[font=Arial]Notes:[/font]
[font=Arial]-6 v 6 coupled with the size of the maps makes the game mode too slow and uninteresting. Time and distance between engagements in missile assault is abysmal (edit: this is in my opinion, others such as exeon show the other side of the coin on this point) and tldr: In MA I feel the large and beautiful maps feel empty. [/font]
[font=Arial]- Random spawn points on some of the maps really hurts team play and usually from my experience results in kicking teams while they are down. Refer to edit2, below, on why this is redacted.[/font]
[font=Arial]-The current quick commands to quickly rally or guide your team are completely inadequate for the amount of teamwork and coordination required to do well as a team. It is quite apparent in missile assault that the lack of teamwork oriented features hurts the overall experience.[/font]
[font=Arial]-Not much incentive to stay at captured points besides to act as a slight speed bump for the other team.[/font]
[font=Arial]Suggestion[/font]
[font=Arial] (edit: [/font]Since increasing player count is a resoundingly unpopular idea, maybe a slight decrease in the respawn timer on missile assault instead_ Thanks for the feedback on this guys.)
[font=Arial]- Increase the player count to 8 v 8 or 10 v 10. If implemented along with more teamwork oriented features, the state of the game mode will improve to a more full and interesting combat experience. The map will be more populated with combat and opportunity for game play rather than so much time being taken up by boosting and walking between objectives. When there are multiple dead players on either team during a MA game you can really feel the emptiness of maps, especially larger ones like last eco and facility. A 8v8 or 10v10 player count would amp up the action and populate the mostly empty maps we have now.[/font]
[font=Arial](Edit2: thanks to HWK for clearing up how spawning works on MA for me. It is in fact not random and sarchasm explains how it works if you read below. Bases/static spawn points on triangle maps was internally tested and ended up not working out. A focal point as I suggested below ended up in each team controlling one silo each and then all the action ended up at s2, remember early facility days_ I stand corrected on my point about LZs/bases. Again thank you guys for the continued feedback on these suggestions/diagnosis.)[/font]
[font=Arial]- On maps that don't already have bases add a landing zone, forward operation base, or something else (maybe an orbiting battleship that drops mechs and defends the lz), this provides a focal point for your team to rally at. Random spawning on maps like facility and last eco during missile assault games is in my opinion counter intuitive to a team based game mode. Especially one that, in my opinion, calls out from its core for epic team comps/strategies like missile assault. It only serves to hinder team play. This will provide a much needed bedrock of continuity and coordination to maps that don't have bases for missile assault.[/font]
[font=Arial]- This one takes us on a little bit of a tangent about team play features, so forgive me but it is something that is direly important to Hawken’s team game modes. UI features related to team play should be expanded. My post on teamplay features in Hawken.[/font]
[font=Arial]- There should be more incentive to actively defend silos rather than just attacking the next enemy silo. Changing the player count may populate the map to a point were leaving players at silos to defend them might actually be a viable tactic (edit: feedback received on this point makes it a big *eh* probably wouldn't have the effect I describe above). However as it stands there is not much incentive in staying at a silo to defend it, this quickly results in the merry go round tactics on the 3 corner maps and in camp s2 tactics in the straight across maps. Without incentive to not only attack but to defend, the gameplay gets stale repetitive very fast.[/font]
[font=Arial]I hope my feedback is helpful and any comments or concerns with my prognosis are welcome. Thanks for reading if you made it this far. What do you guys think about MA_[/font]
Edited by CounterlogicMan, December 25 2013 - 10:12 AM.