

Devs: What Is The Eta On Team Deathmatch?
#21
Posted 06 February 2013 - 01:24 PM
#23
Posted 06 February 2013 - 01:35 PM
UraniumOverdose, on 05 February 2013 - 10:57 PM, said:
So what? Your likes shouldn't dictate whats available in the game. Literally no one said you wouldn't still be able to play objective modes, some of us just want to fight from time to time. Deal with it and stop acting like lord of the game modes.
I *AM* the lord of the game modes.
. . . and I say TDM is a stupid idea.
So let it be written. So let it be done.
#24
Posted 06 February 2013 - 01:48 PM
Conquest is okay, but wont be real conquest until the maps get bigger (precluding teams from simply running in a massive blob from one cap to the next) and so really, conquest is still TDM.
Id really like and attack/defend type game mode. Can I get it oh-lord-of-game-modes?

#25
Posted 06 February 2013 - 01:54 PM
At that point it becomes finding the right position to fortify or attack from based on the loadout of your team. I don't consider it more or less tactical than Assault currently is where you've got about a 1 in 6 odds of it just being a cap rush.
#26
Posted 06 February 2013 - 07:10 PM

I'd rather have a no-holds-barred winner-take-all last-man-standing game mode. Get to it PGI!
Edited by Mystere, 06 February 2013 - 07:12 PM.
#27
Posted 06 February 2013 - 07:11 PM
Edited by General Taskeen, 06 February 2013 - 07:12 PM.
#28
Posted 06 February 2013 - 07:13 PM
Edited by The Cheese, 06 February 2013 - 07:15 PM.
#29
Posted 12 February 2013 - 09:17 AM
LMS- Last Mech Standing; 4v4, 4v4v4, 4v4v4v4, 8v8, 8v8v8.
8v8v8- Double Trouble; Put up or Shut up or the 'Bring it on!' Challenge
4v4v4v4- Triple Threat; Lance Master Challenge
Edited by Vizan Thalt, 12 February 2013 - 09:26 AM.
#30
Posted 12 February 2013 - 09:23 AM
MischiefSC, on 06 February 2013 - 01:54 PM, said:
Exactly this.
The problem with the current game modes, is that they effectively limit your mobility on the map. There are large sections of maps like Caustic, where the only time engagement ever occurs there is if both teams basically do not give a crap at all about the cap... because moving your force there essentially means you are not defending at all.
The requirement to defend the base results in only a fairly narrow band of the map being used, because moving out of that band effectively opens you up to being ninja capped.
#31
Posted 12 February 2013 - 09:24 AM
More complicated objectives would be awesome too and I'm sure that's all coming down the line.
For right now though, while we wait a year or so for CW to come out and complex objectives, can be TDM tiem nao pls?
#32
Posted 16 February 2013 - 03:30 AM
That individual NEEDS TDM and so do a lot of other plyers so they will go and have their slugfests in their own mode of play and leave Assault and Conquest- which are variations of the same game to those who want to play those objectively.
#33
Posted 16 February 2013 - 03:34 AM
Edited by DV McKenna, 16 February 2013 - 03:36 AM.
#34
Posted 16 February 2013 - 04:06 AM
miscreant, on 05 February 2013 - 09:07 PM, said:
Do you REALLY want to end up in a situation where you'd be running all over the map to try to catch a 3L and end the game?
Capping is there for a reason, and that reason is to prevent the fight from turning into an endless hide&seek or tag game..
#37
Posted 16 February 2013 - 08:22 AM
Yoseful Mallad, on 05 February 2013 - 08:06 PM, said:
Yeah, no kidding. And if you are thinking about removing capping, well, I am not looking forward to combing the wastes for that one last Jenner or commando or whatever because they chose to hide and/or wait for a 15 minute timer to expire..... F-that. Assault is the PERFECT (that's right, I said it) TDM. Get over it.
#38
Posted 16 February 2013 - 08:46 AM
#39
Posted 16 February 2013 - 08:47 AM
Warskull, on 16 February 2013 - 08:46 AM, said:
Better idea.
Single cap point in the middle of the map. Cap isn't possible for the first 5 minutes.
There we go.
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