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Alpine Peaks Deserves A Proper Tdm Game Mode So Its Size Has Purpose


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#21 Sgt Disciple

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Posted 19 February 2013 - 11:35 AM

Leave mechs at base really? You've seen this...lol. if you don't run to the middle of the map and blast away till someone wins you get flamed. Most deviations from death match are not tolerated and we need a mode that makes sure of it? That's rich.

#22 jay35

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Posted 19 February 2013 - 11:39 AM

View PostSgt Disciple, on 19 February 2013 - 11:35 AM, said:

Leave mechs at base really? You've seen this...lol. if you don't run to the middle of the map and blast away till someone wins you get flamed. Most deviations from death match are not tolerated and we need a mode that makes sure of it? That's rich.

I guess I don't PUG as much as you. When your team actually has comms and works together, the game plays a lot better. It's a shame MWO's not currently set up to promote that style of gameplay. ;)

#23 Mercules

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Posted 19 February 2013 - 11:45 AM

1. For there to be a compounding of the problem with base capping because of the map size, there would have to be an initial problem with Base Capping. ;) There isn't only a problem with players not understanding how to prevent it.

2. TDM needs about 100 meters square. A large map is wasted on TDM.

#24 jay35

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Posted 19 February 2013 - 11:52 AM

You confuse TDM with some sort of close-range slugfest. This isn't Call of Duty. Long-ranged TDM combat was arguably more common in previous MechWarrior games than close-range combat. Usually it was a mix of both, and it occurred just as frequently on very large maps as on small arena ones. Both were fun experiences, with the larger maps allowing for much more creative maneuvering tactics to unfold.

Edited by jay35, 19 February 2013 - 11:54 AM.






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