My question is where the HELL is domination? That was my favorite game type!
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Onslaught vs Warfare
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Xyx: I agree with you. It depends heavily on node setup. Take Torlan for example. I don't know the name of the node setup, but the one that has only the primary nodes in the main line can be turned around from a completely losing position in no time. The Torlan setup with the classic nodes cannot be easily turned around.
Some clever map makers are going to make us some really cool maps revolving around the orb.
Lostsoul3: As Xyx told me, there is a no orb mutator. WAR - orb = ONS
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I'm still undecided --they're both quite different from each other and I haven't played WAR enough to get a long-term feel for it. The orb, extra vehicles and side gimmicks can add complexity and depth (yes 2Tth, potentially moreso than ONS) but also make maps that much more difficult to balance.
I'll admit I'm a little disappointed that Epic didn't provide a little more variety with map design, as something that built on the brilliance that was Dawn would be very, very welcome across the board. I don't mind the orb, but don't see why it has to be on every map. One could argue that it would confuse the masses, but I think map-specific side objectives do that even more. If Epic found that greater map variety tends to cripple gameplay, then something is fundamentally wrong --ONS seemed to accommodate a HUGE variety of mapping styles well.
So yah, at this point (expansion packs/additional content Epic?!?!?!!?), I'd like to see maps with more nodes, dual primaries and simple side-node objectives --like you get a vehicles/s only, the map-specific effects don't work well and aren't drawing in AS players.
Not to say WAR isn't bad.... but maps could clearly be better with a little conceptual simplification.
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Warfare > onslaught any time. Even with very very simple note setups (sinkhole and market district) the gameplay is intense, promotes offensive gamplay (camping ftl!) and is generally **** good!. A few maps seem to lean towards showing off some possibilities (eg tank crossing) rather than being the most playable maps ever however so far i'm absolutely loving it. I also love how much more fun pub matches are now that individual play is rewarded more! (ps. good team still completely owns good individuals ^^)
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Originally posted by 2th View Posthow you can say that warfare has more strategies than ONS and that you played in competition in the same post is mind boggling. the warfare maps are pretty but also pretty awful in terms of strategy.
I'm not sure ANY one can say what will come of Warfare competitively because it takes time for the game type to gel and evolve. I think by saying there are FEWER strategic possibilities in Warfare is by looking at it from an Onslaught standpoint. The game type in my eyes so far just gives you more options to achieve your goal -- side objectives and orb runs at least offer stalemate breakers.
After a few dozen matches in Onslaught, it just became more tiresome than fun. Match after match of the game either lasting 2 minutes or being a 20 minute standoff at one node was really starting to get old. Some Dual primary set ups were okay, but even then they became games of cheese tactics often...consistent ladder strategies of mining the enemy bases with spiders and and spawn camping the enemy base with mantas became commonplace...
Maybe all new cheese and flaws will become apparent in Warfare, but for now, I think it's a really fun game type.
Ultimately, my solution to the Onslaught stalemates would have been to have a countdown clock start as soon as you established a link to the enemy core. If you couldn't deal any damage to the enemy core within 120 seconds all the nodes reset to nuetral again. That was just a thought. I was skeptical at first, but I'm seeing much less stalemating on pubs than I did in Onslaught, but I admit, it is early in Warfare's infancy and pub observations are not always true to how organized matches will play. What I'm seeing so far is that orb runs are almost exclusively the only way Onslaught style stalemates are being broken in pubs. I can see the standpoint that orbs could make the lockdown problem worse, but I haven't seen it yet.
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Originally posted by ScuzzBuster View PostI just totally disagree. As I said, if I were given the task of fixing what was wrong with Onslaught, the orb system wouldn't have been it, but after playing Onslaught as long as we did, it came very clear that the gametype was so fundamentally flawed that it was borderline unsuitable for competition.
I'm not sure ANY one can say what will come of Warfare competitively because it takes time for the game type to gel and evolve. I think by saying there are FEWER strategic possibilities in Warfare is by looking at it from an Onslaught standpoint. The game type in my eyes so far just gives you more
options to achieve your goal -- side objectives and orb runs at least offer stalemate breakers.
After a few dozen matches in Onslaught, it just became more tiresome than fun. Match after match of the game either lasting 2 minutes or being a 20 minute standoff at one node was really starting to get old. Some Dual primary set ups were okay, but even then they became games of cheese tactics often...consistent ladder strategies of mining the enemy bases with spiders and and spawn camping the enemy base with mantas became commonplace...
Maybe all new cheese and flaws will become apparent in Warfare, but for now, I think it's a really fun game type.
Ultimately, my solution to the Onslaught stalemates would have been to have a countdown clock start as soon as you established a link to the enemy core. If you couldn't deal any damage to the enemy core within 120 seconds all the nodes reset to nuetral again. That was just a thought. I was skeptical at first, but I'm seeing much less stalemating on pubs than I did in Onslaught, but I admit, it is early in Warfare's infancy and pub observations are not always true to how organized matches will play. What I'm seeing so far is that orb runs are almost exclusively the only way Onslaught style stalemates are being broken in pubs. I can see the standpoint that orbs could make the lockdown problem worse, but I haven't seen it yet.
here is an example. these are things i discovered in 5 minutes of playing Onyx Coast...
Here is the DW super good position on blue (close to spawn):
http://img.photobucket.com/albums/v6...nShot00005.jpg
From that area and the spawn location, you can hit the nodes as such:
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granted, we only played about 40 onlsaught matches before giving it up...I see your issues in the screenies...and noticed some of these playing casually this week. Still I think we can say the jury is still out since we're only a week in...and in fairness...onslaught when we quit compared to where it was a year or so later I can't say.
The screenies do show issues, but there were similar scenerios in onslaught maps.
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Originally posted by ScuzzBuster View Postgranted, we only played about 40 onlsaught matches before giving it up...I see your issues in the screenies...and noticed some of these playing casually this week. Still I think we can say the jury is still out since we're only a week in...and in fairness...onslaught when we quit compared to where it was a year or so later I can't say.
The screenies do show issues, but there were similar scenerios in onslaught maps.
i can post some other stuff later but Onyx Coast is the most glaring example of **** poor mapping on epics part. as well as showing they have a very skewed idea of balance.
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Yeah, the orb adds a new challenge in which I welcome. If you're in a Manta, try just patrolling the perimeter of your node making the orb carrier your primary target. The orb carrier is usually easy to take out with the Manta. Any other targets of oppurtunity you meet should be considered simply secondary.
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