What times has everyone seen_ I've seen matches where a team is the dominate winner be done in 15-20 mins, 30 mins if the other team can fight back, 30+ if both teams are bad (most people have only been playing hawken (let alone this game type) for at most 4 days, of course they're aren't going to be very good).
Immie, on October 31 2012 - 01:35 PM, said:
None of the above. Of all the available game modes, I'd say siege comes closest... but IMO, It doesn't really encourage the strong dueling elements in the game. It's much more about holding hands with as many allies as possible, and while team play is a good thing, I feel like in a competitive environment, it'd boil down to blobs of mechs trading blows for 40 minutes.
IMO, the best bet for a competitive mode would be a round-based mode with a simple objective and no respawning (Like Counterstrike's Disarm the Bomb), or good old fashioned Capture the Flag.
"Holding hands with as many allies as possible" is basically the definition of any team based game, so unless you're looking for hawken to be a mostly Death Match only game that seems like a silly thing to think. "blobs of mechs trading blows for x minutes" is what any and all game types boil down to if you strip out all other factors
The reason those games have multiple rounds is
because of no respawns and being really fast to finish, you NEED multiple rounds to be confident of a winner. If the games were longer you wouldn't need as many rounds to determine who's playing better.
Beemann, on October 31 2012 - 01:51 PM, said:
Siege to me has too many steps and variables. I think the game needs something that requires less explanation for comp play, particularly if we want the viewer-ship to be comprised of more than just Hawken fanatics
It's also kinda slow and not very fun to watch. Ring-around-the-rosie with energy beams combined with sitting in spawn shooting a large static target = snoozefest from a spectating standpoint. Even taking out the whole "sit in spawn and shoot to deny point scoring" thing, you've still got a single objective won by the whole team spamming and trading blows
Like Immie said, something round-based or classic CTF would be great
I'd use LoL as a comparison here, huge viewing audience for what I view as the most boring game invented. 40-60 minute games where it's just grinding xp until your team hits 18 then finishing in 1 watchable battle.
Beemann, on October 31 2012 - 03:41 PM, said:
It's less about lulls and more about overall pacing. Even TDM is bound to have lulls at some point
The gamemode has a lot of back and forth, and I don't mean when it comes to teams and scoring. The gamemode is centred around running out, filling up, and running back... before running out again to a DIFFERENT spot to take THAT point, and then running back to the collection points
Furthermore, there isn't currently enough incentive to fight outside of AA pushes
Siege just feels slow, and requires too much explanation on top of whatever explanation is already present in Hawken, and (as pointed out in this thread) there's still many PLAYERS who don't have a good grasp of the mechanics.
The game seems slow with nothing to do because strategies haven't been developed and made known to anyone yet, it's just people going around doing the bare minimum to attempt a win.
IMO it doesn't need to be simplified, if you want simpler gameplay there's always DM and TDM. Those people don't know how to play because they've only been playing hawken/siege for at most 4 days.
AsianJoyKiller, on October 31 2012 - 05:58 PM, said:
The way I see Siege working in comp environment is something like this:
Both pick a tree to go to and travel out as a group, mostly likely with heavies as transport, a dedicated SS playing overwatch and probably something like an INF playing escort or possible harrasment. Now occasionally, there might be skirmishes over tree contention, but they'll most likely go for the path of least resistance, which means avoiding the enemy team as much as possible.
Now once the first battleship is launched (and based on the current mechanics), the smart play is for the other team to retreat back to base and take it down from relative safety rather than possibly losing a fight on the AA.
Repeat those first two phases until it's no longer viable to take down the battleship without AA.
It's only at that point that the game gets interesting and here's why I think that is.
It forces large fights beyond general harassment because you can no longer sit back.
If the defending team wins the AA, then the next fight there is even more intense, as it becomes required to hold the AA for longer as the battleships become stronger.
If they lose it, then during the next round of gathering, it allows the team in the lead to free up a mech or two for more focused raids on the enemy gatherers. This of course means more fights outside AA capture/defense.
Obviously, tactics could differ from what I predicted.
But I don't see people wanting to watch Hawken just to see people gathering resources (it is a FPS after all) and spend the first 20 minutes retreating back to base to blow the enemy battleship up.
And while having 1 AA point is great for action, it's not as interesting tactically as having 2 or more, because it's essentially a TDM focused on a single part of the map, and you just throw everything you've got at it.
I think to make the matches quicker and more intense, a few changes would need to be enacted.
First, more emphasis around EU tree skirmishes. Have the trees run out faster, put them closer together or something. That would also help make raiding more appealing.
Then I'd probably have it so only the first battleship can be downed without AA. I just don't think sitting back in bases should be viable at all.
I'd also like to see at least 2 AA points. Make it so teams have to properly allocate forces, calling for backup and the like.
Also, like Beemann said, it's not an easy mode to watch. Imagine if you've never played Siege mode before.
If you don't know the rules and there's no commentary to explain them, what you end up seeing is people going to the some poles that spit out green energy, retreating to base, then going out to gather again until some undefined event happens and everyone either retreats and starts shooting at the sky or rushes to suddenly fight to the death in the middle of the map.
Then the thing in the sky blows up and everyone is back to sitting around poles and running back and forth to bases.
45 minutes of that doesn't sound fun to me.
That strat of least resistance is one tactic, not my choice, but a viable one, but it ends up making the game take longer. Any team that just sits back and shoots the ship leaves themselves open to just being picked off by the other team, and is how you need to deal with it.
IMO there really only needs to be one mech gathering unless you killed off the other team, then get a second, which leaves 4-5/6 doing something more watchable. In team games there's always something less watchable to someone then the rest of the game, it's a bit subjective.
More emphasis on EU trees can be done with dev intervention, people simply need to go kill the other team. My ideal strat is to have 1 gatherer on your teams ideal node, then a 5v5 somewhere on the map defending/attacking, where the winner could prevent the other team from gathering and you can send a quick second/third gatherer for easy EU and a faster overall game.
I don't think it should be a must to take the AA at all times, but I do think the AA does need to be fired a bit per ship. If you
had to take the AA it limits strategy from taking AA or shooting the ship to just taking the AA.
2 AA's wouldn't change much and would only prolong combat, each team would take one and try to take the other, one would get both but couldn't hold it, due to a 6v whatever you had at one AA and then they still outnumber the other AA and vice versa, little chance of being able to hold them, so each ship over all would have an AA firing on it and would be hard to make progress or remove viability of simply shooting it down.
Any game you haven't played before will seem weird and nonsesical. Refer to my opening sentence on the times.
Nitris, on October 31 2012 - 06:41 PM, said:
Gotta say I think Siege is probably the best, and I loath to agree but it does indeed take slightly too long to make it a viable gamemode for competitive play.
Others have come up with great ideas for making it faster, more intense and more exciting to watch. I think I can add to the pile:
1. First and foremost: Longer respawn timers. "Whaaaat_!_" I hear you cry! Hear me out; This forces teams to work together and even put themselves in the line of fire for critically damaged allies. More importantly, this creates more 'momentum' for the winner of a fight. This will lead to the games being faster because there will be more of a chance to capitalise on killing foes- you can safely collect more EU, and safely return without escort to your base.
2. More than just two EU trees. Making it an odd number will force teams to fight over them or risk dropping behind, rather than just "Oh well they have one, and we have one. Looks like both battleships will launch roughly the same time." That would be boring to watch.
3. All EU trees having vastly lower max EU storage, and I think a slower regen of EU would also work. This makes EU far more valuable and therefore teams will make damn sure those teammates with large amounts of EU get back to the base in one piece. It will allow high risk, high reward -- and more importantly exciting -- sneak attacks on EU rich targets, and even sneaky attempts to soak up a bunch of EU on your own from a uncontested EU tree, and scurry back to your base without the enemy team catching on. Would work well with a higher number of EU trees.
4. As we know, when mechs are blown up, they drop all their EU on the ground. Even those without any in their tanks will drop a small amount based on their class. This EU that is dropped will slowly disapate over time. If this EU disapated at a much faster rate, it would be a scramble for both teams to soak it up, and again only make the stuff more valuable.
5. An idea I have been toying with, but I am still unsure about: The AA turret simply will not fire if it is contested at all. As it currently is, if a team has more units than the other in the ring, then the AA begins to launch a missle. Only when there are equal numbers of units from both teams in the ring does the AA stop. This will place much more importance on destroying or forcing off all enemies from the AA, and could lead to more intense fights. It also allows for a strategic kamikaze assault just to stall the missle for even a few seconds.
