Jump to content

The Solution To Zero Fighting And Ninja Base Capping


132 replies to this topic

#41 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 27 February 2013 - 02:00 AM

View PostMerrik Starchaser, on 26 February 2013 - 11:38 PM, said:

that's what light scout is for, not to fight 8 mechs but to tell the rest of the team where they are, if you have a blob but no feelers ... You are doing it wrong.


qft.. I cant STAND lights that dont scout.. its not like its terribly difficult..

#42 Rathverge

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 179 posts
  • LocationMountain

Posted 27 February 2013 - 02:01 AM

View PostHastega, on 27 February 2013 - 01:55 AM, said:

touchdown.

:)


Their "world designers" imho think they can make great maps, but really they just look nice (except they dont seem to know much about light dynamics). Fundamentally think about all the maps, are there ANY that you think "oh man this is so fun to play" or is it just "well... this is the funnest map i guess."

I am on the later.

Ive made a lot of terrible maps for games and these maps remind me most of them. The few "fun" parts and good ideas they have are too hampered by all the terrible flaws.

Lighting.
Spawn points.
Capture points.
Cover and dynamic terrain.
Paths of travel.
Elevation...

I feel they need to stop worryinng how they look and start thinking "how is this going to work" "or is this even fun"

#43 Sean von Steinike

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,880 posts
  • LocationUSA

Posted 27 February 2013 - 02:43 AM

View PostHastega, on 26 February 2013 - 11:11 PM, said:

Lock base caps for 5 minutes. Was that so hard?

:)

Defending your base, was that so hard?

Edited by Sean von Steinike, 27 February 2013 - 02:43 AM.


#44 Hastega

    Member

  • PipPipPip
  • 52 posts

Posted 27 February 2013 - 02:51 AM

View PostSean von Steinike, on 27 February 2013 - 02:43 AM, said:

Defending your base, was that so hard?

Reading threads, was that too hard?

#45 Sean von Steinike

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,880 posts
  • LocationUSA

Posted 27 February 2013 - 02:55 AM

View PostHastega, on 27 February 2013 - 02:51 AM, said:

Reading threads, was that too hard?

Nothing you wrote in that verbose mess matters. Defend your base if you want a fight. Hit the enemy in the flank, if you want a fight. Play a light and race back to your base if you want a fight. Intercept the emeny before they get to your base if you want a fight.

#46 elbloom

    Member

  • PipPipPipPipPipPip
  • 413 posts

Posted 27 February 2013 - 03:00 AM

solution : play conquest.

#47 Hastega

    Member

  • PipPipPip
  • 52 posts

Posted 27 February 2013 - 03:19 AM

View PostSean von Steinike, on 27 February 2013 - 02:55 AM, said:

Nothing you wrote in that verbose mess matters. Defend your base if you want a fight. Hit the enemy in the flank, if you want a fight. Play a light and race back to your base if you want a fight. Intercept the emeny before they get to your base if you want a fight.


Yet I countered every one of those points in that "verbose mess". Try reading next time if you want anyone to take you seriously. Or you can continue to grace us with your amazing trick of writing sentences with no new content. Your comments have been addressed previously, use the Search feature if you need assistance.

:)

View Postelbloom, on 27 February 2013 - 03:00 AM, said:

solution : play conquest.


Teams bypassing each other happens once in a blue moon, it's not worth cutting out an entire game type for the handful of matches that end sixty seconds after launching. The objective design is worth revisiting, though. Having no common ground to fight over is problematic especially in maps designed with many angles of approach possible. Unlike traditional capture and hold, there are two offensive teams rather than just one. Unlike capture the flag, there is no visibility trigger or chance for interception. Scouting becomes critical to a successful engagement and when it fails, no engagement occurs and the match ends up being a waste of time for everyone involved.

#48 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 27 February 2013 - 03:25 AM

yes yes... defend your base... blah blah. We all know how to stop base caps. The point is its a poor mechanic because being tethered to defending your base is NOT FUN. Especially on Alpine.

