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Maken Tosch
DUST University Ivy League
2795
|
Posted - 2013.06.22 16:02:00 -
[1] - Quote
Dev Blog by CCP Frame: http://dust514.com/news/blog/2013/06/developing-game-mode-variations/
Quote: There have also been major changes to Skirmish Mode. Players who have been with us since closed beta will remember that Skirmish used to involve a team escorting a Mobile Command Center (MCC) across a map while a rival team attempted to stop them, a setup now commonly called GÇ£Skirmish 1.0GÇ¥. Unfortunately, this mode was not as balanced as we would have liked. At the time it was deployed, the fittings and skills players could select, and the randomization of outposts in each battle, led to uneven gameplay between the teams.
Players let us know, so we created a version of Skirmish Mode (commonly called GÇ£Skirmish 2.0GÇ¥) with more symmetry among teams. Anyone who has played DUST 514 should be familiar with this newer setup. There are now two MCCs floating above a battlefield, launching barrages of concentrated firepower at each other. Players rush to capture NULL cannons to damage their enemyGÇÖs MCC as quickly as possible while preventing their rivals from doing the same.
CCP, who were those players that let you know? Those players were just wrong. Skirmish 1.0 was a very balanced game. I never understood why anyone in the forums thought they were unbalanced. The game mode encouraged a lot of teamwork, we had to move with a purpose regardless of which side we were on, and it allowed the defenders a chance to regroup and mobilize without getting too redlined because they had an entire base to heavily guard and protect WITHIN THEIR OWN REDLINE WHERE THE NULL CANNONS WERE!!!
I do recall seeing a handful of players in the forums whining and QQing about the original game mode claiming that defending the objectives were difficult but they completely ignored the fact that they had every chance to establish a solid fortification while the attackers were busy trying to deal with the defense relays.
I also do recall similar players complaining about how hard it was to attack. But those players were wrong as well because they were just not working together as they should have. On top of that, there were plenty of places to flank the enemy but noooooooo they just wanted to run-n-gun like in CoD out in the open for snipers to shoot at and at the time snipers were crap so that's saying something about the unit cohesion of the players.
Let's also not forget that during this time in which Skirmish 1.0 existed, players were unable to squad up, unable to form corporations let alone group up with alliances and qsync, and there were no voice comms available. The only reason Skirmish 1.0 seemed unbalanced to some was due to the missing features I just mentioned. I bet you 500 million ISK (or one PLEX) from my Eve Online character that if the above-mentioned features were available at the time, then Skirmish 1.0 would have been loved by every player... even the whiners would have loved it because then they would rely on green dots rather than random blueberries. I bet this feature would also make PC battles more interesting.
So on behalf of all of the players on this community who want Skirmish 1.0, I ask CCP to please bring this game mode back. It was fun, it was balanced, I saw no reason why it had to go.
If anyone here agrees, put a +1 in your reply and scream HOOAH!!!! |
Maken Tosch
DUST University Ivy League
2795
|
Posted - 2013.06.22 16:16:00 -
[2] - Quote
Reserved |
Stefan Stahl
Seituoda Taskforce Command Caldari State
121
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Posted - 2013.06.22 16:17:00 -
[3] - Quote
Thanks for putting up this thread.
I also wish for the return of Skirmish 1.0.
The map design back then left room for improvement and was cause for much concern, but the game-mode itself worked very well.