6. As we know on death, in Siege, mechs drop an EU stack. How about dropping one of those yellow heal orb things like in the other games modes as well as the EU thing_ Noone wants to sit and watch a mech scurry off to a corner and repair for lengthy periods. This allows for mechs to heal up faster (sitting on an orb AND going into repair mode) and therefore allows for more action.
I have more half baked ideas, but I will think more on them and maybe post them later.
1. No, this would only slow down game play and add more sitting on your ass spawn camping. People would simply do their best to avoid fighting.
2. I can agree with more nodes, though you could also increase speeds putting more importance on stopping the other team.
3. That'd again slow down gameplay, as the only way to efficiently get it is the nodes, and if it's too low, it'll turn into a spawn camping TDM to grab small 10EU charges from dead players. It wouldn't be exciting, losing a player would be rage-quit non-games. Where the line of thought is "well we lost 1 tank, either leave now, or completely dominate for another 50 mins to come back from that".
4. It's 10 for any mech, if it drops more they gathered it somewhere else. Every respawn takes that 10 from your ship requiring you team to gather more per death. It's to low for anyone to "scramble" for it. It would need to be much higher to make it worth possibly dieing and dropping your energy.
5. I can see that as being a good change. Although being able to just dodge around and completely stall a team seems a little cheap.
6. It did make me question where the healing core was as they exist in all other game types and wouldn't mind seeing it in Siege too.
Nitris, on October 31 2012 - 07:16 PM, said:
Hm, a good point, though that was basically the idea- we need a way to speed the gamemode up. Is making snowballing easier not a good way to do this_
I can understand that it could make fights predictable after the first death, but I mean its not always the end of the world for the team a man down- what if two of the other team, while not dead are so close to it that they have to flee and repair_
Snowballing isn't really a good idea IMO, as it basically means at some point you'd just have to GG out or be seen as a fuzzy bunny for staying in game. Keeping things even where it's a real game start to finish is the better method IMO.
AsianJoyKiller, on October 31 2012 - 07:26 PM, said:
Snowballing isn't a good way. It just creates more downtime.
To speed things up, it's best to try and get rid of the activities that create downtime with little action, like destroying battleships from the spawn area, or uncontended EU tree gathering.
Things like that are the fault of those who don't attack the other team. I don't think it should be forced, if people make bad decisions then they have to live with a loss.
Nitris, on October 31 2012 - 07:44 PM, said:
Ah but then if it is full on action all the time then there are no lulls, and/or time for commentators to explain things, or have dialogue. These are the things I find most interesting when I watch matches of games I do not play, let alone understand. Also it becomes really tough to keep track of everything that is happening when there is lots going on. It can be overwhelming and confusing for viewers.
Also on the uncontended EU gathering...
"Ah, looks like Billybob is soaking up that EU from the tree all by himself. Its a risky move becau-- OH LOOKOUT! Beetlejuice has cut off Billybob's escape route, annd oooooh! Silverback came from above and they both ripped poor billybob to bits! There you go folks, thats why you need a teammate- someone to watch your back!"
Ooorr something like that. =D
But snowballs don't make for that kind of gameplay, they just make it a "why bother to continue" type.
Nitris, on October 31 2012 - 08:06 PM, said:
Again, my reasoning behind this is, well look a LOL.
The higher level your champion gets in that match the longer the respawn timer gets and it can get stupidly long. The reason I feel that it "works" in LOL is because it is a war of attrition for the most part, until one team manages to wear down the defenses enough to break the inhibitor. The game is not simply dead and done there either- it is a disadvantage for the team no doubts, but not a case of it making the game unwinnable. Without the longer respawn timers however, it would be a lot easier to defend against attacks on your towers and inhib, and it would make the games last a lot longer.
So with the same thought, I can see how this would work well in Hawken- Ok so it snowballs and you lose the AA. Yeah they have smacked their battleship into your base, but that isn't game over right there and then. There is nothing stopping you from turning the game around and winning.
Hell I joined a pub game in progress when the team I was on had one HP blip left on the base, the enemy Battleship had just launched and the entire enemy team was on the AA. My team ended up winning that match. It would have made for exciting footage let me tell you.
The reason it works in LoL is because the nexus is RIGHT ONTOP OF THE SPAWN. In hawken objectives are NOT on your front door(technically the ship is seige, but that's not relaly what I'm talking about) If LoL had no penalties for death you pretty much couldn't take out a nexus due to constant defense and would drag it out longer or maybe be 100% stalemate.