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The Solution To Zero Fighting And Ninja Base Capping


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#61 Penance

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Posted 27 February 2013 - 07:29 AM

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

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

;)



remove bases?

#62 Roland

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Posted 27 February 2013 - 07:34 AM

I've taken to just playing conquest.

While the games sometimes end due to points, they generally ALWAYS involve some major combat.

So, ironically, if you don't like capping, play the game mode with the most cap points.

#63 Wriath

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Posted 27 February 2013 - 07:38 AM

View PostThontor, on 27 February 2013 - 07:25 AM, said:

Here's a wild idea... How about you and your team go and find the enemy instead of heading straight for their base.

Yeah this guy's pretty much got it, sit tight in your base until you know where the enemy is. Work as a team to get an idea of what's happening on the map, etc. etc. People losing to base caps are just being impatient and leaving their base immediately when they have 15 damned minutes.

#64 Shadowsword8

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Posted 27 February 2013 - 07:58 AM

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

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

;)


*game start*
*Team A go left*
*Team B also go left (their left)*
*Team A and Team B reach the enemy base after 3 minute*
- Team A member : "Hey guys, we haven't found the enemy, they must be near our base"
- Team A leader: "We don't have time to go back, stay capping this base!"
*After 5 minutes, the bases become vulnerables, and each has 8 mechs sitting around it *


As already pointed out by other players, there is already a solution, and it's one that actually work: it's called scouting, and defending.

Edited by Shadowsword8, 27 February 2013 - 08:00 AM.


#65 Rakashan

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Posted 27 February 2013 - 08:04 AM

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

Lock base caps for 5 minutes. Was that so hard?
Learn to defend your base when you drop!
;)

Fixed that for you.

#66 Elandyll

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Posted 27 February 2013 - 08:08 AM

View PostDegeneratePervert, on 26 February 2013 - 11:30 PM, said:

better idea would be to implement a TDM mode. Or allow friendly mechs to "regen" the base by standing on it if no enemies are on it.

This.

That way, people who just want to fight Robots can, people who want the added tactical element of base capping can, and people who want to run after Lights in Conquest can too.

#67 TDR3D

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Posted 27 February 2013 - 08:22 AM

View PostElandyll, on 27 February 2013 - 08:08 AM, said:

This.

That way, people who just want to troll and hide/run for the entire match duration can,


Corrected.

#68 Aethon

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Posted 27 February 2013 - 09:17 AM

View PostBilbo, on 27 February 2013 - 07:12 AM, said:

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


Oh, I agree. I just find it to be the most fun thing to do in the Jenner. I never drove one, even back when it was the only light available, until now...and I am having a blast, even when I get my butt kicked up between my ears. :P

#69 Vasces Diablo

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Posted 27 February 2013 - 09:29 AM

The issue is that up until Alpine, there was no reason to scout.

Shoebox sized maps encourage people to just stay in a large group and the advent of ECM on encouraged a move further to shorter range direct fire weapons, as opposed to spotter/indirect fire. Lights with ECM are more valuable as cloaking device for the group than as a scout.

Result: large groups move to the "hot spots" on the maps (ie the ridge or the tunnel in frozen city) and hope the other team chose the same hot spot. If not, then it's a base race.

So the issue isn't the capping mechanic, it's that there is zero incentive use "roll warfare".

#70 Bilbo

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Posted 27 February 2013 - 09:32 AM

View PostVasces Diablo, on 27 February 2013 - 09:29 AM, said:

The issue is that up until Alpine, there was no reason to scout........


We wouldn't be having this conversation if that were the case. The issue is, and has been, that teams choose not to scout then b***h about the other team taking advantage of that fact.

#71 ChrisOrange

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Posted 27 February 2013 - 09:35 AM

I like the idea of the lockout timer. To those saying defend...staying on your base the whole round is NOT helping your team. If you defend then only hover KIND of close to your base but don't just sit on it. You actually have a lot of time to get back.