The main improvement of Skirmish 1.0 was the linearity of play. Right now, on a five point map, when you are at one objective you have four other objectives to go to next. This makes players scatter across the map a lot and doesn't lead to intense firefights. That's why we appear to run across the map in a random fashion all the time. A skirmish 1.0-style of map could funnel the players into a hard fight over a very small amount of space that shifts forwards and backwards as one or the other side gains the upper hand. |
Meeko Fent
Seituoda Taskforce Command Caldari State
95
|
Posted - 2013.06.22 16:20:00 -
[4] - Quote
+1 This was the way DUST was meant to be played |
Maken Tosch
DUST University Ivy League
2796
|
Posted - 2013.06.22 16:42:00 -
[5] - Quote
Come on. I'm sure we have more people than this. This is a very valuable part of what we want as a community, is it not? |
Draco Cerberus
Purgatorium of the Damned League of Infamy
158
|
Posted - 2013.06.22 17:08:00 -
[6] - Quote
I think Skirmish 1.0 would be something that could be added as a secondary Skirmish mode just as Ambush and Ambush OMS are set up. We could use a bit of variety and the Skirmish 1.0 game mode is a good setup to learn defense and offense on as it forces you to get better with either starting at an advantage or not. (Watch out for Proto Stomp QQ more on skirm 1.0) |
Maken Tosch
DUST University Ivy League
2797
|
Posted - 2013.06.22 17:31:00 -
[7] - Quote
Draco Cerberus wrote:I think Skirmish 1.0 would be something that could be added as a secondary Skirmish mode just as Ambush and Ambush OMS are set up. We could use a bit of variety and the Skirmish 1.0 game mode is a good setup to learn defense and offense on as it forces you to get better with either starting at an advantage or not. (Watch out for Proto Stomp QQ more on skirm 1.0)
If CCP fixes matchmaking by then, the QQ part would be a non issue. |
Maken Tosch
DUST University Ivy League
2801
|
Posted - 2013.06.23 00:01:00 -
[8] - Quote
NO! I will not let this thread be drowned into the second page!!! |
Wombat in combat
Internal Error. Negative-Feedback
40
|
Posted - 2013.06.23 00:08:00 -
[9] - Quote
At Fanfest round tables there was a roaring demand to bring Skirmish 1.0 back. CCP Praetorian then said "Okay, let's bring it back". |
McFurious
TeamPlayers EoN.
141
|
Posted - 2013.06.23 01:36:00 -
[10] - Quote
+1
I've been hearing about this mode since I got into closed beta but never got to experience it. It sounds like the quintessential Dust 514 gameplay mode and I want it.
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Maken Tosch
DUST University Ivy League
2803
|
Posted - 2013.06.23 01:48:00 -
[11] - Quote
Thanks for the support, guys. I appreciate it.
For those of you who are not aware how Skirmish 1.0 works, here is a step-by-step process on how it went in any given match.
1. Match starts with an attacking MCC slowly advancing on the far side of the map away from the target outpost or city while the attacking mercs attempt to hack and destroy 3 defense relays before their MCC's shields run out.
2. At the same time, the match starts with the defending players having NO MCC on their side but do have a city with 2-3 null cannons located FAR BEHIND the redline where they can organize and fortify their position before the defense relays get taken out.
3. Defending side hope to keep the attacking side from destroying their defense relays.
4. If all 3 defense relays go down before the shields do, then the MCC has a chance to advance further and dock up over the outpost or city as the redline retreats back and exposes the city. But it needs to dock up before its armor runs out.
5. Attacking mercs do everything they can to try to capture the null cannons within the city.
6. Defending side fortifies itself within the city in an attempt to keep the enemy from coming in. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
219
|
Posted - 2013.06.23 02:12:00 -
[12] - Quote
DUDE YOU MAKE ME WANT THIS I WANT IT! |
Mobius Wyvern
BetaMax. CRONOS.
2052
|
Posted - 2013.06.23 02:20:00 -
[13] - Quote
Skirmish 1.0 may have been fun, but it was broken as ****.
My team pushes forward, takes out the defense relays, and rolls straight toward the outpost within the first 5 minutes.
The enemy team drops in a bunch of HAVs, and everyone else pulls AV weapons.
They shoot at the MCC.
They win.
That is just one example of how the mode wasn't the "God Mode" everyone says it was, and yes, I was there to play it.
Also, if you cleared the relays fast enough, massing AV to shred the MCC was the ONLY counter left to you, because the enemy team could just sit back in the canyons and laugh as all three null cannons failed to do enough damage to take it down before it docked with the outpost.
I'm not saying I didn't have fun with the mode, but it was far from perfect. There were threads about it being broken back during Replication, if you'll recall. |
Maken Tosch
DUST University Ivy League
2806
|
Posted - 2013.06.23 02:41:00 -
[14] - Quote
Mobius Wyvern wrote:Skirmish 1.0 may have been fun, but it was broken as ****.
My team pushes forward, takes out the defense relays, and rolls straight toward the outpost within the first 5 minutes.
The enemy team drops in a bunch of HAVs, and everyone else pulls AV weapons.
They shoot at the MCC.
They win.
