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Assault Mode arrives December 13th


r_Nives5
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I wonder what will happen when MM is released. If there will be only one button to join assault mode, then how do I choose which side to play on (attackers or defenders)?

 

Also, to make it fair there should be a team switch in the middle of the round so that both teams will take turns attacking and defending in every round. 

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I wonder what will happen when MM is released. If there will be only one button to join assault mode, then how do I choose which side to play on (attackers or defenders)?

 

Also, to make it fair there should be a team switch in the middle of the round so that both teams will take turns attacking and defending in every round. 

MM will reveal skill level of Magnums :p

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I wonder what will happen when MM is released. If there will be only one button to join assault mode, then how do I choose which side to play on (attackers or defenders)?

 

Also, to make it fair there should be a team switch in the middle of the round so that both teams will take turns attacking and defending in every round. 

 

 

Guns better for assault

1. Magnum - able to easily shell points where there are concentrations of tankers

2. Firebird-rushing into concentrated areas and clearing them up.

3. Twins- infinite ammunition is wasted unless there are lots of targets

 

Guns better for defense

1. Shaft- the targets will be coming to you.

2. Railgun- penetration certainly helps against attack trains

3. Freeze- slows down attackers running up the flags

4.  Vulcan- switch between multiple attackers, can hold a certain spot

5. Thunder- Splash is too risky for assault, and you have to occupy line of sight for bombardment

 

Guns for both:

1. Smoky

2. Ricochet

3. Striker

4. Hammer

5. Isida- there will always be defenders to heal, but sticking to a single attacker and healing them works well on the red side too.

 

Certainly I think assault mode will help alleviate some of the stigma for low k/d's. :)

You should be able to set which side you are always sent to. Nobody on the red team wants a Shaft.  

 

There is nothing magic about "taking turns".  Some like attacking more, some like defending.  There's only a need for the team-switch if the developers choose to be ridiculously stubborn and do not let players set their side preference.

Edited by r_I_already_won0

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I wonder what will happen when MM is released. If there will be only one button to join assault mode, then how do I choose which side to play on (attackers or defenders)?

 

Also, to make it fair there should be a team switch in the middle of the round so that both teams will take turns attacking and defending in every round. 

bro it has always been like this: at the end of every round both teams switch roles of attack and defense

 

 

 

 

(im expecting a "obviously" type of meme now)

Guns better for assault

1. Magnum - able to easily shell points where there are concentrations of tankers

2. Firebird-rushing into concentrated areas and clearing them up.

3. Twins- infinite ammunition is wasted unless there are lots of targets

 

Guns better for defense

1. Shaft- the targets will be coming to you.

2. Railgun- penetration certainly helps against attack trains

3. Freeze- slows down attackers running up the flags

4.  Vulcan- switch between multiple attackers, can hold a certain spot

5. Thunder- Splash is too risky for assault, and you have to occupy line of sight for bombardment

 

Guns for both:

1. Smoky

2. Ricochet

3. Striker

4. Hammer

5. Isida- there will always be defenders to heal, but sticking to a single attacker and healing them works well on the red side too.

 

Certainly I think assault mode will help alleviate some of the stigma for low k/d's. :)

thx for ur guide i'll keep this in mind

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Will we be able to create a Yorkshire map eventually? I would like to do a video with golds but I can not make a private map. Oh and the thumbnail for Yorkshire is a picture of kungar

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bro it has always been like this: at the end of every round both teams switch roles of attack and defense

 

That's at the END of every round. I suggest that teams should change sides in the MIDDLE of every round, as well as at the end.

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In Legend rank, battles are completely different compared to lower rank battles. May be U have Legend rank account, so U may know it. But from my point of view, my reply to your earlier comment nearly correct. Some part of my reply is wrong coz I replied thinking about last year Assault mode experience based on Yorkshire map only, but now for different maps, it will be different scenario this time. 
 

You're missing the point.  Certain turrets are better suited for attack and defense and you'd be better off joining the side that benefits and complements your turret more.  So, red side will probably not have the same turret breakdown.
 
Both sides will have protection modules- so they can be left out of the picture.

Most of the Legend rank players have full garage, so they can change to specific turret & hull as per need. Protection modules can create big difference for any side depends on map & point/flag location. 
 

Magnums can defend but no reasonable Magnum would choose defending over attacking.  When Magnum attacks there are easy targets for it to hit (the points), but defending Magnums have to adjust for individual attackers.  And freeze is more effective for defending as it slows down attackers.
 
Also, why would Isidas heal Magnums? Magnums take the least damage- least score for Isidas.
 
Wasps are easy to kill and/or flip, especially when they are running straight at you.