#49 Sean von Steinike

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,880 posts
  • LocationUSA

Posted 27 February 2013 - 03:28 AM

View PostHastega, on 27 February 2013 - 03:19 AM, said:

Your comments have been addressed previously, use the Search feature if you need assistance.



Exactly. Your whine has been hashed out, parsed and adressed many multiples of times. Of course, you have only been here a few days, so I can't really expect you to realize that you are beating a horse that has been dead for many months.

#50 Harmin

    Member

  • PipPipPipPipPip
  • 143 posts
  • LocationSussex, UK

Posted 27 February 2013 - 03:37 AM

The solution to base capping is to keep a defense force at the base.

#51 Alvor

    Member

  • PipPipPip
  • Philanthropist
  • Philanthropist
  • 90 posts

Posted 27 February 2013 - 03:51 AM

View PostKhanCipher, on 27 February 2013 - 12:20 AM, said:


*sigh* a "competitive game" (well, it's not that... yet) should never ever have any R&R, because all it'll end up being is that the good get richer, and better equipment. while the bad get poorer, and are forced to compete in a bad mech... i'd rather not go back to the "premium only, or lose money builds" system.

and while we're at it, R&R is also a huge temptation for your enemy to be a total douche and destory every single part on your mech before killing you, and i know i don't want to deal with that when i know i'm in a match that i'm going to lose.


View PostKhanCipher, on 27 February 2013 - 12:20 AM, said:


*sigh* a "competitive game" (well, it's not that... yet) should never ever have any R&R, because all it'll end up being is that the good get richer, and better equipment. while the bad get poorer, and are forced to compete in a bad mech... i'd rather not go back to the "premium only, or lose money builds" system.

and while we're at it, R&R is also a huge temptation for your enemy to be a total douche and destory every single part on your mech before killing you, and i know i don't want to deal with that when i know i'm in a match that i'm going to lose.


View PostMoenrg, on 27 February 2013 - 01:45 AM, said:


Not going to work. Lets take it to the extreme. Lets say if you lose a mech, you can't log back in for a month. Think people are going to play for long? Before with R&R it wasn't like there was less base capping and people avoiding fights. So putting it back, what makes you think it would work this time? Lastly there is no PVE in this game, thus no chance to replace cbills, so if you drive up the cost of R&R, pretty soon most people would wind up in trial mechs (and or very cheap mechs). Your idea probably sounds good to you on paper, but it goes against the way most people act (avoiding that which is unpleasant). Do you really want to give people a reason to suicide trial mechs? Because that would become the easiest way to make cbills.....

To the OP, if base capping bothers you so much, play conquest. The solution already exists in game.


View PostKobold, on 27 February 2013 - 12:22 AM, said:


This, so much.

Seriously, repair and rearm and trying to use economy to balance things is A TERRIBLE IDEA in a PvP game. It only makes sense in single player, PvE, where resource management is an issue.



I see the other points on R&R but this would only be part of the solution not "The" solution. I did not mentioned being blocked to loggiong on(Where did that come from?). Perhaps down time between missions based on damage taken vs. salvage. Also no one bothered to bring up what I stated about retreating/surrender/eject options. Again I state if there is not any penalty for careless tactics/suicidal game play it will usually digress into rush over the hill robot bumper cars. Have a better solution? Great! Please state it. Using "Sigh", "Seriously" and making trite comments do not make a productive posting. Lastly why would one state if you hate base cap to play conquest? Conquest = Base Cap x5.


As for the OP:
I feel at this point that base cap should be removed and just rely on a game timer & an option for surrender/retreat/eject of players. The team with remaining players who receives the most damage & does not surrender/retreat/eject/dies should have a huge penalty to xp & cbills to those losing players remaining.

Edited by Alvor, 27 February 2013 - 03:53 AM.


#52 TDR3D

    Member

  • PipPipPipPipPip
  • 170 posts
  • LocationEngland

Posted 27 February 2013 - 04:27 AM

The issue lies with pubbie scouts unwilling to communicate with their team. They may see the blob going down 3 line whilst yours to down 7 line, but typing the message leaves the light mech running in a straight line for a few seconds, and not all pubbies have the aptitude to get behind cover before relaying the info, thus getting blown apart.

