Joseph Mallan, on 27 February 2013 - 07:25 AM, said:
Easier solution. When Betty says, "They're takin' yer stuff." Come back and fight me.
If you read the thread, you'll understand why that's not possible. Having the enemy team encroach on the base undetected means they're now closer to your base than you are. The slow moving Assault players will never make it back before its captured and the rest of the team can't handle the 8 v 5 that is about to ensue. Had scouts located the enemy team in the first place, it wouldn't have happened, but claiming returning for a fight is the answer shows you don't know how fast a base turns over when eight mechs are on it.
Thontor, 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.
That's what happens most games already. Then there's the occassional game where both teams fail to find each other and that's the case being described here. Due to ECM, long range missiles are useless and staying with your team is necessary for survival, so players have taken to closing the gap with close quarters combat. Sniper matches only occur at the highest ELO, for the most part you take what your team has available and that includes a lack of light mech scouts or multiple brawler atlas D-DCs that want to get up close and personal.
Shadowsword8, on 27 February 2013 - 07:58 AM, said:
*game start*
*Team A go left*
*Team B also go left (their left)*
*Team A and Team B reach the enemy base after 3 2 minutes*
- Team A member : "Hey guys, we haven't found the enemy, they must be near our base"
- Team A leader: "We have three minutes left before bases become vulnerable, plenty of time to turn around and get get them!"
- Team turns around and engages enemy near their base, a battle ensues.
*After 5 minutes, the bases become vulnerables, and Team A has their mechs defending their bases while Team B has no one, Team A wins by a landslide*
Fixed that for you.
ChrisOrange, on 27 February 2013 - 09:35 AM, said:
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.
Only issue with hovering near the base is that the hot spots tend to be near the center of the map far from the base and with all the brawler builds that queue up, they prefer being right in the center of the action. So you either let them go it alone and lose through lack of teamwork, or you support their weapon loadout choice and risk missing the enemy entirely. As stated at least a dozen times in this thread, this a very rare event that doesn't happen often, but the fact that it happens at all isn't healthy.
Elwood Blues, on 27 February 2013 - 09:37 AM, said:
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.
Yes quite, we must not complain that matchmaker in all its wisdom felt that 6 lights 3 ecms and 3 assaults on the enemy team was balanced with our 0 lights 0 ecms and 1 assault. It's not like teams of different makeups should have a sporting chance in these events or anything. We should sacrifice more C-bills to the RNG gods in the hope for more capture modules.
Prosperity Park, on 27 February 2013 - 10:53 AM, said:
Why do so many people complain about ninja caps when the first thing they do is leave their base without reconnoitering anything except the very path they are on? What really gets me are the people who rush toward the enemy base without putting an ounce of effort into scouting the map, and then complain that the match was a boring cap-race.
It's quite the opposite actually. Either no scouts exist on the team and having a slow moving mech attempt a recon versus speedy lights would be suicide, or there are scouts on the team and due to ECM they failed miserably in spotting the enemy as it was just as that second moving behind cover or some other case. There are plenty of rocks and hills to hide behind for even a brief second that allows a light scout mech to sweep the area and find no one there.
As pointed out earlier in the thread, this is a rare occassion, it happens maybe once in 20+ matches. But it still happens, it's a derp moment for both teams involved, and it results in matches ending without a single person taking damage. This is not a complaint against ninja caps, it's a complaint against the lack of fighting that effectively makes the match a waste of time. You cannot fault the enemy team for capping because if you haven't located the enemy, they are most likely already at your base and capping is the most logical route to pursue. Even when lights do spot the enemy, if the enemy has managed to infiltrate closer to your base than you are, they can sit on point and defend your base while capturing, forcing your team to play more recklessly to prevent the capture.
There's really no incentive to preventing this when base hugging merely allows your enemy to take control of the map freely while base rushing allows them to backcap unopposed. At least base rushing you have a better chance of encountering them on the way, as is what happens 19 out of 20 games.
Vasces Diablo, on 27 February 2013 - 09:29 AM, said:
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".
Ding ding ding, we have a winner.
Gevurah, on 27 February 2013 - 07:04 AM, said:
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
Thank you for failing to read the thread but posting your opinion on it anyway. In the case described, the offending capper is the entire enemy team.