Jump to content

Early Game Capture Rate


56 replies to this topic

Poll: Early game capture rate (136 member(s) have cast votes)

Should the capture rate be some percentage less in the first few minutes of a match to prevent a few lights from back capping so easily?

  1. No, keep it the way it is (65 votes [47.79%])

    Percentage of vote: 47.79%

  2. Yes, Change the capture rate (5%-10%) (3 votes [2.21%])

    Percentage of vote: 2.21%

  3. Yes, Change the capture rate (15%-25%) (22 votes [16.18%])

    Percentage of vote: 16.18%

  4. Add Base defences (22 votes [16.18%])

    Percentage of vote: 16.18%

  5. Capture rate depends on mech weight/class (3 votes [2.21%])

    Percentage of vote: 2.21%

  6. Capture locked for first 2-3 minutes (like TF2 Arena :p) (11 votes [8.09%])

    Percentage of vote: 8.09%

  7. Capture unlocked if certain number of enemy destroyed (6 votes [4.41%])

    Percentage of vote: 4.41%

  8. Regenerative cap rate (regenerates if no one is on point) (3 votes [2.21%])

    Percentage of vote: 2.21%

  9. Cap Stops if getting hit. (world of tanks idea) (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. Make cap speed proportional to map size (1 votes [0.74%])

    Percentage of vote: 0.74%

Vote Guests cannot vote

#1 Jazzbandit1313

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,088 posts
  • Location--- Star's End ---- -- Novo Cressidas --

Posted 21 April 2013 - 04:04 PM

This was my original post and now I'm putting it to a vote

--------------------------------------------------------------------------------
I can't believe the number of games where I'm playing on a big map like alpine, tourmaline, or caustic, and our team gets back-capped by a group of enemy lights. I'd say around 4/10 games that i play, this happens. A couple of spiders think its funny to slap on a xl with speed tweak and ruin my game every time.

My points,

- This is a terrible way to win, cheating everyone out of c-bills, XP, and a long, fun game.
- Also, some teams don't have any lights and therefore can't possibly get back to base in time to stop the cap
- Let's be honest its just trolling.

Capper's points,

- Have someone guard base.
*good point but no one wants to stay back and sit there. Also, most team mates will question you for sitting back and doing "nothing"
- Should have a faster mech, buddy
*it's the matchmaking system that screws this up. Some teams have half light mechs while the other is all heavies
- Too bad so sad, go cry.
*excuse me sir but i believe that most mechwarriors with any manners or in game edicate at least try to hold this game to a little bit of a higher standard than Call of Duty. Go learn some meta game and know that sometimes all your doing is ******* everyone off.

This is a very pressing issue, and i think that PGI should put in a system where caps within the first 5 minutes have 25% slower cap rate, or something like this. When i backcap as a light, I leave a sliver or two there, so I'm not fully capping...I go fight, and if I'm the last one left on my team, then, and only then, will i cap the point.

Questions, Comments, concerns?
------------------------------------------------------------------------


Thread link - http://mwomercs.com/...-really-me-off/

Edited by Jazzbandit1313, 22 April 2013 - 11:42 AM.


#2 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 21 April 2013 - 04:10 PM

I voted No, but I don't care. I'd invest in a capture accelerator if I were in a light and they slowed it though, so it wouldn't accomplish anything.

#3 JSparrowist

    Member

  • PipPipPipPipPipPipPip
  • 589 posts
  • LocationBoomer Sooner

Posted 21 April 2013 - 04:15 PM

Yes. Something should be changed.

To those of you who like to cap, please stay the heck out of assault. Go play conquest if you want to capture things.

#4 Aklor

    Member

  • PipPip
  • Knight Errant
  • 27 posts

Posted 21 April 2013 - 04:27 PM

When I play my fast mech, I cap to turn the other team around, giving my team an advantage. You don't come? well I cap and we win. Not my fault someone doesnt stay behind for a few minutes to watch for ninja cappers.

#5 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 21 April 2013 - 04:28 PM

View PostJSparrowist, on 21 April 2013 - 04:15 PM, said:

Yes. Something should be changed.

To those of you who like to cap, please stay the heck out of assault. Go play conquest if you want to capture things.


What are you going to do about it if I decide to play assault?

Stop me. If you think you have the gall to, here's what happened to the last person who came back to their base:


Edited by Taemien, 21 April 2013 - 04:36 PM.


#6 James Montana

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 295 posts
  • LocationAustin, Texas

Posted 21 April 2013 - 04:43 PM

How about GETTING RID of the current capture mechanic. It really should be replaced with something a little bit more interesting. It has a very juvenile feel about it.

#7 KhanCipher

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 477 posts

Posted 21 April 2013 - 04:47 PM

i love it when nobody ever thinks that "That Tank Game" did capping so much better. Because if someone is shooting at you, that area you're capping isn't all that secure.

#8 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 21 April 2013 - 04:50 PM

View PostJames Montana, on 21 April 2013 - 04:43 PM, said:

How about GETTING RID of the current capture mechanic. It really should be replaced with something a little bit more interesting. It has a very juvenile feel about it.


Why not come shoot at me.

Oh.. you'll probably get destroyed. Carry on, I guess you do have a real problem.

