a base and 2 dead team mate cappers there and find theirs a lone sniper on the hillside who gotem. then have a go at him whilst winning the cap race. diverse action at it's finest. however people figured out more rewards and wins come with the above gameplay and conquest bit the dust.
Edited by GalaxyBluestar, 14 January 2013 - 07:41 PM.
#68
Posted 15 January 2013 - 01:01 AM
Unless you're one of those hilarious creationist types who don't believe in bell curves.
#69
Posted 15 January 2013 - 01:28 AM
The mechanics of conquest mode - capture some control points that steadily increase your score - works much better in an infinite respawn environment, such as the first Unreal Tournament's Domination mode. But infinite respawn in MechWarrior would be just wrong, so I don't see how to save conquest mode.
#70
Posted 16 January 2013 - 12:15 AM
GalaxyBluestar, on 14 January 2013 - 07:27 PM, said:
what you want is TDM and i have to say that turns this into any old lame brained FPS. we need tactics and objectives to make this different and a mechwarrior game. the moment they make deathmatch all other gamemodes are out the window cause there won't be enough smart people to play it. morons are turning this game into a brawling shooting gallery for mechs and that's a waste of a MW title.
I do want TDM, precisely because it is more of a thinking mans game than what we have now. Right now you have to play to the objective. There's no freedom to manouvre. This is why we end up with brawl fests. If we were free to move into the water on forest colony or use the whole right side of caustic without fear of capping I think we'd end up with much more variety in where battles take place and what tactics are used. There's just too much cover around the cap points so brawler configs are favoured. If you couldn't hide from LRM's/snipers on the cap points I think we'd have a much better game. That would require new maps though, so removing the cap points (or greatly extending the time to cap) is the only viable way i can see to fix it.
Conquest is good in a way because it provides more locations for battles to take place, but it's still far from perfect...those that want TDM (better for 8 mans) aren't happy and those that want a proper conquest mode aren't happy. Getting rid of the objectives is the only way to make people play mechwarrior instead of Mr cbill accountant.
#71
Posted 16 January 2013 - 12:30 AM
Butane9000, on 14 January 2013 - 08:42 AM, said:
One wonders why they didn't just make a TDM mode in the first place? Or an Attack and Defend mode?
You would get mad when the last mech is a light and he runs away for 10 minutes to cause a tie after his entire team is dead and all you have left are slow mechs.
#72
Posted 16 January 2013 - 01:57 AM
Marj, on 16 January 2013 - 12:15 AM, said:
I do want TDM, precisely because it is more of a thinking mans game than what we have now. Right now you have to play to the objective. There's no freedom to manouvre. This is why we end up with brawl fests. If we were free to move into the water on forest colony or use the whole right side of caustic without fear of capping I think we'd end up with much more variety in where battles take place and what tactics are used. There's just too much cover around the cap points so brawler configs are favoured. If you couldn't hide from LRM's/snipers on the cap points I think we'd have a much better game. That would require new maps though, so removing the cap points (or greatly extending the time to cap) is the only viable way i can see to fix it.
Conquest is good in a way because it provides more locations for battles to take place, but it's still far from perfect...those that want TDM (better for 8 mans) aren't happy and those that want a proper conquest mode aren't happy. Getting rid of the objectives is the only way to make people play mechwarrior instead of Mr cbill accountant.
death match a thinking man's game?
have you played MW i mean a campaign mode from mw2 or 3 or even 4? there were very few missions that involved a blob of 4 running around a small map just to cut down an opposition of equivelent size. TDM is search and destroy period there's nothing more to it than find the enemy, avoid what he has, throw your stones back at him and flank your blob for the win. this is what happens 3/4 the time in assault and almost as often in conquest anyways. purial trench warfare. what we have now is no freedom to manoeuvre, there's no incentive to stray from teamates and end up a focus g8ngb8ng of death victim. you can't manoeuvre unless you like being a stray and therefore dead. no one patrols they just go for a cap and regret it when the larger group preys on them. no one recons because 2 grids up and you'll find the whole opposition. what do you call tactical gaming, oh he's going left so i'll go right and fool him. is that the level of tactical play you're talking about? child's stuff?
too much cover around cap points? so we should have cap points that force people to sit there for 20 seconds so grinning lrm man gets a free kill? yeah we'd all be capping then or give even more incentive to carry ecm for the win, like we need that to happen. there's just too little space period, brawling is symptomatic of half the longrange weapons being nerfed by heat/hitdetection/lack of oppotunity as opposed to just closing in and ecm. then those you do see, ac2/ultraac5/gauss are still good for brawling, rarely used for their intended purpose, the game has always been close ranger minmax in your face gameplay. perhaps if we had actual destructable items to attack and defend then we'd see more diverse play but no we'd have whingers saying they can't protect anything etc etc. TDM is for no brainers and offers no stratagy and heres why...
