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A few comments on Siege.


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#1 DarkPulse

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Posted October 28 2012 - 07:17 PM

  • I absolutely love the extended startup sequence. It was a pleasant surprise considering the other three game modes never feature this at all - and yes, even if it is "worthless." Perhaps consider not allowing people to fire, etc. Until it brings up the normal HUD though_ Think of it like how you cam move your fighters, jump, etc. before the match starts in most recent fighting games. And more importantly, imagine the fun when you see another guy out of the corner of your eye, and you begin jostling for position, waiting for the weapons to kick on...
  • A LOT of people seem to not know how to play this. I had a team who had no clue what they were doing and we got absolutely creamed against a team who absolutely used teamwork and worked together. They were sitting back and sniping as opposed to helping me contest the AA bases, and I think me and one other guy were the only ones getting energy. There absolutely must be some kind of "balancing mechanic" put in that tries to make the match even (perhaps in terms of XP from the previous match_) if this game mode is going to survive. Doing 5 on 1 at the AA was not my idea of a good time, but a 3-on-3 or 4-on-4 dance is a blast. Thus, at the very least, the "circle" of effect needs to be made way more obvious, as I don't think a lot of people get that you have to stand in the circle to count.
  • From what I can tell, energy generators slow down when there's more people there, but it also seems to slow down if you sit there for awhile. The former makes sense, but the latter seems arbitrary. A player is already risking his neck staying there to fill up his tank. Also, different classes of mech seem to get energy faster, which I don't think is a good idea (my Sharpshooter definitely got EU way faster than my Brawler ever did). It means that A-Class will basically dominate this game mode (at least until the battleships launch, when everyone switches to their best B-Class or C-Class) - even if they carry the least, they'll get it quicker and get it to the base quicker.
  • Did I mention I love the extended startup sequence_ Seriously, whoever thought of that, I'll marry you. I'll even make babies with you.

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#2 Nitris

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Posted October 28 2012 - 07:51 PM

Loving the startup too, I remember seeing it in one video a while back and having a minor geekgasm. =D

Yes, there seems to be loads of people that are unable to read that splash screen when you load into the gamemode... Maybe it needs to be easier on the eyes somehow_ Or maybe just more eyecatching_ I dunno.

Seeing as I've only played as A class in siege (yes even when the battleships are doing their stuff), I can't comment on the different speeds for EU gain on mech classes, however the slowdown for multiple mechs is painful to say the least.
I mean if you sit there with two other mechs you are gonna take a good 10 mins to fill everyone up. That is insane.
Also, trying to explain to people that its better for one person to juice up while the others defend is hard to do considering that you can "defend" while sticking close to the EU thingy anyway.

I really do like the length of time most Siege games I've played have lasted. They go on much longer than any other game mode thus far. This is a good thing because it means more mech on mech action, and more tasty tasty EXP.
Did I mention you gain BUTTLOADS of EXP in Siege_ This is a good thing.


Finally: The radar scrambler item is incredibly effective when thrown real close to the AA battery. Scares the willies out of the enemy team. I've seen two enemies flee from the AA to regroup when there was absolutely nobody from the other team there. =D

Edited by Nitris, October 28 2012 - 07:51 PM.

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#3 Beefsweat

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Posted October 28 2012 - 08:35 PM

View PostNitris, on October 28 2012 - 07:51 PM, said:

Loving the startup too, I remember seeing it in one video a while back and having a minor geekgasm. =D
Finally: The radar scrambler item is incredibly effective when thrown real close to the AA battery. Scares the willies out of the enemy team. I've seen two enemies flee from the AA to regroup when there was absolutely nobody from the other team there. =D

+1 to both of these things. The radar scrambler at that position can seriously turn some tables.
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#4 cunningStunts

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Posted October 28 2012 - 08:37 PM

I LOVE siege!!  I can't believe why there is so many tdm/dm games going on when there is siege to be played!