That is just one example of how the mode wasn't the "God Mode" everyone says it was, and yes, I was there to play it.
Also, if you cleared the relays fast enough, massing AV to shred the MCC was the ONLY counter left to you, because the enemy team could just sit back in the canyons and laugh as all three null cannons failed to do enough damage to take it down before it docked with the outpost.
I'm not saying I didn't have fun with the mode, but it was far from perfect. There were threads about it being broken back during Replication, if you'll recall.
I can agree on that. But if Skirmish 1.0 were to be brought back the same way, it would be different given the current changes we have since the last time we saw it.
1. Dropships no longer act like aerial bumper cars that crush mercs like a hot iron on a roach. 2. Players can no longer directly damage the MCC regardless if they use installations or HAVs. 3. Forge guns and swarm launchers are no longer the OP weapons they once were during Replication. 4. There is a current limit to the number of clones you can use up before losing the match.
There are also some minor changes that can be made to the game mode.
1. Buff up defense relays to take longer to destroy or make them invulnerable until fully hacked. 2. MCC floor shield could not be shot through so that snipers in MCCs will be useless. Don't know why CCP allow this back in. |
A B Ablabab
The Unholy Legion Of DarkStar DARKSTAR ARMY
14
|
Posted - 2013.06.23 02:49:00 -
[15] - Quote
I'm all for more game modes! this++ |
Mobius Wyvern
BetaMax. CRONOS.
2052
|
Posted - 2013.06.23 03:20:00 -
[16] - Quote
Maken Tosch wrote:Mobius Wyvern wrote:Skirmish 1.0 may have been fun, but it was broken as ****.
My team pushes forward, takes out the defense relays, and rolls straight toward the outpost within the first 5 minutes.
The enemy team drops in a bunch of HAVs, and everyone else pulls AV weapons.
They shoot at the MCC.
They win.
That is just one example of how the mode wasn't the "God Mode" everyone says it was, and yes, I was there to play it.
Also, if you cleared the relays fast enough, massing AV to shred the MCC was the ONLY counter left to you, because the enemy team could just sit back in the canyons and laugh as all three null cannons failed to do enough damage to take it down before it docked with the outpost.
I'm not saying I didn't have fun with the mode, but it was far from perfect. There were threads about it being broken back during Replication, if you'll recall. I can agree on that. But if Skirmish 1.0 were to be brought back the same way, it would be different given the current changes we have since the last time we saw it. 1. Dropships no longer act like aerial bumper cars that crush mercs like a hot iron on a roach. 2. Players can no longer directly damage the MCC regardless if they use installations or HAVs. 3. Forge guns and swarm launchers are no longer the OP weapons they once were during Replication. 4. There is a current limit to the number of clones you can use up before losing the match. There are also some minor changes that can be made to the game mode. 1. Buff up defense relays to take longer to destroy or make them invulnerable until fully hacked. 2. MCC floor shield could not be shot through so that snipers in MCCs will be useless. Don't know why CCP allow this back in. I'm not sure why they went with a one-way shield either. Worst feature of spawn rooms in Planetside 2. Just encourages camping. |
Jathniel
G I A N T EoN.
492
|
Posted - 2013.06.23 03:22:00 -
[17] - Quote
Quote:. . .So on behalf of all of the players on this community who want Skirmish 1.0, I ask CCP to please bring this game mode back. . .
If anyone here agrees, put a +1 in your reply and scream HOOAH!!!!
+1 and HOOAH!!!!
EDIT: Shame we don't have any gameplay footage of Skirmish 1.0, because we were under the NDA then... If we could only show the Open Beta vets, and new players exactly what it was like.... |
castba
Penguin's March
11
|
Posted - 2013.06.23 07:26:00 -
[18] - Quote
Only been around since early open beta, but would live to play Skirmish 1.0. Seems like a logical fit for FW battles. |
Davey Newcome
Ostrakon Agency Gallente Federation
1
|
Posted - 2013.06.23 07:30:00 -
[19] - Quote
2 examples of what the OP is talking about
Issues Solutions
Thx |
Maken Tosch
DUST University Ivy League
2814
|
Posted - 2013.06.23 15:43:00 -
[20] - Quote
castba wrote:Only been around since early open beta, but would live to play Skirmish 1.0. Seems like a logical fit for FW battles.