fear of capping GONE. no more split the team and alarm others with base cap warnings, tdm you just charge in guns blazing with everyone by your side forget about manoeuvring just focus fire and see who's a worse shot. yeah that's freedom and variety right there.
being pinned by LRMs and organising a flank manoeuvre GONE. in tdm point blank range fire is easiest and the oneshot wonder builds dominating prove it, they won't have to be anywhere else but with their team in death match so expect more of them rushing into any fool with lrms. even premades won't be ready to take on a team that has nothing to protect so they'll all just rugby team over anyone with lrms. old catapults are dead period. speed and brawlers in your face win against lrms, people will work out he can shoot me once but by the time i'm in range his missles won't do jack, i've headlong rushed lrm boats myself it's so funny seeing the fire power come to naught just because i decided to run up to him instead of running away and that's what people will learn quickly in Death match ups. you get one chance to hit with lrms and then you're smothered. ecm has ruined their chance of first drop detection, radar is vital for long rangers as scanning horizons that don't render leaves you wondering why you brought long range weaponary. so that's why the stalker atlas light tagers ecm premade is the only lrm action you see. the only way to get radar and a long drop but if we stuck to your TDM we can all just charge in quickenough that cover has no stratigic value whatso ever. you won't have to hang around anywhere to stop someone attacking something else you have cause it's gone. no need to scan anything other than the power blob.
looking at terrain to cover and protect areas. GONE. because working out how to keep yourself in check as well as something else offers no stratagy according to your TDM. in reallity it takes too much brain power to protect yourself and something else as the cap whingers have expressed and stops mr derp from his pew pew. what will happen in TDM is you won't need to stratagise how to hold ground, to stop enemy's from reaching other areas, so no incentive to manouevre anywhere else other than with your team. you just have to shoot them and they shoot you back.
all the brainpower and terror of planing your way around those things will be gone and so ends stratagy. if those things worried you and kept you from "manoeuvring" you can't play stratagy games. naughts and crosses sounds like your level of stratagy gaming.
tdm a thinking man's game... you really expect me to take that seriously???
Edited by GalaxyBluestar, 16 January 2013 - 01:57 AM.
#73
Posted 16 January 2013 - 02:22 AM
Butane9000, on 14 January 2013 - 08:29 AM, said:
This. Unless they add mobile repair bases that are powered from the oilrig or completely overhauling the mode with respawns, there's nothing to do in conquest.
Games tend to last longer, earnings are lower = people keep playing assault, which is basically the same thing, but in assault when you can't catch the last one, you cut it short by capping the enemy base, in conquest you have to painfully run here and there if you run into 1 or more enemy lights cap fighting your team.
#74
Posted 16 January 2013 - 03:02 AM
#75
Posted 16 January 2013 - 03:10 AM

#76
Posted 16 January 2013 - 03:17 AM
Butane9000, on 14 January 2013 - 08:42 AM, said:
One wonders why they didn't just make a TDM mode in the first place? Or an Attack and Defend mode?
It's the "Im losing Ima hide and make you wait it out till the end instead of scrapping" aspect of a pure deathmatch mode, I'd imagine. With our current ingame tech, hunting down a single ECM light basically makes the endgame ridiculous as TDM turns into Be Vewy Quiet I'm Hunting Wabbits eheheheh. Conquest (and also Assault in this regard) provide a means to both provoke combat, and prevent hideout-rideout game endings, because those would be way more annoying than what we have now. They'll need to have an anti-chickenbutt system in place or a pure TDM will have problems with late game cowards and stat-protectors.
"I DIDNT DIE IN A MODE WITH DEATH IN THE NAME EVEN THOUGH MY TEAM TOTALLY LOST! NOBODY HAD FUN AND I DRAGGED THE GAME ON FOREVER FOR NOTHING BUT I DIDNT DIE!" This is not the kind of behaviour that needs encouragement. There should be more discussion on this aspect of a pure TDM, so that it isn't a huge disappointment for the people who really want it.
I'm also down with an Attack/Defend mode, where one team randomly gets picket duty and the other is there to ruin their day. That sounds fun as well, though I'm more partial to combat games with missions to begin with so it appeals to my fake soldiering.
#77
Posted 18 January 2013 - 07:56 AM
#78
Posted 18 January 2013 - 08:37 AM
You spawn, move to waypoint 1, move toward waypoint 2 and then have a fight, someone cleans up.
I've seen a total of two games reach the capture goal.
What I most dislike about Conquest is that when you wipe the floor with 7 of 8 enemies that last survivor just runs around for ages dragging the game out. You can't even just all head to the base and cap it out quick, you gotta tramp all over the damn map.
#79
Posted 21 January 2013 - 05:11 PM
thalamus, on 14 January 2013 - 08:30 AM, said:
Might get better though.
It's "confusing team deathmatch with more enticing bases to lure players off from the group to their death" mode.
#80
Posted 21 January 2013 - 05:18 PM

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