- 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.
A few comments on Siege.
#1
Posted October 28 2012 - 07:17 PM
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."
#2
Posted October 28 2012 - 07:51 PM
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.
#3
Posted October 28 2012 - 08:35 PM
Nitris, on October 28 2012 - 07:51 PM, said:
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.
#4
Posted October 28 2012 - 08:37 PM
#5
Posted October 28 2012 - 09:10 PM
Did I play in your team yesterday on siege or was it on another map_
#6
Posted October 28 2012 - 09:17 PM
Joshki77, on October 28 2012 - 09:10 PM, said:
Did I play in your team yesterday on siege or was it on another map_
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.
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
Posted October 28 2012 - 10:04 PM
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
Posted October 28 2012 - 10:06 PM
#9
Posted October 28 2012 - 10:07 PM
Super cool jpg goes here>
#10
Posted October 28 2012 - 10:10 PM
Phos, on October 28 2012 - 10:04 PM, said:
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.
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
Posted October 28 2012 - 10:26 PM
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
Posted October 28 2012 - 10:37 PM
DarkPulse, on October 28 2012 - 07:17 PM, said:
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
Posted October 28 2012 - 10:40 PM
Quote
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
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.
...make no mistake - we are not shy
We're very wide awake - the moon and I!
#14
Posted October 28 2012 - 10:45 PM
Kai_Kitamura, on October 28 2012 - 10:40 PM, said:
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.
#15
Posted October 28 2012 - 10:50 PM
#16
Posted October 28 2012 - 11:06 PM
Kai_Kitamura, on October 28 2012 - 10:40 PM, said:
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
Posted October 28 2012 - 11:06 PM
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.
#18
Posted October 28 2012 - 11:06 PM
Kai_Kitamura, on October 28 2012 - 10:40 PM, said:
Edited by She, October 28 2012 - 11:07 PM.
#19
Posted October 28 2012 - 11:07 PM
#20
Posted October 28 2012 - 11:11 PM
Crayyon, on October 28 2012 - 11:07 PM, said:
Edited by Trolled, October 28 2012 - 11:11 PM.
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