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Assault Mode arrives December 13th


r_Nives5
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lol I just played in a ASL battle in Yorkshire I was on the defensive team we won 90 to 74 but it was very intense and got a couple of close ties during the game .i just wanna say that the defense base is like really packed and one magnum shell can destroy almost everybody,I hope it can be changed :)

Is it me or the game is very laggy? My ping is 20 but all tanks are lagging from times to times...

 

Btw, it's not possible for the defending team to return flag.

it is impossible to do that

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Someone said that this mode will clear the stigma of low K/D, I/m not sure. I joined Polygone ASL as blue and just started killing without worrying about the already lost match and got better K/D than blues. Then I joined red and saw red Magnums just killing and Wasps carrying flags, I used Isida this time and got good K/D. If you want better K/D and more crystals just join the best side, if others join the other team... they should have known better.

 

The attacking "side" in Highland has it easy, it could be worse than Noise in terms of balance. Want to have easy crystals and K/D, go to Highland.

 

PS: My noob team where many don't know how to use Overdrive won just by being in the red team.

Edited by r_Issimo2

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I have discovered a flag bug in Assault Mode. When trying to return a flag on the blue team side, the flag goes through the tank. Flags are automatically returned as well which is not suppose to happen.

It's intentionally made like that. Also, flags always returned automatically, including in CTF. It's just that in CTF it takes 30 seconds, but in AS it takes 3-10 seconds.

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It's intentionally made like that. Also, flags always returned automatically, including in CTF. It's just that in CTF it takes 30 seconds, but in AS it takes 3-10 seconds.

Not 3-10 seconds, its exactly 3 seconds reduced from 5 seconds after yesterday's second restart. 

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Well Silence is quite in favor of Blue. Defending that Citadel is so easy.  Only a severely incompetent Blue team can lose.

 

Polygon LMAO - cap-point is in middle of map????

We won as red in 5 min.

 

What were they thinking?

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Well Silence is quite in favor of Blue. Defending that Citadel is so easy.  Only a severely incompetent Blue team can lose.

 

Polygon LMAO - cap-point is in middle of map????

We won as red in 5 min.

 

What were they thinking?

IKR, defense on top where blue was already favored in other team modes.

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Someone else mentioned overdrives. They were not A Thing during last years holiday AS map. But they are now., With blue packed like sardines around the single cap site and ODs going off all the time the cap site is littered with "free" mines.

 

But let's look for a silver lining. If TO wants AS mode to stay, then they are going to have to jettison these 10x10 only maps for the MM days ahead. Let's face it, 10x10 maps are too small for AS mode. It needs a large map and  two cap points so the defenders cannot just pack into a 50 meter by 50 meter patch around one spot.

Edited by LittleWillie
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Someone else mentioned overdrives. They were not A Thing during last years holiday AS map. But they are now., With blue packed like sardines around the single cap site and ODs going off all the time the cap site is littered with "free" mines.

 

But let's look for a silver lining. If TO wants AS mode to stay, then they are going to have to jettison these 10x10 only maps for the MM days ahead. Let's face it, 10x10 maps are too small for AS mode. It needs a large map and two cap points so the defenders cannot just pack into a 50 meter by 50 meter patch around one spot.

Ikr one magnum shell and all gone :ph34r:

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Someone else mentioned overdrives. They were not A Thing during last years holiday AS map. But they are now., With blue packed like sardines around the single cap site and ODs going off all the time the cap site is littered with "free" mines.

 

But let's look for a silver lining. If TO wants AS mode to stay, then they are going to have to jettison these 10x10 only maps for the MM days ahead. Let's face it, 10x10 maps are too small for AS mode. It needs a large map and  two cap points so the defenders cannot just pack into a 50 meter by 50 meter patch around one spot.

Mines are of no effect in AS mode, bcoz Magnums can blew away everyone in point area which means mine owner dead & all mines gone. 

 

TO developers need to let blue team return flags like in CTF, which will make the game perfectly balanced in some red-favored maps. 

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Mines are of no effect in AS mode, bcoz Magnums can blew away everyone in point area which means mine owner dead & all mines gone. 

 

TO developers need to let blue team return flags like in CTF, which will make the game perfectly balanced in some red-favored maps. 

Yeah no effects that is why I just finished a game where we killed about a dozen attackers with mines. Red capped about 3 flags all game.

 

A game is not balanced upon the assumption one team will have a certain turret. Magnum is OP I agree with you but that also is no example of good game design.

 

The POINT is, all last year's experience with this mode is invalid today because last year there were no ODs. OD drastically affects how this game plays.  And yes, so too deos that atrocity of bad design, Magnum.