I know. It's one of those things that had you strategizing a lot. If the attackers were smart, assaults, logis, and heavies would slowly advance together as a group from one defense relay to another while the scouts picked off any snipers perching themselves in the area while creating diversions.
If the defenders were smart, they would focus on defending at least two of the three relays while a small portion of their team builds up a fortification within their city setting up traps and blockades in case they fail to protect the relays.
This game mode was also done with a particular map that you weren't around to know about but got removed due to memory leaks.
http://dust514.com/news/blog/2011/11/vehicular-dynamics-and-mayhem-1-1/
If you look at the background of the image of the tank in the blog, you will notice some tiny plateaus in the back. That was the map we use to play Skirmish 1.0 in. It offered multiple routes to flank your enemy, multiple vantage points for snipers, plenty of cover for tanks and groups to move around in, etc. However, as I stated, there were memory leaks. On top of that, part of the terrain got you stuck or constantly interrupted your sprint. |
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Meeko Fent
Seituoda Taskforce Command Caldari State
100
|
Posted - 2013.06.23 16:20:00 -
[21] - Quote
Wombat in combat wrote:At Fanfest round tables there was a roaring demand to bring Skirmish 1.0 back. CCP Praetorian then said "Okay, let's bring it back". Let it be Written, Let it Be so... Thou Awesometh Game Mode of Skirmish 1.0 shouldeth return, and it shalt rule under thy shining sun and Raining Clouds.
The People who got Skirmish 1.0 removed had to play on only 1 map, and with these new Niche weapons and new Maps, the "Map Imbalances" can be fixed, and a Map can Just be taken out for Rebalancing the Sides, so this game mode stands a Larger Chance of Surviving, w/o being called Unbalanced.
It was the Maps that were imbalanced, not the Game Mode. |
IR Scifi
Silver Talon Corporation
37
|
Posted - 2013.06.23 17:11:00 -
[22] - Quote
Yeah there were definitely some major issues with it but it was a hell of a lot of fun. Setting sniper positions to cover your people running to make the hack, firing like mad from the last remaining rail gun trying to blow up the MCC before it docked, crossing the no mans land to get to the city, sneaking behind enemy lines and turning a blaster turret on them all. |
Maken Tosch
DUST University Ivy League
2816
|
Posted - 2013.06.23 17:13:00 -
[23] - Quote
IR Scifi wrote:Yeah there were definitely some major issues with it but it was a hell of a lot of fun. Setting sniper positions to cover your people running to make the hack, firing like mad from the last remaining rail gun trying to blow up the MCC before it docked, crossing the no mans land to get to the city, sneaking behind enemy lines and turning a blaster turret on them all.
Don't forget the derpships derping. |
Tahir Maru
Circle of Huskarl Minmatar Republic
6
|
Posted - 2013.06.23 17:49:00 -
[24] - Quote
+1
Skirmish 1.0 was great and with balancing changes since then (see Mobius Wyvern's post and Maken Tosch's reply) would be rather enjoyable. The new Skirmish is fun too but the old mode was quite the thing. |
Telleth
DUST University Ivy League
60
|
Posted - 2013.06.23 18:45:00 -
[25] - Quote
This sounds quite awesome with lots of potential for increased usage of tactics. Would love to see this brought back, and we could then hammer out what needs doing to balance it. I wouldn't mind playing a broken version for a couple of months to figure out how to balance it. Could always swap back to skirmish 2.0 if I were getting overly frustrated.
Also saw a good idea in another post about using a version of this for PVE. If it favors one side, give it to the npc for survival mode, then to the players for seek and destroy mode. |
Maken Tosch
DUST University Ivy League
2817
|
Posted - 2013.06.23 18:50:00 -
[26] - Quote
Once again, thanks for the support. If you're in a player-run corp, let your buddies know so we can keep this discussion going. I want the Devs to see this as clearly as possible. |
Jathniel
G I A N T EoN.
492
|
Posted - 2013.06.23 18:52:00 -
[27] - Quote
Maken Tosch wrote:Once again, thanks for the support. If you're in a player-run corp, let your buddies know so we can keep this discussion going. I want the Devs to see this as clearly as possible.
I'll ask some of my guys to drop a +1 for you too. |
IceShifter Childhaspawn
DUST University Ivy League
68
|
Posted - 2013.06.23 19:12:00 -
[28] - Quote
+1 and Bump |
Arcadash
A.N.O.N.Y.M.O.U.S.
