Secondary objectives: What counts and what doesnt?


(FireWorks) #1

When everything works as intended, what will be counted towards mission progress?

Generators and C4:
Blowing it up: Sure.
Shooting it down: ? currently not <-edit
Blowing it up again after rebuilt: ?
Defuse: ? Currently it does not.
Building it up first time: ?
Building it up again after blown: ?

How is progress counted for building and capping?
Most progress or finishing or both or else?

Cap points:
Only full caps?
Resetting it from 99%?

Would be nice to get a few details to it, since I believe its currently a broadly disliked mission. However I was pleased to see that I could get my 5 side obs mission done in two maps with Proxy on Underground. I think some of the conditions got bug fixed cause it was not possible when they were introduced.


(light_sh4v0r) #2

Actually, blowing it up doesn’t always seem to work…
As defender blowing up the gas pump on terminal didn’t award me with a secondary objective.


(alphabeta) #3

I’d rather we get rid of this senseless mission, but if SD is going to keep it then please make it obvious what counts as a “side objective”.


(FireWorks) #4

What about shooting a generator down? ATM it gives no mission point and i think also no XP.


(PixelTwitch) #5

The missions in general are causing more harm to the game then good and I believe they need to be totally reworked

Was i a match yesterday, joined late so could see what everyone had in my team so picked my Mercs based on that.
We had 5 people with at least 1 engineer in their squads so I never took one on Chapel attack.
In game no engineers… I called them out on this and 4 of them voiced up with its only in my sqaud for the missions and they dont play engineer.
Needless to say we lost to the team of 6 skyhammers.

Also had this same mission (the secondary objectives) and took me ages cause nothing was being counted…

Then as a carry in most public games I get the support XP which is like saying throw this match for the mission.
Forcing me to play medic to a “balanced” team meaning that I have 5 noobs on my team vs 6 players that know what they are doing…

Awful system.


(FireWorks) #6

I agree with most what you say, but from my experience support XP can easily be done as carry with a firesupport. I prefer Skyhammer, but any other does this easy enough. After 2 maps its done. Same with game mode XP, airstrikes give 1000+.

Basically any mission, is a fire support mission. Exception is only the sideobjective and even those could be done, if the shooting would count.


(Bangtastic) #7

Secondary objectives only count when you repair a generator or capture the only forward spawn in the game :3 Blowing up a generator should count as sec. objevtive too Most of time it takes ages to complete and in the end I cancel the mission. 6 side objectives, which do not cumulate in a match. You have to play minimum 6 objective matches. It takes the most time (beside the ‘win a comp game’ one).

I still rather see more basic missions, which teaches new players how to play the game. Missions about giving out ammo packs with skyhammer, or med packs with sparks/sawbones. Revive X people etc. They have to be that specific since the ammo station would be too cheap ofc.


(Violator) #8

[QUOTE=PixelTwitch;538762]
Then as a carry in most public games I get the support XP which is like saying throw this match for the mission.
Forcing me to play medic to a “balanced” team meaning that I have 5 noobs on my team vs 6 players that know what they are doing…

Awful system.[/QUOTE]

This…! I have exactly the same problem (though I’m usually the only engineer / fieldops rather than medic though I’ve started doing this as well). I’m usually the only player > level 7 while the other team has 2 or 3 level 10-20 or organised players (I’m level 23).

Does everyone get the same mission in a given timeframe? If so that would explain everyone playing the same merc syndrome which also seems to happen. Each mission has a flaw or two, however they are a must if you want to gain credits (match-earned credits are pretty useless in comparison):

Earn X XP with Merc Y - can be fun to take you out of your comfort zone but to be able to complete these means not being able to play my core 3 (bush / fragger / sky) unless they happen to come up.

Play 1 Competitive match - I have no desire to do this so this just gets deleted. Pub players should be able to exclude these (they tend to pop up at least every other day).

Secondary objectives - this is the most frustrating as its not clear how to achieve this as its pretty inconsistent and its too distracting from the main objective.

Earn X support XP - causes players to spam ammo packs rather than going for the objective. I tend to do this anyway when playing sky but where its needed not to grind XP…!

Earn X combat XP - similar to the above, players will just TDM rather than playing for the objective.

There are no missions which actually encourage you to complete the primary objective - this is the main problem.


(light_sh4v0r) #9

Gamemode xp is the only mission that does encourage objective play in my view. Repairing/disabling EV’s or blowing objectives nets a lot of gamemode xp.


(PixelTwitch) #10

I am a firm believer that the missions should along the following lines…

“Heal 2000hp as Sawbones”
“Heal 2000hp as Aura”
“Heal 1000hp as Phoenix”
“Heal 500hp as Sparks”

“Give Ammo 50 times as Skyhammer”
“Give Ammo 50 times as Arty”
“Give Ammo 50 times as Kira”

“Kill 250 players as Fragger”
“Kill 200 players as Nader”

“Revive 100 Players as a Sparks”
“Revive 50 Players as Sawbones”
“Revive 50 Players as Phoenix”
“Revive 50 Players as Aura”

“Defuse 3 C4s as Proxy”
“Defuse 3 C4s as Bushwhacker”

but you can even get much more creative…

“Get 20 Headshots as Vassili”
“Get 10 Nade Kills as Fragger”
“Get 5 Direct Hits as Nader”

or even better…

“Kill 5 Objective Specialist while the Objective is active”
“Kill 10 Players that are moving the EV”
“Cover a bomb plant using the Orbital Laser”
“Cover a bomb plant using the Artillery Strike”

Also, get rid of the stupid “Get X points with Y in your squad” and make people play the damn Merc…

“Earn 5000xp as Aura”
“Earn 10000xp as Fragger”

Then track how often people do missions so when your balancing teams you know what mission they are on and can possibly help balance teams based on roles even. Also make the Missions much more involved. After each Mission is complete allow the player to choose there own next mission out of 3 options that are provided to them… A “Support” mission, “Offensive” mission and a “Abstract” mission. Only have the time cooldown for people that don’t wish to compete for any of the missions they had a choice of or cancel a mission. Reduce the mission points and maybe add a time based multiplier to prevent people from completely farming the system as something like a “welcome back bonus”

Using the data that ECHO picks up, find what roles are generally lacking in public play and start presenting missions to counter the trend allowing SD to better direct play in a none intrusive manner.

Have milestones for each Merc that work like missions to encourage people to stick to a Merc they are good at while providing them mission for other Mercs they own (especially on free rotation) to encourage them to play what they are good at while getting them to buy into the new mercs that they enjoy.

There is so much potential and the current system is a huge letdown. Missions should be seen as a tool to direct play, encourage variation and spout fun! However due to poor UI/UX its a hassle to work with, boring when you do get it to work and not adding much to the game for either the players or Splash Damage / Nexon.

/RANT


(alphabeta) #11

Not a rant; good points. Listening SD?


(light_sh4v0r) #12

Yes, +1 to PixelTwitch


(Szakalot) #13

all good points from Pixel.

xcept instead of ‘give ammo x times’ better do ‘gain x support xp as fops’


(PixelTwitch) #14

[QUOTE=Szakalot;538789]all good points from Pixel.

xcept instead of ‘give ammo x times’ better do ‘gain x support xp as fops’[/QUOTE]

you can do the support one as well. The idea is to teach people to give ammo and not leave it as vague at the start, thanks :slight_smile: