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Crazy King added to MA gametypes

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#1
Black_Knight_Sky

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So this idea might shake MA up a bit. Sometimes you'd get traditional MA, and others only one silo would activate for a certain duration, then at the end of it's activation another would go up. There would be about 20-30 seconds where two silos were up, but for the most part it would just be the one objective. Activation would be random so there would be no running to one silo before it goes up with any certainty that it's the one you need to be at.

 

Only reason why I say to put it as a second type of MA is so that it doesn't break up matchmaking, I don't think a gametype like this would thrive on it's own.


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#2
bacon_avenger

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Well, one of the complaints I've heard about MA is how it's really hard for a team to make a come back once they are behind, especially when the opposing team is sticking together (deathballing, etc).

 

A suggestion I heard, and one that is similar to this (silos that fire only at certain times) but doesn't require a new game mode, is that for a silo to stay active after it's been captured is for at least one mech to stay at the silo.

 

One can't just roll around to all the silos at once if you have to keep one mech in place for the silo's to work.  If they do, the untended silos stop firing.


Edited by bacon_avenger, 27 March 2015 - 11:12 AM.

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#3
moosa17

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A suggestion I heard, and one that is similar to this (silos that fire only at certain times) but doesn't require a new game mode, is that for a silo to stay active after it's been captured is for at least one mech to stay at the silo.

That would be super un-fun. Not only are you making people stand around instead of playing, but you'd have to bicker with your teammates somehow about who's going to stay behind. Not a good design.

The silos cap at different rates depending on how many teammates are standing on it for this reason.



#4
bacon_avenger

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That would be super un-fun. Not only are you making people stand around instead of playing, but you'd have to bicker with your teammates somehow about who's going to stay behind. Not a good design.

The silos cap at different rates depending on how many teammates are standing on it for this reason.

Cap, yes (and it seems to have a speed limit.  Once three players are on the point, it doesn't seem to go any faster, but yet death balls still happen in the game mode).  But once they are capped, they keep firing.

 

As for the standing around, the maps are small enough that it wouldn't be a huge deal to rush over to help if someone on your team needed it then go back, and I don't see any one person 'standing around' long, if at all, since the opposing team may very well target the 'lone defender', or split up and have a few target that silo and the rest go somewhere else, or...

 

I think it would be worth trying at the very least, it could add a lot more strategic depth to the game mode and help break up the death ball meta that seems to permeate so many game types.

 

Or I could be totally wrong and it would be total pants.  No way to know unless it's tested. :smile:


Edited by bacon_avenger, 28 March 2015 - 12:36 AM.

Test dummy for science, Follower of Wheatons Law, usually hanging around #hawkenscrim and #spawn, occasional poster of YouTube videos and streaming.  Can also be found on twitter

 

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