0
|
Posted - 2013.06.23 19:49:00 -
[29] - Quote
+1 |
Draco Cerberus
Purgatorium of the Damned League of Infamy
158
|
Posted - 2013.06.23 21:59:00 -
[30] - Quote
Maken Tosch wrote:Draco Cerberus wrote:I think Skirmish 1.0 would be something that could be added as a secondary Skirmish mode just as Ambush and Ambush OMS are set up. We could use a bit of variety and the Skirmish 1.0 game mode is a good setup to learn defense and offense on as it forces you to get better with either starting at an advantage or not. (Watch out for Proto Stomp QQ more on skirm 1.0) If CCP fixes matchmaking by then, the QQ part would be a non issue. I've posted on this thread about a solution I think would be perfect check it out: https://forums.dust514.com/default.aspx?g=posts&m=972461#post972461 |
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
482
|
Posted - 2013.06.23 22:59:00 -
[31] - Quote
+1 for Skirmish 1.0 along with many other non-symmetrical battles!
Matches in dust are not that rare events that single matches need to be on even starting grounds, practically all players are playing several matches per game day. That means odds will even up. And if there are 20+ different variations (100+ or even 1000+ is doable if all variables like height map, SIs, objectives, deployment style, OMS, team sized, vehicle limits and many others are taken advantage of)
I assume most of this balancing needs is done with random matches in mind. In PC the matches don't have to be even by default, the New Eden side decides the initial settings (who's attacking, how many clones, the SI, the mission etc etc)
Create truly variable random pub games and no-one will complain that a certain combination happens to favour one side, as it is a single occurence out of hundreds of different variations!
THIS is what I expected of Dust, THIS is what I expected to make Dust great! |
Seymor Krelborn
DUST University Ivy League
17
|
Posted - 2013.06.24 01:54:00 -
[32] - Quote
I will +1 this thread as well... I never had the chance to play this game mode but it sounds interesting and would add a much needed level of strategy dust lacks at the moment... granted in a skirmish or domination now the potential for team dynamics and strategy are present when both sides possess organized squads, but hamfisted run and gun tactics are still awfully prevalent and sometimes preferred over organized team strategy because, well they work.... a game mode like this would put the focus more on team and strategy than on simply capping run and gun and capping again which is what the majority of the matches I play seem to degrade into.... CCP I hope you hear us! |
Maken Tosch
DUST University Ivy League
2845
|
Posted - 2013.06.24 06:04:00 -
[33] - Quote
Any devs wanting to weigh in on this? |
Maken Tosch
DUST University Ivy League
2855
|
Posted - 2013.06.24 19:09:00 -
[34] - Quote
Wow. Already in the third page. I just hope someone in CCP got the message by now. |
Kitt 514
True North.
94
|
Posted - 2013.06.25 04:47:00 -
[35] - Quote
I loved skirmish 1.0
Seriously loved it.
Was very sad when it was removed. |
Nova Knife
Seituoda Taskforce Command Caldari State
1063
|
Posted - 2013.06.25 05:15:00 -
[36] - Quote
While CCP keeps saying they /want/ to bring back skirmish 1.0... What a lot of people don't bring up is that most of what made 1.0 fun was /not/ the mode (Even if the mode was much better than 2.0)
It was the terrain map or 'battleground'. Craterlake. Say it with me. Craterlake.
Crater F***** Lake.
Hands down, one of the best outdoors maps I have played in a shooter. It was a canyon, with tons of diverging paths, nooks, crannies, high ledges, and more paths. (Did I mention bridges? Something we haven't seen at all until more recently) Oh, and let's not forget the small installations, something we haven't seen since Craterlake was taken from us.
If there was such a thing as a 'perfect map', Craterlake was the closest thing CCP (and some other devs) have ever come to making it. It had all of the above, proper chokepoints, workaround routes, and tons of cover. There was no 'god sniping' spots that allowed someone to see the entire map. Very little of the map was exposed to a sniper at any given time, which forced them into watching specific chokepoints.
Changes to how they make the maps now... Prevent us from seeing a return of the old Craterlake battleground, ever. For this, the entire Dust community has suffered a great loss.... even if they don't know it.