First of all, Magnum users never target individual attacker, they target group of attackers to get maximum kills. Defending magnum is more threatening than attacking magnum coz defending magnum will hide and fire with accurate lengths whereas attacking magnum will have to come close to defending base from their own base & in the way, they can be killed by shaft or any other turret. Freeze is not that effective if you have protection module with double armor backed by isida. 
 
Magnum takes more damage, first from enemies as well as self-damage in close skirmishes. Isida will always back magnums because of its large damage can kill incoming enemies & keep isidas safe from death.For attacking side, your point is correct, its natural they won't help Magnums much because their role is to blow away tanks from point positions & entry points.  
 
Wasp easy to kill if you aim perfect. Also, I don't know how you say wasp run straight at you, they take different courses trying to sneak in defense & capture flags quickly before enemy turn to stop them. If there are many entry points to blue point areas like Yorkshire map, then its difficult to stop Wasp except by Magnum.
 

You should be able to set which side you are always sent to. Nobody on the red team wants a Shaft.

Red team likes shaft similar to blue team coz shaft can single out which defender is most effective, like they can kill Freeze or isida or any turret before red team with flag enter blue point area so that they can capture easily.

Edited by Hatty1994

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In Legend rank, battles are completely different compared to lower rank battles. May be U have Legend rank account, so U may know it. But from my point of view, my reply to your earlier comment nearly correct. Some part of my reply is wrong coz I replied thinking about last year Assault mode experience based on Yorkshire map only, but now for different maps, it will be different scenario this time. 

 

Most of the Legend rank players have full garage, so they can change to specific turret & hull as per need. Protection modules can create big difference for any side depends on map & point/flag location. 

If the Legends have full M4 garage then they would probably have several protection modules that they can change to as needed, so one side still doesn't have a protection module advantage.  And we'll have to see if matchmaking allows you to choose which side you get sent to, otherwise lower ranks will be upset.  Yes this is not my highest-ranked account by far. :)

First of all, Magnum users never target individual attacker, they target group of attackers to get maximum kills. Defending magnum is more threatening than attacking magnum coz defending magnum will hide and fire with accurate lengths whereas attacking magnum will have to come close to defending base from their own base & in the way, they can be killed by shaft or any other turret. Freeze is not that effective if you have protection module with double armor backed by isida. 

 

Magnum takes more damage, first from enemies as well as self-damage in close skirmishes. Isida will always back magnums because of its large damage can kill incoming enemies & keep isidas safe from death.For attacking side, your point is correct, its natural they won't help Magnums much because their role is to blow away tanks from point positions & entry points.  

 

Wasp easy to kill if you aim perfect. Also, I don't know how you say wasp run straight at you, they take different courses trying to sneak in defense & capture flags quickly before enemy turn to stop them. If there are many entry points to blue point areas like Yorkshire map, then its difficult to stop Wasp except by Magnum.

1.  Why do attacking Magnums have to get up close.  Can't they bombard the points from their own side of the map?  And they are even safer since the defenders are less likely to go hunt down the attackers.

 

2.  Magnum is the absolute worst turret for protecting Isidas, it is not too effective in close range.   And the damage output of Magnum isn't the highest in the game either.

 

3. I don't know.  Wasps might be hard to kill but they are sure easy to flip, especially when they come up ramps.    Magnum is more effective against slow-moving hulls- smoky and ricochet are much easier to kill wasps with.  

That's at the END of every round. I suggest that teams should change sides in the MIDDLE of every round, as well as at the end.

Then the score would have to flip, right?

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Doesn't sound like fun for blue team. As i recall, the game was always one sided. Reds were always wining. The only time when blue won, was when they had a strong team and red had half team multing. How else was one sided? Reds were constantly and easily capping flags which usually gave them 100 points/xp (150 xp if premium was used) for each flag (for not doing pretty much nothing, just using wasp, armor and speed boost, and sneeking into the base when defenders werent careful), meanwhile, the blue team, receiving aboslutely no points/xp for defending the the point with all their might, mining and drugging hard as hell. It was all pointless, bcuz they were gonna die eventually leave the point wide oped. Also there was nothing that blue team could do to speed up the point count to 100 , unlike the red team who could try 100 times to cap the flag.

Therefore no matter which side is wining the battle (well ussualy reds), the income of xp and cry will still benefit red team more.

Also every death on the blue side mattered a lot. Its enough to kill a couple of defenders for few seconds (also loosing the mines), and the flag is captured, whereas red players can try on and on without any repercussions. One red could even sacrifice himself without any loss for himself (and actually giving an advantage to his team) by going in blue's base, and destroy most of the mines in few seconds (mines which could be planted even during several minutes)

And now we also have these sweet m4 magnums to give even a harder time for defenders, who could all be wiped out in few seconds by 2-3 magnums firing at the same time, again, cleaning the mines and "tank walls", making the capture of flags a piece of cake.

