Anony Mouse, on 27 February 2013 - 12:54 AM, said:
Non-Fixed base locations. Using the base locations from Conquest, select a pair at random (more than five potential pairs). So that lights can't bee line and cap the base early, and they'll actually have to *gasp SCOUT!
Kain, on 27 February 2013 - 12:20 AM, said:
Did someone already mentioned:
Defend your Base !!
seriously quit whining about capping, it is a valid mechanic to win a game, how annoying it sometimes can be.
Why should both teams set up their whole team on an ideal line all on the frontline, when your back and base is completely exposed.. This is 3050 not 1815 or WW1...
This is not about a team winning or losing to capping, it's about fights not occuring at all because both teams had the seek and destroy blob mentality and the match ends with zero deaths and zero damage dealt. When both teams must defend their base from the full weight of a potential crushing force of eight mechs, neither team is safe to leave the base at all. If you don't leave your full strength behind, you risk encountering the full strength of the enemy creeping up on it. Eight mechs vs less than eight mechs doesn't end well for the smaller group. Assault mechs are the most commited to this positioning because wherever they go, they can't quickly relocate should the need arise. This promotes continuing on to the enemy base rather than returning to your base for defense because you are actually more likely to win by capturing the enemy's base than defending your own.
This is significantly different from defending your base from a few light mechs attempting a ghost cap. That's doable. But attempting to defend against the entire enemy team when half of your team is on the other side of the map? Less doable. Feel free to try. Defending your base heavily means your frontline is weak and easy pickings, and defending your base lightly means you'll only serve as a mild speed bump when the enemy shows up. The only prevention of this is scouts and if scouts had spotted the enemy early in the first place, this issue wouldn't have come up. However, there are times when scouts fail to quickly find the enemy and by that point it is too late to relocate the main force to stop the impending cap. Eight mechs capturing a point goes by significantly faster than a few lights, and any defenders who attempt to intervene will be annihilated by concentrated fire.
To restate, this topic is not about light mechs backcapping, that's expected and par for the course and at least some fighting tends to occur while that's happening. It's about what occurs when two teams have completely missed each other and end up closer to the opposite base than their own with eight mechs attempting the capture. If you have no located the enemy in the first minute of the match, the only safe thing to do is attempt to capture their base because odds are they're already on their way to yours. There is no incentive for your forces to return to your own base to defend because of the slower units that every team has. If only your fast units return to base, by the time they arrive the enemy will have begun capping and you will be outnumbered. By the time your slowest units arrive at base, they too are outnumbered. If you wait to engage with your entire team together, you have effectively left eight mechs capturing your control zone unopposed and there is no base left to defend.
Now generally scouts will spot the force long before this becomes an issue, but that doesn't happen every match, especially matches without scouts. Some matches, the scouts spot the enemy just as they are nearing the base itself. The odds of you reaching your own base in time and driving out eight attackers who are already closer to your base than you are before they can complete the capture are worse than the odds of you reaching their base first and simply capturing in turn. Leaving defenders weakens your forces should you encounter the enemy and does little to stop an attacking blob either way. A force can only move together as quickly as its slowest unit and attempting to harass the enemy with quicker units if they are blobbing is just asking for an instant death sentence.
If you've ever ended a game without anyone dying, you know what I mean.
For the TL:DR crowd, this isn't about Light capping, it's about full teams capping because both teams took too long to find each other. And by too long, I mean one minute, because any longer than that and the enemy is probably already at your base. Some matches need more time for maneuvering and scouting, else they end in pacifism.
Edited by Hastega, 27 February 2013 - 01:27 AM.