#9 Lefty Lucy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,924 posts
  • LocationFree Tikonov Republic

Posted 21 April 2013 - 04:51 PM

Just make your best effort to communicate with your team if you think your base is vulnerable. If your team is mostly heavies and assaults there's no reason for you to be wandering far from your base leaving it vulnerable. Until the game mode changes if you decide you want to ignore one of the win mechanisms it's not going to go well for you.

#10 Barnaby Jones

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 434 posts
  • LocationTexas

Posted 21 April 2013 - 04:52 PM

Turret base defenses, or a mechanic that requires something with a large amount of hitpoints to be destroyed....

the first would be more fun, the second would create a sort of sliding scale wherein the fast underarmed mechs couldnt cap as fast and the big heavily armed ones woul dbe able to cap faster.

the only downside is that it eliminates the one thing a weaponless mech is moderately useful for.... unarmed base capping.

Edited by Barnaby Jones, 21 April 2013 - 04:53 PM.


#11 Alois Hammer

    Member

  • PipPipPipPipPipPipPipPip
  • 1,296 posts
  • LocationHooterville

Posted 21 April 2013 - 05:08 PM

View PostJazzbandit1313, on 21 April 2013 - 04:04 PM, said:

This was my original post and now I'm putting it to a vote


And given how much support you got in your other QQ thread, how do you reckon this poll will turn out? :o

#12 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 21 April 2013 - 05:33 PM

No.

Early capping is 1 of the more effective counters to a team full of poptards. As a bonus there is the additional rage which ends up being even better of you cap win against 2x groups of sync-drop cheaters on the enemy team.

#13 skullman86

    Member

  • PipPipPipPipPipPipPip
  • 703 posts
  • LocationTexas

Posted 21 April 2013 - 05:38 PM

I would suggest completely locking the bases for the first 2-3 minutes and let the teams spill a little blood first. Whoever is left can go cap or continue fighting for an elimination win.

Fast capping is absolutely pointless without CW, so all cappers are doing is screwing both sides out of a fight and extra earnings. I think capping as a plan B tactic is fine, but base racing right at the start of a round without firing a shot is the dumbest **** I've ever seen in a multiplayer game.

#14 Coughlin

    Member

  • PipPipPip
  • Moderate Giver
  • 70 posts

Posted 21 April 2013 - 05:44 PM

I got capped 3-4 times in a row yesterday, once where the two highlanders in question had no weapons left and our heavies couldn't actually make it back in time. I don't know why there is such a strong support for capping on this forum, with the thought process that it adds some extra layer of strategy to walking or that a single light mech should be able to split the opposing team in half, but it exists nonetheless, so once more I'd remind everyone that a dedicated deathmatch mode would end all quarrel and satisfy all participants in this particular argument.

#15 HereticalPsycho

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 53 posts
  • LocationAustralia

Posted 21 April 2013 - 05:56 PM

Im actually impressed by this, OP was mature provided a few nice points from both sides of the argument (I say few because half the cappers arguments were sarcasm based) and has provided a nice alternative to just removing base cap because Reason "X". Personally I wouldn't mind a slight increase (5 or 10%) in cap times for the first few minutes. Doesn't remove base capping, doesn't mean you don't need to watch your base and be strategic in your positioning, it just allows a little bit of leeway at the beginning. Lights will still be able to use base capping to pull some people out of the group fights and people will get a tad bit extra time

#16 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 21 April 2013 - 06:02 PM

Make capping FASTER!

#17 Merky Merc

    Member

  • PipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 871 posts
  • LocationRidin down the street in my 6-4

Posted 21 April 2013 - 06:15 PM

View PostSephlock, on 21 April 2013 - 06:02 PM, said:

Make capping FASTER!


Lol.

I'ma get all up in yer bases. Depending on the map and what my team is doing at any rate. Don't like it? Send a medium back to base so I can get 1 kill before the match ends. KThx

#18 MentalPatient

    Member

  • PipPipPipPipPip
  • 145 posts

Posted 21 April 2013 - 06:18 PM

I didn't vote cos I would like it so you can't cap the base until at least half the enemy team has been destroyed.

#19 Gazbo

    Member

  • Pip
  • Knight Errant
  • 16 posts

Posted 21 April 2013 - 06:25 PM

Just a thought...

Why not use the 'mech's tonnage as the multiplier for the capture rates?

- Atlas is 100% capture rate, but takes an age to get there.
- A Spider will whiz in quick, but at a capture modifier of 1/3ish rate (rate 100 / tonns 30), will take a little longer to cap - and a reasonable chance of a medium-only lance getting someone back to actually challenge the invader.

Another option could be some kind of minor base defence system on the dropships. Kinda like the old C&C games. This would slow an early base rush as you'd need x firepower to deal with the base.

I think there are a few options that could 'fair up the game somewhat.

I see both sides to the argument, but honestly, people mainly play 'Assault' to have a fire-fight, not to be base-ninjad with no chance of recourse.

Enjoying the healthy discussion guys. We all want a great game here!
Props to the dev team for work-well done thus far!

- Gazbo

#20 DerHuhnTeufel

    Member

  • PipPipPipPipPip
  • 195 posts

Posted 21 April 2013 - 06:35 PM

I'd say remove it from assault all together and add in a "capture the base" game mode with minimal base defense turrets (maybe just machine guns, medium lasers, or AC2's or something).





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users