#5 Joshki77

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Posted October 28 2012 - 09:10 PM

I love siege too <3
Did I play in your team yesterday on siege or was it on another map_

#6 DarkPulse

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Posted October 28 2012 - 09:17 PM

View PostJoshki77, on October 28 2012 - 09:10 PM, said:

I love siege too <3
Did I play in your team yesterday on siege or was it on another map_
I seem to recall your name. Maybe you did. I'd have to check my screenshots to be sure, but there's also still the chance you were in a video I aborted recording and thus not taking screenshots on (obviously, recording is no good if my team is getting absolutely bushwhacked. :P)

Oh, and for the benefit of those unfortunates who can't get the game to connect to a Siege server (or for you unfortunate lot who can't access the game yet), I ripped out that startup sequence from a match recording I took.



So much win. It's even in 1080p. (Actually, technically, it's at 1152p.)

Edited by DarkPulse, October 28 2012 - 09:19 PM.

Reason as my minor ego, and opposite my desire to be a murderer.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."

#7 Phos

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Posted October 28 2012 - 10:04 PM

Only part about the startup that bugs me are the two meaningless sine curves.  Pretty cool otherwise.  

I think the reason for the trees slowing to a trickle is to make denying the enemy's energy gathering and dropped energy retrieval more important.

I am concerned that it seems way too easy to hold the AA turrets because of how hard it is to get onto them. I think this aspect might have been the result of overestimating the teamwork ability of most pubs.

And by the way, AFAIK, there's no NDA on the beta so that video doesn't need to be unlisted.

Edited by Phos, October 28 2012 - 10:05 PM.


#8 DER3Z

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Posted October 28 2012 - 10:06 PM

haha its the only gametype i play with the clan! LOVE LOVE LOVE LOVE THE START UP!


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#9 SGRock

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Posted October 28 2012 - 10:07 PM

Siege is easily my favorite gametype, and I really enjoy the fact that a good game can take an hour or more.
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#10 DarkPulse

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Posted October 28 2012 - 10:10 PM

View PostPhos, on October 28 2012 - 10:04 PM, said:

And by the way, AFAIK, there's no NDA on the beta so that video doesn't need to be unlisted.
Yeah, I know there's no NDA or I wouldn't have uploaded it in the first place. :P

I just don't want it listed while I'm still encoding/uploading the match it came from (lest they think this is a full match - it's not!). Once I get that up, I'll put it to public.

Edited by DarkPulse, October 28 2012 - 10:13 PM.

Reason as my minor ego, and opposite my desire to be a murderer.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."

#11 gunhe4d

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Posted October 28 2012 - 10:26 PM

I suspect it doesn't matter how bright and shiny you make the tutorial splash screen before siege matches, there will always be those who just hit close immediately to get straight to the action.  I know that's what I did my first siege game.  Luckily I had a few really helpful teammates using voice comms to guide us along the phases as the match progressed.  I think it's just a matter of it being such a new gametype and everyone is new to the game in general that you'll get a lot of confuse players running around until more of the general community figures stuff out and the base grows.  Personally I'm not too concerned with it at this point.

On a side note, I would have to say siege mode is my favorite so far. . . . and yes, the start up is freakin' rad.

#12 akatrio

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Posted October 28 2012 - 10:37 PM

I love Siege mode! The many objectives are a nice way to add variety to the gameplay. Games are especially enjoyable when you have two great teams duking it out. Definitely my favourite mode to play thus far.

View PostDarkPulse, on October 28 2012 - 07:17 PM, said:

From what I can tell, energy generators slow down when there's more people there, but it also seems to slow down if you sit there for awhile...

Huh..... when I first started playing Siege, I was told by a friendly teammate about the former (I had no idea why the energy output sometimes slowed down until then), but I was unaware of the latter.

And that start up sequence_ Immersion awesomeness.

#13 Kai_Kitamura

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Posted October 28 2012 - 10:40 PM

Quote

I absolutely love the extended startup sequence. It was a pleasant surprise considering the other three game modes never feature this at all - and yes, even if it is "worthless." Perhaps consider not allowing people to fire, etc. Until it brings up the normal HUD though_ Think of it like how you cam move your fighters, jump, etc. before the match starts in most recent fighting games. And more importantly, imagine the fun when you see another guy out of the corner of your eye, and you begin jostling for position, waiting for the weapons to kick on...
YES. Glad I'm not the only one. This is even better than the iconic "Reactor online Sensors online Weapons online".

Anyway, the only thing that could be improved is the battleship durability. As it stands, even a semi-competent team can just blow the enemy's ship out of the sky without even bothering to control the AA, leading to stalemates. Bump up the battleship's health, and AA's damage to make them more important, and we're all set, probably.

