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When Did Conquest Become Assault?


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#1 That Dawg

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Posted 17 February 2013 - 10:41 AM

I got blasted three times in the last couple of days sitting on a red base for "not joining the fight"
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 RagingOyster

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Posted 17 February 2013 - 10:42 AM

Conquest became Assault right after Assault became Team Deathmatch

#3 Khobai

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Posted 17 February 2013 - 10:43 AM

Players will generally take the path of least resistance to victory. As a result:
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 Spicy Horse

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Posted 17 February 2013 - 10:44 AM

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

#5 MechFrog1

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Posted 17 February 2013 - 10:45 AM

The fun of MWO is in shooting robots, not running around playing musical capture points.

#6 Kerensky The Last Mechbender

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Posted 17 February 2013 - 10:50 AM

View Postmint frog, on 17 February 2013 - 10:45 AM, said:

The fun of MWO is in shooting robots, not running around playing musical capture points.


emptyquoting this

#7 MischiefSC

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Posted 17 February 2013 - 10:50 AM

No, conquest became assault after Assault became cap rush FTW. Assault is about who blobs fastest and hardest. Conquest tends to be more tactical.

#8 Alistair Winter

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Posted 17 February 2013 - 10:53 AM

View PostKhobai, on 17 February 2013 - 10:43 AM, said:

Players will generally take the path of least resistance to victory. As a result:
Assault = Baserush (easier to capture other teams base than kill them)
Conquest = Deathmatch (easier to kill other than to capture objectives)

This...

View Postmint frog, on 17 February 2013 - 10:45 AM, said:

The fun of MWO is in shooting robots, not running around playing musical capture points.

... and this.

Neither game mode works as intended.

#9 Bishop Steiner

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Posted 17 February 2013 - 10:54 AM

Because Conquest can't really get Ninja-Capped, it tends to actually lead to far more actual fights than Assault Mode does, simply because between Cap Rushes, 8 man Syncs, poor PUG play (poor team play too, a lot, actually) and such, many people seem to feel that constant Base Caps are simply more expedient in Assault, and they are FAR easier to pull.

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 Warrax the Chaos Warrior

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Posted 17 February 2013 - 10:54 AM

If you are ahead on points in conquest, you can play more defensive/conservative and let the enemy come to you. If you are behind, you are forced to be more aggressive. I like the dynamic it creates and the way it shapes the flow of the match if people are playing smart, even if most matches are still decided by kills.

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.

#11 Commander Kobold

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Posted 17 February 2013 - 10:56 AM

View PostMischiefSC, on 17 February 2013 - 10:50 AM, said:

No, conquest became assault after Assault became cap rush FTW. Assault is about who blobs fastest and hardest. Conquest tends to be more tactical.



no conquest is also about who blobs around fastest and hardest.

#12 Redshift2k5

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Posted 17 February 2013 - 10:56 AM

you need to be flexible. conquest is capture the bases OR kill the enemy team. Both are acceptable win conditions. There are times when either approach is more or less suited to the current match, or the current situation within the match.

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 Commander Kobold

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Posted 17 February 2013 - 10:57 AM

The only diference between conquest and assault is the number of bases.

#14 That Dawg

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Posted 17 February 2013 - 10:59 AM

I'm not disagreeing,

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 MechFrog1

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Posted 17 February 2013 - 11:05 AM

View PostThatDawg, on 17 February 2013 - 10:59 AM, said:

I'm not disagreeing,

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
You're over thinking it.

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

#16 Spicy Horse

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Posted 17 February 2013 - 11:08 AM

I believe you mean "newb". Unless you knew better.

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 RagenBull

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Posted 17 February 2013 - 11:11 AM

I must agree with the op. Light mech seem to have a hard enuff time as it is right now and this would make them more valuable for a team and give them a higher reward for doing what they shopuld be doing and that is not brawling IMO

#18 p00k

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Posted 17 February 2013 - 11:12 AM

people are just now realizing conquest isn't about the resource points?

#19 Yokaiko

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Posted 17 February 2013 - 11:13 AM

View Postp00k, on 17 February 2013 - 11:12 AM, said:

people are just now realizing conquest isn't about the resource points?



Not today its about blowing people out of their base.

More base campers than anything else this afternoon.

#20 Mercules

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Posted 17 February 2013 - 11:16 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.


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.





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