And all of that happend in Yorkshire map, which had blue base specially designed for defending the point. Asault mode in pretty much every other map could bring a much much harder time for blue team

If the system hasn't changed, this game mode is gonna be a huge failure.

Edited by boboiii

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Defending team lose 9/10 times... just saying  :mellow:

Yes in some Yorkshire-like maps, but in those large open flat Highway-like maps, defending team will win easily.

 

Whatever it is, all battles will be one-sided & will finish before 15 minutes.

 

1.  Why do attacking Magnums have to get up close.  Can't they bombard the points from their own side of the map?  And they are even safer since the defenders are less likely to go hunt down the attackers.

 

2.  Magnum is the absolute worst turret for protecting Isidas, it is not too effective in close range.   And the damage output of Magnum isn't the highest in the game either.

 

3. I don't know.  Wasps might be hard to kill but they are sure easy to flip, especially when they come up ramps.    Magnum is more effective against slow-moving hulls- smoky and ricochet are much easier to kill wasps with.

Right now, we have to think about non-matchmaking world and always think considering both teams equally,don't be biased. 

 

1. In large maps, attacking magnums can't sit in their base & bombard because they can't predict length accurately which position strong players in defending side is hiding, so they have to come close otherwise sit and useless multing for your team. They will bombard & deal damage but they will be instantly healed by isidas. 

 

2. You yet to see M3/M4 Magnums. A M4 magnum with double damage can blew away non-magnum protected M3 mammoth as well as a M3 magnum can blew away M3 Viking with double damage. It is effective in any range, for close range, they took lot of self-damage which can be healed by isidas quickly.

 

3. Why will a skilled Wasp flip ?? There are other teammates who will clear the way for wasp to run & cap flags, be it ramps or wherever. Ricochet can't kill Wasp easily, but yeah smoky can kill if their shots hit perfect back-to-back. For slow-moving hulls, any turret can kill them, not only magnums.

Edited by Hatty1994

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Then the score would have to flip, right?

The scoring would just have to work differently. The team that performed better overall (both attacking and defending) would be the winner of the round.

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The scoring would just have to work differently. The team that performed better overall (both attacking and defending) would be the winner of the round.

Still think it's a bad idea.  Let the natural defenders play defense and the natural attackers play offense.  If it turns out that on certain maps certain sides have an advantage then there are two options: either change the positions of the points or change the rate of the point increases if there's a general trend among all the maps.

 

There is definitely more score opportunity on the red side but many will choose blue for the simpler and k/d-padding gameplay.

Edited by r_I_already_won0

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In Legend rank, battles are completely different compared to lower rank battles. May be U have Legend rank account, so U may know it. But from my point of view, my reply to your earlier comment nearly correct. Some part of my reply is wrong coz I replied thinking about last year Assault mode experience based on Yorkshire map only, but now for different maps, it will be different scenario this time. 

 

 

 

Most of the Legend rank players have full garage, so they can change to specific turret & hull as per need. Protection modules can create big difference for any side depends on map & point/flag location. 

 

First of all, Magnum users never target individual attacker, they target group of attackers to get maximum kills. Defending magnum is more threatening than attacking magnum coz defending magnum will hide and fire with accurate lengths whereas attacking magnum will have to come close to defending base from their own base & in the way, they can be killed by shaft or any other turret. Freeze is not that effective if you have protection module with double armor backed by isida. 

 

 

 

Magnum takes more damage, first from enemies as well as self-damage in close skirmishes. Isida will always back magnums because of its large damage can kill incoming enemies & keep isidas safe from death.For attacking side, your point is correct, its natural they won't help Magnums much because their role is to blow away tanks from point positions & entry points.  

 

Wasp easy to kill if you aim perfect. Also, I don't know how you say wasp run straight at you, they take different courses trying to sneak in defense & capture flags quickly before enemy turn to stop them. If there are many entry points to blue point areas like Yorkshire map, then its difficult to stop Wasp except by Magnum.

 

Red team likes shaft similar to blue team coz shaft can single out which defender is most effective, like they can kill Freeze or isida or any turret before red team with flag enter blue point area so that they can capture easily.

 

 

Plenty of players recently joining Legend ranks don't have a full garage.  Takes a long time to accumulate that.  So new legend players can be at a large disadvantage when legend 28 is considered same "rank" as legend 1,2,3, etc.

 

Why would "attacking" magnum need to move up?  Red magnum can stay in it's base and just keep lobbing suppressing fire on the blue flag-cap area.

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