Execution mode live this weekend


(Ashog) #21

Want old good execution w/o objectives back too. Extermination mode?


(Zenity) #22

[QUOTE=Szakalot;526918]I think an interesting take on some execution maps would be allowing the defense to pick from one of two spawns. Either for each player individually or a team ‘vote’ as to which spawn will the whole team take.

Since the attacker’s can choose which spawn to attack, giving the defense the option to choose what to defend could add an extra metagame of posturing where you want to rush that dyna spot, but you might be facing a whole team there.[/QUOTE]

You don’t need selectable spawns for that. Defenders should be able to make it a bit earlier to both bomb sides in any case. I think it’s much nicer to enable these kind of meta strategies dynamically, rather than adding additional (UI) options.


(tokamak) #23

I love R6 but ultimately having some type of objective to prevent games from grinding to a camp fest is desirable.

Though SD can still keep tweaking the importance of the objective. Personally I’d rather see objectives being pressure devices instead of main goals.

Execution would also allow for random variety in the maps. The objective type can change each time you play, you could even include VIP-escort missions (where one player is the VIP). As long as the teams have to play each side in equal amount there wouldn’t be much problems with the random objectives either.


(Szakalot) #24

[QUOTE=tokamak;526961]
Execution would also allow for random variety in the maps. The objective type can change each time you play, you could even include VIP-escort missions (where one player is the VIP). As long as the teams have to play each side in equal amount there wouldn’t be much problems with the random objectives either.[/QUOTE]

I’ve been pushing for VIP missions:

both team have one player designated as VIP and whoever can kill the opponent’s VIP faster wins. 5 rounds, each round one player is VIP.

Aura to get away quickly and bunker hp station?
Sniper who stays at a distance?
Fragger for that extra HP durability?
Nader to keep people at a distance?
Bushwhacker making a turret-based stronghold?

Same on how are you going to attack the enemy VIP:
Sniper instagib skill shot for quick win?
organized push by the whole team?
splits themselves would provide an interesting tactical choice:
2-3 (VIP + escort - hunting party) 1v4 (you hide, and we destroy them), 5v0 (we camp and pick off players?) 0v5 (we overwhelm them with firepower)

You could even let all the non-VIP players to spawn, sort of like capture the flag(ged opponent)

I think such a mod would go well with Dirty Bomb as well as it takes advantage on DB’s biggest strengths: the firefights themselves.


(DarkangelUK) #25

From what I’ve seen on the stream, defense spawn way to close, I mean they’re right at the objectives. They don’t need to decide on a path and hope it works out, they have visibility of both areas straight away. SD have this fascination with giving defense the upper hand for some reason! :tongue:


(Szakalot) #26

Called it: C4 explosion time is wayyyy too long, it almost never makes sense to drop C4 as it just exposes your position. I have not seen a single game where attacker’s won by managing to slow down the opponents before they could defuse C4.

It could easily be 25-35 seconds to give the attacker’s advantage: 'we’ve planted the C4 and now the defence will have to scramble to defuse it.

As is now, its more optimal for defence to focus on one side and mutilate any opponents, only to destroy the C4 sapper crew with sheer numbers.


(DarkangelUK) #27

[QUOTE=Szakalot;526987]Called it: C4 explosion time is wayyyy too long, it almost never makes sense to drop C4 as it just exposes your position. I have not seen a single game where attacker’s won by managing to slow down the opponents before they could defuse C4.

It could easily be 25-35 seconds to give the attacker’s advantage: 'we’ve planted the C4 and now the defence will have to scramble to defuse it.

As is now, its more optimal for defence to focus on one side and mutilate any opponents, only to destroy the C4 sapper crew with sheer numbers.[/QUOTE]

I watched the stream last night on the SD channel and there were quite a few round wins with the C4 exploding, and couple clutch wins where they just managed to defuse before it asploded. Generally though yeah there won’t be as many rounds decided on the bomb, its there more so to focus the action and keep both teams in the same place instead of spreading out all over.


(tokamak) #28

I love it so far. Great job!

I really think this has potential for becoming the ‘main’ game. The three merc system also fits really well in some mild form of rock paper scissors drawn over the multiple rounds. Reminded me of Raven Shield.


(Szakalot) #29

It definitely slows some parts of the game down which is a nice pace change.


(Rex) #30

The mode is nothing for me. Neither it suits the merc concept of DB.


(spookify) #31

I like it. Rounds went very fast.
You need a medic and team work.

I will try it again tonight.


(tokamak) #32

Neither does SW or Objective, mercs are trivial compared to ET classes.


(Ashog) #33

I can see that eventually the players will just skip objectives and start playing for pure killouts. Because it’s so much more fun in this mode.


(tokamak) #34

You can already see meta-games developing within the match. It’s effective to go for bodycount the one round and then swap for a concerted objective try the next to put the enemy on the wrong foot. This is already stronger present than in any CS GO game I’ve played.

E-sport is going to be glorious here.

The only game that still does this mode better is Raven Shield. The utilities you pick based on what you’ve seen the enemy do in the last round really defined the game. Throwing tear gas one round, letting the opponents sacrifice a slot for their gas mask the next round which will be pointless because nobody will use gas the next time, instead they’ll get smoke to which they don’t have the sufficient heat-vision only to toss it all away and go full frag rambo the next round.

Glorious. Even the multiplayer demo alone was enough to keep me occupied for a year.


(tangoliber) #35

Execution mode is so addicting that I actually worry Stopwatch/Objective will be a ghost town after a while.


(BomBaKlaK) #36

I hope not ! fun sometimes but clearly not my cup of tea.


(Szakalot) #37

I think its great. Fights are much more prolonged cause people are posturing a lot, but not overextending as in the first few hours.

Nader + Aura = Mobile grenade-lobbying turret

Fragger = Instabig monster

Vassili = finally some use, some sniper spots are scary on this map

Skyhammer = absolutely insane crowd control, at least on this map; whole flanks can be blocked off by single airstrike.

The mobility difference between Sawbonez + Aura matters much more

Packing together for most firepower is usually optimal, but exposes to AoE spam.

Overall very good mode, and my pick for showcase tournaments.


(Bloodbite) #38

from the handful of matches I played today… this plays like CoD Search & Destroy, only without that excruciating wait for the next round. Even when you die early if feels like spectating has some value in prepping for the next round, monitoring both the enemy and how your team members are playing.

It also felt like most of the folks I was playing with were making a bit more of an effort to think about what merc they were using, and how to use it for their team’s objective, and in relation to where everyone else was. Even when they were failing, it seemed like they were trying to figure things out, experiment.

I think (and hope) that that in itself could go a long ways to improving people’s tactics and attitudes in how they approach their Merc choices and such in Objective and Stopwatch maps.

I gotta say, it was real nice to be around medics that were working hard to do multiple revives/heals.


(Bloodbite) #39

I’m sure it won’t. I managed to pull off a solo plant away from the others and lure the final couple of enemies out of hiding for what ended up being a shamefully easy double kill. The objective will end up being treated more as a lure/trap-zone than an ultimate goal I think.


(tokamak) #40

[QUOTE=Szakalot;526964]I’ve been pushing for VIP missions:

both team have one player designated as VIP and whoever can kill the opponent’s VIP faster wins. 5 rounds, each round one player is VIP.
[/QUOTE]

Raven Shield had ‘Pilot’ where the attackers had one player be the (obvious) pilot and they had to escort him from A to either B1 or B2. Pilot only carried a secondary weapon and thus was extra vulnerable.

The asymmetry in the mode created extra drama.

For symmetrical VIP modes there’s Gears of War bringing excellent examples.