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All New Game Mode For Next Patch!


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#1 asdbnmrty

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Posted 20 February 2013 - 01:07 AM

Found out about this new game mode lined up for next patch. Alpine Peaks will now feature the exclusive Cap Warrior game mode to replace assault.

Teams spawn on the enemy's base and the cap timer will rapidly drain. Players must use all chat to desperately plead with the other team to stop capping and engage in a fight.

Both teams will battle it out on an intense all chat war until one team gives in and moves the majority of their mechs to fight a supposed engagement. The team who did not remove their mechs will be rewarded for their non-foolishness and maintain a high capping rate while the team who did move their mechs to fight will suffer a dramatic decrease in their cap rate.

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There's also a modified mode in testing called 7+1 vs 7+1, where each team has one assault mech that powers down and afks at base. The remaining 7 mechs (usually lights to heavies) rush the opposing base where they will engage the powered down/afk enemy assault mech. Whoever is able to destroy the enemy assault mech goes from no cap rate to a dramatic increase in cap rate.

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Sounds fantastic PGI, it's everything I ever wanted in a Mechwarrior game.

Edited by asdbnmrty, 20 February 2013 - 01:52 AM.


#2 Zakie Chan

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Posted 20 February 2013 - 01:17 AM

Really fed up of blowhards spamming this nonsense in the chats. Heres a novel idea, have a scout you know... scout? Then procede to intercept them and have all the small map small minded my willy in your ear slugfests that you love.

If you do not wish to play a game that takes a bit of planning and forethought, then please play one of the many generic shooters out there. Perhaps Hawken would be more your thing?

P.S. Game modes are 8 on 8. That means if you dont see them all then they are probably sneaking to your base. I know they are numbered alphabetically and thats difficult to track. So I'll spell them out for you.

A B C D E F G H
1 2 3 4 5 6 7 8

#3 asdbnmrty

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Posted 20 February 2013 - 01:25 AM

Scout: Reporting movement at E7!
Assaults and Heavy Mechs: On our way to E7 to intercept!
1 min later...
Me: They literally all ran past us... and we are half way across the map. We wont make it back in time to defend.

Solution? Stay next to base in case it needs to be defended? Great idea! They are doing the same thing too! Everyone is just sticking close to their base on a large map leads to some intense combat (not). Well designed (double not)!

Edited by asdbnmrty, 20 February 2013 - 01:29 AM.


#4 Galathon Redd

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Posted 20 February 2013 - 01:29 AM

The map was obviously designed to promote good scouting and quick-reacting tactical team maneuvering. Obviously, you'll never find this with a PUG. They should have made it a premade-only map.

#5 Vassago Rain

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Posted 20 February 2013 - 01:32 AM

View PostGalathon Redd, on 20 February 2013 - 01:29 AM, said:

The map was obviously designed to promote good scouting and quick-reacting tactical team maneuvering. Obviously, you'll never find this with a PUG. They should have made it a premade-only map.


Too bad it's really a haven for golds looking to cap each other out. I just dismantled a golden 4 man with extreme range ER PPC jump sniping.

Their tears were delicious.

#6 JBDixion

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Posted 20 February 2013 - 01:39 AM

i hope they come out with a new and better game mode instead of just base capping. a team deathmatch game mode wont take anything tatical out. and would be good idea. nothing tactical in base capping.

#7 Corvus Antaka

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Posted 20 February 2013 - 01:50 AM

Conquest is ok, but Assault is still dysfunctional. Conquest you can outmanuever your enemy and win, games are varied and tactical. Assault its either crush them or cap them, and the caps just are way to easy to pull when you start stacking mechs.

imho Alpine steps the game up, great to see a map this size, but it needs more cover & features. conquest nodes should have big dropships & command HQ, there should be stuff scattered on the maps this size, mini bases, cover in some areas, maybe a tunnel or cave through a key mountain.

#8 redlance

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Posted 20 February 2013 - 01:53 AM

this great map just needs a better game type. like TEAM DEATH MATCH, or something. i dunno.

#9 Brilig

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Posted 20 February 2013 - 02:05 AM

I think if they removed caps we'd replace that problem with 1 or two remaining mechs on the losing team running and hiding until the timer runs out.

(I'm sure someone else had this idea.) Maybe they could set it up so that you can only win by cap if you have mechs standing on both bases. Have the bases tick down to neutral when there is not a mech standing on them. That way you have to occupy both bases to win by cap. That might help force people to fight on assault, but still have a way to end the game if someone wants to run and hide.

#10 Ashnod

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Posted 20 February 2013 - 02:07 AM

scouting is hard

#11 Fate 6

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Posted 20 February 2013 - 02:09 AM

View Postasdbnmrty, on 20 February 2013 - 01:25 AM, said:

Scout: Reporting movement at E7!
Assaults and Heavy Mechs: On our way to E7 to intercept!
1 min later...
Me: They literally all ran past us... and we are half way across the map. We wont make it back in time to defend.

