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When Did Conquest Become Assault?


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#21 Yokaiko

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Posted 17 February 2013 - 11:17 AM

View PostMercules, on 17 February 2013 - 11:16 AM, said:


I've got a better idea. Maybe we could just make a map that is one long corridor and people rush down it at each other firing.



We already have River City.

#22 Pihb

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Posted 17 February 2013 - 11:26 AM

People want to blow stuff up. You can package the game modes however you want but most people just want to kill each other. I can't get down on you for playing the game how it was intended but you are pretty much wasting your time. Pug's are the toothless masses of mwo, you cannot count on them to play smart or have a plan. When in Rome ...

View PostSpicy Horse, on 17 February 2013 - 10:44 AM, said:

Depends on the players. I was TK'd for killing afk mechs once.

While tk'ing you is a bit harsh and i do not condone it, why would you waste time and ammo on an afk mech?

#23 Khobai

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Posted 17 February 2013 - 11:32 AM

Quote

I've got a better idea. Maybe we could just make a map that is one long corridor and people rush down it at each other firing.


Yeah... the whole map should just be a narrow bridge over a ravine and if you fall into the ravine you die. You wouldnt even need bases because there wouldnt be anywhere for light mechs to run.

#24 XphR

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Posted 17 February 2013 - 11:34 AM

View Postmint frog, on 17 February 2013 - 11:05 AM, said:

You're over thinking it.

Solution: One cap point in the middle of a map.

You are under thinking it.

TDM is is a two ball juggle, some people are looking for more dimensional warfare. As it stands now Assault makes each team distribute limited resources dynamically between attacking /defending a base and scrimmages. The battles often come to the same end but the added points of articulation make the tides shift in ways a central point could not.

Mech superiority is nice for taking volley turns in line combat but this game is about battleground awareness as well as controlling an area larger than your sole grasp.

#25 Deathlike

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Posted 17 February 2013 - 11:35 AM

Just look into my suggestion regarding Assault in my sig.

Conquest is not Assault, but it can be under certain conditions. However, playing the match if it were like Assault usually doesn't work the way one would expect... usually those that have capped more usually come out ahead in Conquest unless the team with the most points decides to be completely reckless.

If you want a better Assault, you need to tweak some of the mechanics in Assault IMO that would be like Team Deathmatch, w/o having to chase a light mech hiding in the middle of nowhere.

Edited by Deathlike, 17 February 2013 - 11:36 AM.


#26 Rippthrough

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Posted 17 February 2013 - 11:40 AM

View PostDeathlike, on 17 February 2013 - 11:35 AM, said:

usually those that have capped more usually come out ahead in Conquest


95% of matches I play, are won exactly by playing it as assault. Of the remaining 5%, half of those are through a massive assault style battle leaving just a couple of mechs standing and a light runs around alone finishing the cap off.
The other half is won purely by capping with odd skirmishes.

Until the maps are 3x bigger, conquest IS assault, with a possible escape route if you're the last man standing vs a couple of other mechs.

#27 XphR

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Posted 17 February 2013 - 11:50 AM

View PostPihb, on 17 February 2013 - 11:26 AM, said:

Pug's are the toothless masses of mwo, you cannot count on them to play smart or have a plan. When in Rome ...


At the same time, do not count them out. Many of them are more than willing to work with a group with little to no communication, others simply need a question answered or encouragement before falling in to place.. With as little as two of us in voice chat the voiceless can split three and three, forming two semi aware fire groups.

Sometimes it takes little more than asking someone to call focus target letters at the start of the round (let a pug take the reins it can be fun and the other team will be screaming sync foul in no time).

#28 Tennex

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Posted 17 February 2013 - 11:59 AM

fix conquest with repair bays. deeper strategic gameplay

some captured points come with repair bays.
some with munitions depots.

places emphasis on importance of certain points. strategic capture of certain points to deny other team supplies/repairs/logistics.

can't play deathmatch now because mechs can simply retreat to repair. must capture all points/capture all repair bays/ or flank and cut off enemy retreat to repair bays to win.


light mechs can form strike groups and come back and repair. heavier mechs stay near base to defend, or be cut off from supplies.

Edited by Tennex, 17 February 2013 - 12:06 PM.


#29 Spicy Horse

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Posted 17 February 2013 - 12:02 PM

View PostPihb, on 17 February 2013 - 11:26 AM, said:

While tk'ing you is a bit harsh and i do not condone it, why would you waste time and ammo on an afk mech?


1) Time - It was Conquest mode and we were waiting for the cap to finish.
2) Ammo - No RnR means nothing is wasted, per-se.
3) I wanted extra c-bills.

Getting the extra xp or kill numbers on my record don't mean much, but when I need 20 matches for an engine, free c-bills are just too tempting to pass up.

#30 Skadi

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Posted 17 February 2013 - 12:03 PM

Upon Release.

#31 Mystere

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Posted 17 February 2013 - 12:07 PM

View PostPihb, on 17 February 2013 - 11:26 AM, said:

People want to blow stuff up. You can package the game modes however you want but most people just want to kill each other. I can't get down on you for playing the game how it was intended but you are pretty much wasting your time ...


Well, some people want to go beyond just mere "blow stuff up". Some want to induce massive flowing rivers of nerd rage tears by actually performing one of the objectives of the game: capping. :rolleyes:

#32 That Dawg

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Posted 18 February 2013 - 06:32 AM

View PostMystere, on 17 February 2013 - 12:07 PM, said:


Well, some people want to go beyond just mere "blow stuff up". Some want to induce massive flowing rivers of nerd rage tears by actually performing one of the objectives of the game: capping. :)



^ that
I just want to get paid for it.

Last night, my 3L, granted a pug, but clearly I was thee cap monster, last of three standing, we won- 700 to 300ish ......and my income was pitiful, damage was in the 30's- I was..you know......CAPPING...
we lost three right off the bat, (two were our lights) they did the surge tactic that works so well... standing down in the river....shooting up at the red bastiges...

#33 Penance

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Posted 18 February 2013 - 06:52 AM

Since day 1.

2 out of 20 games will end via resource win.

#34 MrTarget

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Posted 18 February 2013 - 07:20 AM

I use Base cap as a tactic, if needed sit the lights on the base. You will be amazed at how many people turn around to defend there base, which of course allows me entry to your lovely squidgy back armor.

#35 Joseph Mallan

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Posted 18 February 2013 - 07:39 AM

View PostMercules, on 17 February 2013 - 11:16 AM, said:

I've got a better idea. Maybe we could just make a map that is one long corridor and people rush down it at each other firing.
This would be a Canyon fight I would think.

#36 That Dawg

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Posted 18 February 2013 - 07:40 AM

^ LOL
I'm tired of being the rabbit!

#37 Denninos

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Posted 18 February 2013 - 07:56 AM

Because conquest without respawn wont work and respawn doesnt fit in this game. Repair bays could change it maybe. Getting to point cap takes too long and if it wouldnt take so long it would be assault

Those gammodes right now are just a bit stupid id like to see something where you need to attack first and in the next round defend and the team that was faster / better wins.

Edited by 2NoOB4YoU, 18 February 2013 - 08:00 AM.


#38 AlexEss

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Posted 18 February 2013 - 08:03 AM

The way i see it you have two scenarios.

A: The team does not want to bother with tactics, just easier to kill anything that moves.
B: As a counter to the other team being ahead in points. Try to kill them before the meter reaches full.





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