

When Did Conquest Become Assault?
#1
Posted 17 February 2013 - 10:41 AM
I finally learned that bolting from cap to cap and turning the point tide in our favor was not rewarded at the end of the match-
How about the next patch...or the one after, or after that we get a larger reward for actually capping instead of "lets all meet in the middle and slug it out" conquest battles?
thanks-
#2
Posted 17 February 2013 - 10:42 AM
#3
Posted 17 February 2013 - 10:43 AM
Assault = Baserush (easier to capture other teams base than kill them)
Conquest = Deathmatch (easier to kill other team than to capture objectives)
Assault should have killing the other team as the primary objective and capturing the base as the secondary objective. To achieve that, Assault needs a condition that prevents the base from being captured until that condition = true (either X seconds have passed, X enemy mechs have been killed, or X structures have been destroyed, etc...).
Conquest should have capturing the objectives as the primary objective and killing the other team as the secondary objective. To achieve that, the easiest way to win Conquest needs to be capturing the objectives rather than killing the enemy team. So I would suggest lowering the capture time on objectives and increasing the resource tick rate. That way holding objectives becomes much more important and capturing objectives becomes much more worthwhile.
Edited by Khobai, 17 February 2013 - 11:02 AM.
#4
Posted 17 February 2013 - 10:44 AM
#5
Posted 17 February 2013 - 10:45 AM
#7
Posted 17 February 2013 - 10:50 AM
#8
Posted 17 February 2013 - 10:53 AM
Khobai, on 17 February 2013 - 10:43 AM, said:
Assault = Baserush (easier to capture other teams base than kill them)
Conquest = Deathmatch (easier to kill other than to capture objectives)
This...
mint frog, on 17 February 2013 - 10:45 AM, said:
... and this.
Neither game mode works as intended.
#9
Posted 17 February 2013 - 10:54 AM
So Ironically, since that is removed from the equation, largely in Conquest, it actually makes it more into an Assault game. Weird but true.
On the bright side, I do enjoy it when in Conquest, and the furball is so intense that one side doesn't really watch the counter, and our humble little Spider has been running around flipping all the switches behind the scenes.....
We get just as much invective thrown our way as when someone caps a base in Assault.... despite the fact that is actually the whole POINT of conquest. Silly little things, people are.
#10
Posted 17 February 2013 - 10:54 AM
If you are playing anything heavier than a Cicada, then shooting at their d00ds is usually still the best way to contribute to the win. If you are playing a light though, it can be a tough judgement call to make whether or not to shoot the d00ds or try to tip the balance by grabbing a cap point. Capping isn't always the best choice, and people are going to have different opinions on when it's appropriate or not.
I think a good guideline to follow would be that, if there is a really intense furball happening, you should probably be involved in it. If people are just sort of maneuvering for position and taking pot-shots here and there, then hitting the caps in a light is a good idea. Those are just general guidelines though, you still have to use situational awareness and good judgement.
#12
Posted 17 February 2013 - 10:56 AM
I would not complain about higher match payout for Resource bonus, though.
A big issue is, if you can kill the enemy team within 5 minutes and get to the next match sooner, you make more money than trying to get the maximum resource bonus in the first place. Some payout tweaks to entice you to cap more would be helpful.
#13
Posted 17 February 2013 - 10:57 AM
#14
Posted 17 February 2013 - 10:59 AM
I'm suggesting a fix- points/xp/creds based on time on cap, total amount of cap, repelling/flipping/turning existing cap etc. At least on par with the amount of "score" achieved with killing all the other mechs.
No base capture in assault- dead mechs at the end of 10/15 minute matches.
Too simple?
I'm curious if this was already addressed, dismissed- i'm a noob
#15
Posted 17 February 2013 - 11:05 AM
ThatDawg, on 17 February 2013 - 10:59 AM, said:
I'm suggesting a fix- points/xp/creds based on time on cap, total amount of cap, repelling/flipping/turning existing cap etc. At least on par with the amount of "score" achieved with killing all the other mechs.
No base capture in assault- dead mechs at the end of 10/15 minute matches.
Too simple?
I'm curious if this was already addressed, dismissed- i'm a noob
Solution: One cap point in the middle of a map.
#16
Posted 17 February 2013 - 11:08 AM
Nothing wrong with being a newbie. We were all there once, you big bad G.I. Joe. It's all learning. =)
Edited by Spicy Horse, 17 February 2013 - 11:08 AM.
#17
Posted 17 February 2013 - 11:11 AM
#18
Posted 17 February 2013 - 11:12 AM
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