 

The flags are auto-returned in like 3 seconds. How these three seconds spell the differnce between night and day is a mystery to me.

Edited by LittleWillie

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 How these three seconds spell the differnce between night and day is a mystery to me.

These 3 seconds create massive difference. Suppose you carry flag, goes close to point & died, I follow right behind you with full health+full drugs, I pick up the flag, killed half-health defenders, & finish the capture which helps my red team gain 3 points. In this way, one-by-one the red team won the battle in less than 10 minutes slaughtering luckless blue team. Don't forget red magnums are dropping bombs constantly in point area. 

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Blue Team will always loose if half of the attackers clear the base with Magnum, Shaft, Striker, Thunder, Railgun and the other half is carrying the flags...

 

On the other side. Red will loose if half of the team defends the base with Mammut, Titan and Isida and the others play a TDM style match on the whole map to kill as many attackers before they reach the base.

 

But it would be very nice if the flag could be returned by the blue team if an red one with flag was killed. Of courcse with a small reward...

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In Polygone red can win in less that 5 minutes, is Highways it will require coordination, friends, mults and more for red to win.

 

If they want to try stuff to at least make it enjoyable for the duration of it's existence:

  • Put more flag spots, and after someone takes a flag make another flag appear, the idea is that all ten players can be carrying a flag, this is because I saw many players waiting for a flag and not helping a flag carrier.
  • Make flags stay for 5 seconds after drop so another teammate can pick it up and a chance for a defender to return it.
  • Make flags returnable by defenders for points.
  • Could be like these: 5 points for capturing, 1 for killing flag carrier and 1 for returning flag. I'm just guessing with the numbers.

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I've noticed that the flags disappear at a certain allotted time. I'm pretty sure this is planned, but not conventional.

 

Also, I had a weird glitch. Most of the bridges in battles became invisible (I'm pretty sure I looked like a pathetic noob, falling off and hitting the pillars). I'm not sure if this is relevant to ASL mode, because I never tested anything else or if it is just my computer.

Could you perhaps show some screenshots of those invisible bridges?

 

  • Put more flag spots, and after someone takes a flag make another flag appear, the idea is that all ten players can be carrying a flag, this is because I saw many players waiting for a flag and not helping a flag carrier.

 

That mistake is on the players, it's up to them to figure out that that is not the way to win a game.

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These 3 seconds create massive difference. Suppose you carry flag, goes close to point & died, I follow right behind you with full health+full drugs, I pick up the flag, killed half-health defenders, & finish the capture which helps my red team gain 3 points. In this way, one-by-one the red team won the battle in less than 10 minutes slaughtering luckless blue team. Don't forget red magnums are dropping bombs constantly in point area. 

I think that is the point. Everyone is assuming blue team has to defend the base because that is after all the main aim. "However, isn't that a bit too boring for the Blue team? Isn't it more fun and diverse also defending the flag dropped by a fallen attacker?" I bet you that's what the developers thought, along with feedback from players from past events with ASL mode. 

 

 

I also have a few things to say in general. I think Blue team exp gained by killing a flag carrier could be increased a bit, and Red team flag capture could be increased a bit as well. The current time for a dropped flag to be returned automatically is excellent as it is right now, so please don't change it. 

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Mines are of no effect in AS mode, bcoz Magnums can blew away everyone in point area which means mine owner dead & all mines gone. 

 

TO developers need to let blue team return flags like in CTF, which will make the game perfectly balanced in some red-favored maps. 

Depends on the map.  Example below...

 

Any map with easily defensible zone (Kunger, Silence, etc) if you have the proper Blue make-up of tanks the mines will stay.

2x Magnum (to return fire on enemy magnums)

4 x isidas (to heal everyone in zone area)

2 x Freeze (to slow down flag carriers)

2 Mixed Twins/Fire/etc to damage anyone getting close to cap-zone.

 

All with heavy hulls - you don't really need to move much to defend the zone.

 

Isdias healing defenders will build up OverDrive quickly - benefit entire team.

As rest of defenders kill flag-carriers they get OD faster too.

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Having the defense point in the middle of the map is a big mistake. This isn't Zombie Apocalypse mode, Tanki. When you have a red team that is even slightly competent, it's impossible for even a strong defense to defend from all sides at once, while being pounded by unseen Magnums and Thunders.

 

For instance, in Highland. It would be better to have the red spawn on one side and the blue defend the other side. In Polygon, same situation; you're trying to make it like Poly CP when it really isn't. In Wolfenstein...good luck. Please put the defense point in a good easily-defensible position! Otherwise no smart people would play on these heavily unbalanced maps.

Edited by Jehuti
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