What might help is having a warning marker placeable on a grid reference that the scouts crosshairs are looking at which lasts a few seconds. This would help scouts who aren't using voice comms, and as a result, would encourage teams to go duke it out. The 30-50k cbill reward for a base rush isn't really worth it if you know you could get a lot more from fighting.

#53 Anony Mouse

    Member

  • PipPipPipPipPip
  • 155 posts
  • LocationSabaku no Hana, Misery, Draconis Combine

Posted 27 February 2013 - 06:43 AM

The sad truth here is "Assault" as a game mode, the way it is now at least, is dull. Its Team Deathmatch with a gimmick win feature. They need to either switch up assault mode with variable base/spawn locations, or make it so there is only one base (to fight over), or add a third base and make it so you're only "capping" if you control two of the three or something else thats at least interesting OR remove bases altogether and call it what it is.... Team Deathmatch.

#54 Baby Bear

    Member

  • PipPipPip
  • 93 posts

Posted 27 February 2013 - 06:52 AM

Actually these bases are very very cheesy. Seriously? A post in a square to chase Ravens and Jenners around? We need defendable bases with high walls that mechs can shoot through murder holes. Also have mech activated pressure plates for opening gates. Additionally have the walls two stories tall so ramps can lead to battlements where Catapults and Jagermechs can serve as support. That is a base. That is a defendable base. Little bit more realism than merrygoround capture the flag goofiness we have now. I run light mechs and would prefer this as it just feels silly when people are chasing me in circles in their base. In the future it would also be interesting to see if PGI can add automated guns which come under he control of the team with the mech standing next to it and capturing it. Thus the longer an enemy is in your base then the harder it will be to take it back.

#55 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 27 February 2013 - 06:55 AM

I prefer that everyone sit at base thinking the other team is coming. Like a staring contest, see who breaks it first.

#56 RG Notch

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,987 posts
  • LocationNYC

Posted 27 February 2013 - 07:03 AM

Wow, this thread again. People have been posting this same stuff since I entered closed beta. Not a thing has changed, nor is likely to change any time soon, but feel free to beat that poor dead horse more. ;)

#57 Gevurah

    Member

  • PipPipPipPipPipPipPip
  • The Flame
  • The Flame
  • 500 posts

Posted 27 February 2013 - 07:04 AM

Simpler, more "I don't need the devs to do my work for me" solution - defend your objectives or be within distance to RTB and kill the offending capper

#58 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 February 2013 - 07:12 AM

View PostAethon, on 27 February 2013 - 12:43 AM, said:


I like it when people try to defend their base when I am in my Jenner. I run across their base, and 2-3 of them leave the front lines to deal with me...at which point the rest of them get slaughtered since they are outnumbered in a big fight. I cannot agree that it helps them to defend their base...but it tends to work well for my team when they try.

Alternatively, some teams just leave a couple people at their base, while the rest of them are outnumbered on the front lines; this effectively does my job for me, lol.

Defending your base does not necessarily mean returning to base. The team should never have allowed you to get there unseen and unmolested anyway.

#59 Doc Holliday

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 377 posts
  • Locationplaying some other game that's NOT PAY TO WIN

Posted 27 February 2013 - 07:21 AM

The reason ninja base capping sucks is because the rewards are pitiful. I almost hate it more when my own team does it than when the other team does.

Solution:

1. Add TDM mode
2. Make capping more profitable in Assault mode

#60 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 27 February 2013 - 07:25 AM

View PostHastega, on 26 February 2013 - 11:11 PM, said:

Lock base caps for 5 minutes. Was that so hard?

;)

Easier solution. When Betty says, "They're takin' yer stuff." Come back and fight me. No programming needed for that fix. You are the reason quick capping happens to you. You do not guard your base, you do not defend your base, you do not liberate your base when being capped. You fail to make the fight you want. PGI doesn't need to do a thing to fix the issue, cause there isn't one.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users