Quote

From what I can tell, energy generators slow down when there's more people there, but it also seems to slow down if you sit there for awhile.

If I understand correctly, the energy trees have finite pools of energy that regenerate a bit slower than a single mech can harvest them, thus giving the perception of a slowdown. This is good IMO, as it prevents the team from just camping one spot forever.

Edited by Kai_Kitamura, October 28 2012 - 10:42 PM.

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#14 Nitris

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Posted October 28 2012 - 10:45 PM

View PostKai_Kitamura, on October 28 2012 - 10:40 PM, said:

...Anyway, the only thing that could be improved is the battleship durability. As it stands, even a semi-competent team can just blow the enemy's ship out of the sky without even bothering to control the AA, leading to stalemates. Bump up the battleship's health, and AA's damage to make them more important, and we're all set, probably.

I kinda like this mechanic though... It is not as bad as you say because you can still go and shoot at the enemy team while they focus your battleship. They're easier to take out infact, 'cause they aren't shooting you.

Very few people realise that the battleships usually require escorting.
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#15 CaliberMengsk

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Posted October 28 2012 - 10:50 PM

The brotherhood has had a few matches that were super easy as a group, but one match we had lasted for over an hour I would say. Many ships sent out with long grueling tactical battles for the energy nodes and the AA. It's just so hard to get a full team of the clan in the same match. (We've gotten like 5 out of the 6 on the same team before though, totally destroyed the other teams.)

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#16 akatrio

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Posted October 28 2012 - 11:06 PM

View PostKai_Kitamura, on October 28 2012 - 10:40 PM, said:

This is even better than the iconic "Reactor online Sensors online Weapons online".
Ohhh, I have to disagree. As a MechWarrior fan from way back when, that nostalgic line just can't be beat. =P

Another observation regarding the energy transfer rate, I've noticed that if I am standing with (at least) one other mech in the station, my energy rate slows by a varying amount depending on the mech 'class' I am standing with. So heavier mechs standing with me slow down my transfer rate more than lighter mechs. It makes sense, especially with DarkPulse's comment about the varying energy rates for different mechs. Has anyone else noticed this_

#17 Trolled

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Posted October 28 2012 - 11:06 PM

Siege is good as it is. It's your fault if you don't push forward along with your ship. In case of incompetent teammates I advise you to deal with it or throw some fuzzy bunnies at them over the mic. C-class isn't entirely useless in gathering energy - they have the bulk to get out of a bad situation alive, and can boost forward for quite a long time.
As for the startup sequence, I take it as a hint that this is supposed to be the game's main mode of interest. I'd totally play it competitively.
gotta go slow

#18 She

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Posted October 28 2012 - 11:06 PM

View PostKai_Kitamura, on October 28 2012 - 10:40 PM, said:

Anyway, the only thing that could be improved is the battleship durability. As it stands, even a semi-competent team can just blow the enemy's ship out of the sky without even bothering to control the AA, leading to stalemates. Bump up the battleship's health, and AA's damage to make them more important, and we're all set, probably.
Yep this. Bships definitely need more life to put more importance on AA site

Edited by She, October 28 2012 - 11:07 PM.


#19 Crayyon

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Posted October 28 2012 - 11:07 PM

Siege is definitely my favorite game mode so far. Games feel truly epic when its between equal teams. My only complaint is that ownership of the AA is unclear since there's no 'progress bar' or anything to indicate which team is in control. Obviously doesn't matter too much when one team is clearly dominating it, but in more equal back and forth games it would be helpful.

#20 Trolled

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Posted October 28 2012 - 11:11 PM

View PostCrayyon, on October 28 2012 - 11:07 PM, said:

Siege is definitely my favorite game mode so far. Games feel truly epic when its between equal teams. My only complaint is that ownership of the AA is unclear since there's no 'progress bar' or anything to indicate which team is in control. Obviously doesn't matter too much when one team is clearly dominating it, but in more equal back and forth games it would be helpful.
The progress dial for the AA is displayed on the right side of the screen when a battleship is in the air. Easy to overlook if you're used to the dial being on the icon itself like in Missile Assault.

Edited by Trolled, October 28 2012 - 11:11 PM.

gotta go slow




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