Edited by ChrisOrange, 27 February 2013 - 09:40 AM.


#72 Elwood Blues

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Posted 27 February 2013 - 09:37 AM

I think it's fine the way it is. If you get capped by a fast team because you only have one mech with a speed over 60kph, you deserve to lose. Don't bother complaining that the other team didn't want to play AssaultWarrior with you.

Edited by Elwood Blues, 27 February 2013 - 09:38 AM.


#73 Elandyll

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Posted 27 February 2013 - 09:40 AM

View PostTDR3D, on 27 February 2013 - 08:22 AM, said:

Corrected.

Given that

- there is a timer
- this is no different than being trolled in conquest by a light
- and that if you don't want to risk that, you can always play Assault anyway...

Your "correction" is defacto irrelevant.

Thanks for trying though :P

#74 Rakashan

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Posted 27 February 2013 - 09:46 AM

View PostRathverge, on 27 February 2013 - 01:52 AM, said:


It doesnt set it to zero it sets it back a percentage based on a per hit basis (but yes it should be more like that)

Also what I was trying to get at is some of their (and other games) map layouts.

Idealy this... http://wiki.worldoft...e:Erlenberg.jpg

Actually, all the cap points belonging to the tank that was hit are lost. So hitting the only tank on cap resets it entirely and when two tanks are on cap hitting one resets that guys points. You have to switch targets and hit the other tank to reset the other portion.

#75 Utilyan

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Posted 27 February 2013 - 09:59 AM

DEFEND BASE!?.....how absurd and sillly.....And what if they shoot me hmm? what then? I got to shoot them back!? with this....laser weapon!? I have to dakka dakka them back?

What if they come with a big cannon like a ac/20 and shoot my mech's arm off huh? You never hear about the base's arm getting shot off.

Why doesn't base defend me instead!?

I do EVERYTHING FOR BASE........base never does anything for me!........HE DIDN'T EVEN CALL ME!!! :P ............waaaaahhh.......boooo hoooo hoooo hoooo!!

#76 PurpleNinja

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Posted 27 February 2013 - 10:01 AM

Other game modes maybe?
Current game modes are aimed at CW which currently does not exist.

:P :blink:

#77 Vasces Diablo

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Posted 27 February 2013 - 10:08 AM

View PostBilbo, on 27 February 2013 - 09:32 AM, said:

We wouldn't be having this conversation if that were the case. The issue is, and has been, that teams choose not to scout then b***h about the other team taking advantage of that fact.


This is my point exactly. Sorry if I wasn't clear.

#78 liku

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Posted 27 February 2013 - 10:21 AM

I remember a nice strategy, often well used in Alpine:
One light go and storm, he cap ennemy base leaving 10-15 % for the finish..and depending of how things goes.. we still get the fight, and still the safety ^^

#79 verybad

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Posted 27 February 2013 - 10:26 AM

Base based turrets, as well as near base radar that has universal detection radar points (ie detects ECM units (though at closer ranges) This way you need to kill the radar stations around the base or the opposing team has a huge advantage in defense.

Make it so a base cap takes more than just max XL lights running into it, but needs to heavy firepower as well in order to silence the AI defences.

Base capping is boring. it's a non satisfying method of winning. It's a win, but there's no "there" there. For the increased difficulty, make a base cap more valuable in XP and money, but please make it fun rather than expedient.

#80 WVAnonymous

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Posted 27 February 2013 - 10:28 AM

View PostRoland, on 27 February 2013 - 07:34 AM, said:

I've taken to just playing conquest.

While the games sometimes end due to points, they generally ALWAYS involve some major combat.

So, ironically, if you don't like capping, play the game mode with the most cap points.


+1
That is the joy of conquest mode. People are strung out, there's lots of places to go, lots of opportunity for exploitable errors on the part of teams and players.

Somebody's going to die every time.





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