If you can't tell, I'm still super butthurt about them removing it. But then, here's a toast to the /original/ Uprising 1.0.... Back in december 2011. (The best and most balanced build of dust to date... Think of how much that says)
*raises whiskey glass*
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Chinduko
KILL-EM-QUICK RISE of LEGION
228
|
Posted - 2013.06.25 05:57:00 -
[37] - Quote
I agree. Skirmish 1.0 was best. However, by CCP logic, Skirmish 1.0 was not a balanced game mode. By that logic, CCP are stating that if something is not balanced, remove it. There were far more horribly balanced things in Dust to worry about than a great game mode that CCP for some reason thought was imbalanced.
I guess EA should have just removed their Rush mode since it is the same game mode. CCP, no matter how bad EA's reputation is, you may want to take a few lessons from them in developing a FPS.
Bring back Skirmish 1.0 and use that game mode in PC as well! |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
485
|
Posted - 2013.06.25 07:48:00 -
[38] - Quote
Nova Knife wrote:While CCP keeps saying they /want/ to bring back skirmish 1.0... What a lot of people don't bring up is that most of what made 1.0 fun was /not/ the mode (Even if the mode was much better than 2.0)
It was the terrain map or 'battleground'. Craterlake. Say it with me. Craterlake.
Crater F***** Lake.
. .
Craterlake was awesome as was Skirm 1.0
But Cratelake had some really disturbing problems. Nost notably, too narrow path terrain/unfitting redlline: Attackers could bring in LAV and happily drive around defences to final defence node thru western empty area where everything was just flat: no terrain designed.
But then again I guess that's because Craterlake was the first map, hand made. Afterwards the height map is supposed*) to be generated by algorithm and therefore it's no sense testing the draft instead of the real thing.
*) According to Fanfest video there is supposed to be multiple height maps even tho Devs admit it's not realistic to have each district generate their own height map based on planetary terrain (WANNA HAVE WANNA HAVE). Unfortunately the fact that battelfield (Line Harvest, Ashlands, etc...) we've fought on can be seen on the SAME height map -map! That would indicate that no truly random terrain is coming but every planetart district has exactly the same terrain and we're forced to fight on same thing over and over again. Thing which we have to face if player counts and field sized are ever gonna get bigger. |
KOBLAKA1
Opus Arcana Orion Empire
83
|
Posted - 2013.06.25 13:01:00 -
[39] - Quote
Loved craterlake (assuming it was the original map with all the towers and the three main roads) I also liked the complex (biomass?) When it was just desert all around it nothing else for ambush.
Skirmish 1.0 seems more appealing than the battlefield 2 set up we have now. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
325
|
Posted - 2013.06.25 13:08:00 -
[40] - Quote
Maken Tosch wrote:Dev Blog by CCP Frame: http://dust514.com/news/blog/2013/06/developing-game-mode-variations/Quote: There have also been major changes to Skirmish Mode. Players who have been with us since closed beta will remember that Skirmish used to involve a team escorting a Mobile Command Center (MCC) across a map while a rival team attempted to stop them, a setup now commonly called GÇ£Skirmish 1.0GÇ¥. Unfortunately, this mode was not as balanced as we would have liked. At the time it was deployed, the fittings and skills players could select, and the randomization of outposts in each battle, led to uneven gameplay between the teams.
Players let us know, so we created a version of Skirmish Mode (commonly called GÇ£Skirmish 2.0GÇ¥) with more symmetry among teams. Anyone who has played DUST 514 should be familiar with this newer setup. There are now two MCCs floating above a battlefield, launching barrages of concentrated firepower at each other. Players rush to capture NULL cannons to damage their enemyGÇÖs MCC as quickly as possible while preventing their rivals from doing the same.
