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Discouraging Base Rushes


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#121 Mystere

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Posted 04 February 2013 - 04:13 PM

View PostDeamhan, on 04 February 2013 - 03:20 PM, said:

It's simple.

Capping is locked until one of the teams loses 3 mechs.


I have something much simpler: defend your base!

#122 Baltasar

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Posted 04 February 2013 - 04:15 PM

View Postp00k, on 04 February 2013 - 03:19 PM, said:

on river city last night, some of my teammates took to announcing in general chat which way we were going at the start of the map. i also started firing lasers into the air to announce which way our team was going. doesn't always work, but at least we can say we tried


Sweet easy cap win...

Or TWIST!!! you announce which way your going and go opposite...I see through your plan :D >_>

#123 Volume

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Posted 04 February 2013 - 04:42 PM

pointed out how the simple gamemode that they ripped from WoT only worked in WoT because dealing damage to someone capping reset the timer.

also if someone moved outside the circle, the timer reset.

It should work the same here.

Edited by Volume, 04 February 2013 - 04:42 PM.


#124 Asmudius Heng

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Posted 04 February 2013 - 04:56 PM

Assault mode sucks we all know it - replace it with TDM and we still have conquest as a symetrical objective based mode.

Then they can rework assault into an assymetrical game mode where one side assaults and one defends.

Look at planetside for some inspiration - you need to control 3 points before you can move on the main point. that might be more interesting.

Or the Battlefield system called rush where you assault a point which opens up the next point to attack - that would require respawn though or some carefully thought out ideas with no respawn.

Heaps of ways to make it better but the 2 bases idea simply means maps do not get used as much as the could because you either rush the enemy, or stay and defend and wait so you dont get capped out.

TDM is superior to this.





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