Solution? Stay next to base in case it needs to be defended? Great idea! They are doing the same thing too! Everyone is just sticking close to their base on a large map leads to some intense combat (not). Well designed (double not)!

Clearly an issue with the game type not the map. THIS IS THE MAP WE WANT. We just don't want Assault. Play Conquest. Trust me, it's a huge step up, it's all I play these days. Cap wins only happen once pretty much all the fighting is over, and even if you lost the fight it's still possible to win if the fight was close enough and you capped more beforehand.

#12 Corvus Antaka

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Posted 20 February 2013 - 02:15 AM

Conquest needs to pay better..if it paid the same as assault I think we would see very few assault games indeed.

#13 Fate 6

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Posted 20 February 2013 - 02:15 AM

View PostJBDixion, on 20 February 2013 - 01:39 AM, said:

i hope they come out with a new and better game mode instead of just base capping. a team deathmatch game mode wont take anything tatical out. and would be good idea. nothing tactical in base capping.

Play Conquest. It ends up being more like TDM than Assault does, because you can't just sneak around and cap a single base to win.

That said, a true TDM would suck. Imagine if you're on Alpine and the last enemy mech is a spider with ECM, and your last mech is a heavy or assault. The spider doesn't want to fight you, so he just runs away. If you want to see the score, you now have to wait for the timer to run out. 10 minutes of nothing. On smaller maps, it leads to trench warfare, since there's literally no incentive to go over the hill (Frozen City) or in the open (River City, Forest Colony, Caustic). I guess this would be doubly true of Alpine.

I think Conquest is actually in a really really good place right now. Caps are slow enough to not dissuade fighting, but relevant enough to keep the fight evolving.

View PostColonel Pada Vinson, on 20 February 2013 - 02:15 AM, said:

Conquest needs to pay better..if it paid the same as assault I think we would see very few assault games indeed.

Basically this. If conquest paid a bit more, that's all people would run.

#14 One Medic Army

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Posted 20 February 2013 - 02:18 AM

View PostColonel Pada Vinson, on 20 February 2013 - 02:15 AM, said:

Conquest needs to pay better..if it paid the same as assault I think we would see very few assault games indeed.

If Kills/Assists/Component Destruction paid the same in Conquest as Assault, I can guarantee you I would never play Assault again (unless dragged over there by friends, one of them actually prefers assault...)

#15 Chrithu

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Posted 20 February 2013 - 02:24 AM

Maybe it really is time to think though a often propsed change to the assault mode: Make it asynchronous so that there allways is just ONE base so that one team has to defend and the other team has to attack.

Bigger teams could be a solution, but I do not see that, because then it will just be 12 or 16 ppl per team running in a cluster. Splitting up forces in this game puts you at a disadvantage most of the time at least in PUG matches.

#16 Night Rider

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Posted 20 February 2013 - 02:33 AM

how assault mode should look like

- kill all to win
- cap base get 4 points
- team gets 9 or more points it wins

that way capping base gives significant boost to the team effort but it still needs to kill half of the other team to win

Posted Image

#17 Chrithu

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Posted 20 February 2013 - 02:43 AM

View PostNight Rider, on 20 February 2013 - 02:33 AM, said:

how assault mode should look like

- kill all to win
- cap base get 4 points
- team gets 9 or more points it wins

that way capping base gives significant boost to the team effort but it still needs to kill half of the other team to win


That sounds nice too. I would like that.

#18 Dr Killinger

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Posted 20 February 2013 - 03:00 AM

View PostNight Rider, on 20 February 2013 - 02:33 AM, said:

how assault mode should look like

- kill all to win
- cap base get 4 points
- team gets 9 or more points it wins

that way capping base gives significant boost to the team effort but it still needs to kill half of the other team to win

I like that.

I'm just dying for a king-of-the-hill mode with respawns. Now that repair and rearm are gone, there's no reason to not allow respawns.

#19 Onmyoudo

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Posted 20 February 2013 - 03:22 AM

I have played this map all of once and can already see that there is an issue in that one cannot fit their mech to the map - if you bring a brawler on this map, God help you. It is far too big to respond to scout info in any kind of timely manner if you're running less than 100kph and if you find that you are in the wrong area of the map your team will have won or lost before you can provide any kind of support.

The only answer I can see to this is to either run fast mechs all the time, or pack nothing but LRMs and PPCs so you can at least engage at range. With PUG games at least, with full teams one would expect that these things would be less problematic.

#20 Thaar

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Posted 20 February 2013 - 03:30 AM

solution, don't use cheese builds. use builds suited for more than one environment.





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