CCP, who were those players that let you know? Those players were just wrong. Skirmish 1.0 was a very balanced game. I never understood why anyone in the forums thought they were unbalanced. The game mode encouraged a lot of teamwork, we had to move with a purpose regardless of which side we were on, and it allowed the defenders a chance to regroup and mobilize without getting too redlined because they had an entire base to heavily guard and protect WITHIN THEIR OWN REDLINE WHERE THE NULL CANNONS WERE!!! I do recall seeing a handful of players in the forums whining and QQing about the original game mode claiming that defending the objectives were difficult but they completely ignored the fact that they had every chance to establish a solid fortification while the attackers were busy trying to deal with the defense relays. I also do recall similar players complaining about how hard it was to attack. But those players were wrong as well because they were just not working together as they should have. On top of that, there were plenty of places to flank the enemy but noooooooo they just wanted to run-n-gun like in CoD out in the open for snipers to shoot at and at the time snipers were crap so that's saying something about the unit cohesion of the players. Let's also not forget that during this time in which Skirmish 1.0 existed, players were unable to squad up, unable to form corporations let alone group up with alliances and qsync, and there were no voice comms available. The only reason Skirmish 1.0 seemed unbalanced to some was due to the missing features I just mentioned. I bet you 500 million ISK (or one PLEX) from my Eve Online character that if the above-mentioned features were available at the time, then Skirmish 1.0 would have been loved by every player... even the whiners would have loved it because then they would rely on green dots rather than random blueberries. I bet this feature would also make PC battles more interesting. So on behalf of all of the players on this community who want Skirmish 1.0, I ask CCP to please bring this game mode back. It was fun, it was balanced, I saw no reason why it had to go. If anyone here agrees, put a +1 in your reply and scream HOOAH!!!! EDIT: Maken Tosch wrote: Thanks for the support, guys. I appreciate it.
For those of you who are not aware how Skirmish 1.0 works, here is a step-by-step process on how it went in any given match.
1. Match starts with an attacking MCC slowly advancing on the far side of the map away from the target outpost or city while the attacking mercs attempt to hack and destroy 3 defense relays before their MCC's shields run out.
2. At the same time, the match starts with the defending players having NO MCC on their side but do have a city with 2-3 null cannons located FAR BEHIND the redline where they can organize and fortify their position before the defense relays get taken out.
3. Defending side hope to keep the attacking side from destroying their defense relays.
4. If all 3 defense relays go down before the shields do, then the MCC has a chance to advance further and dock up over the outpost or city as the redline retreats back and exposes the city. But it needs to dock up before its armor runs out.
5. Attacking mercs do everything they can to try to capture the null cannons within the city.
6. Defending side fortifies itself within the city in an attempt to keep the enemy from coming in.
Pluss 1 googleplex on this . Was the best game mode in my eyes . I joined just before they took it away and never knew why (hadent discoverd the forums at this point) it would have compleatly changed the dynamic of corp battles and pc if it was kept in the game.
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Fox Gaden
DUST University Ivy League
545
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Posted - 2013.06.25 17:39:00 -
[41] - Quote
Skirmish 1.0 was gone before I started playing in the Closed Beta (It took a while to get a PS3), but that sounds like a really cool game mode. |
Maken Tosch
DUST University Ivy League
2924
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Posted - 2013.06.25 22:49:00 -
[42] - Quote
Please read the bottom of the OP as I updated it with an important piece of information I forgot to mention earlier. |
Drendill
DUST University Ivy League
3
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Posted - 2013.06.27 12:45:00 -
[43] - Quote
Sounds like a fun game mode, I would love to give it a try myself. +1 |
Shadow Archeus
OSG Planetary Operations Covert Intervention
92
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Posted - 2013.06.27 13:03:00 -
[44] - Quote
I want it back CCP.........and call it siege |
calisk galern
BurgezzE.T.F
340
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Posted - 2013.06.27 14:14:00 -
[45] - Quote
considering all the imbalances in the game already can't see how this mode would hurt anything.
skirmish 1.0 sounded like a game mode with a purpose and an evolving battle field and changing objectives.
something the current game modes lack and one of the things that made MAG really fun.
at some poinjt the devs need to sit down and play mag, and take some serious notes about what they did right with their game modes, and adopt some of their policies. |
Maken Tosch
DUST University Ivy League
2943
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Posted - 2013.06.28 19:05:00 -
[46] - Quote
Damn it. Once again it didn't make this week's update. |
Daedric Lothar
Onslaught Inc RISE of LEGION
768
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Posted - 2013.06.28 19:08:00 -
[47] - Quote
Maken Tosch wrote:Damn it. Once again it didn't make this week's update.
I honestly have no idea what the DEVs are working on. I'd like to see Skirmish 1.0 as well. CCP always just says "Wait and see"
So I guess, we will just have to "Wait and See" |
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