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The Solution To Zero Fighting And Ninja Base Capping


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#121 Mystere

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Posted 28 February 2013 - 07:20 AM

This guy gets it.

View PostRocdocta, on 27 February 2013 - 09:33 PM, said:

having base cap means we light pilots have a role ie looking for the enemy. MWO calls itself a thinking gamers FPS. if you want solo play where each player just shoots and scoots then try a different game. As it is the mode is very smart and forces each group to act tactically.

1. dont want to be base capped? send out a couple o fast scouts for the obvious assault routes. defending your base does not mean everyone literally stands on the base marker and waits. The little guys find the enemy and then the big boys may move up. The scouts can then flee back to their base area in case an enemy scout pops up. Or they can move on to cap the enemy base. i dont have voice but do a quick type and let everyone know where the enemy main force is after getting to cover. These are tactics. if you have 8 heavy/*** mechs dematerialise out of no where near your cap then your own scouts have failed you.

2. imagine a game without capping. tactics would be 2 large blobs converging on each other till one wins or the scouts flee and hide. That would get old fast.

idea 1. means every mech has an important place and is not inferior to the other. Idea 2. means everyone would be in *** mechs and frying any scout that gets near.

The very simple key that works in real life is
1. information is everything and dont commit your big guns until you know what the enemy is doing. Has worked since the yaer 0. Will still work in 3050.

whenever i read posts like these i think...uuurgh another assailt pilot is annoyed cos he slowly stomped his way into doing nothing all game and wasnt supported by his mates.


View PostTerror Teddy, on 27 February 2013 - 10:29 PM, said:


Yea, 20% stay and defend and get ROFLSTOMPED by the congaline of enemies as (usually) BOTH lances tend to beeline for the enemy base.

The mechanic needs changing.


That's because you're doing it wrong. See above.

Edited by Mystere, 28 February 2013 - 07:20 AM.


#122 Joseph Mallan

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Posted 28 February 2013 - 07:22 AM

View PostTerror Teddy, on 27 February 2013 - 10:29 PM, said:


Yea, 20% stay and defend and get ROFLSTOMPED by the congaline of enemies as (usually) BOTH lances tend to beeline for the enemy base.

The mechanic needs changing.

Disagree teddy. Set up and wait about 400m away from your base while your scouts try to find the enemy. Then move to engage either the enemy trying to cap or the enemy your scout has taken time to find. Then let the scout watch the base while you attack. All that needs changed is the players tactics.

Edited by Joseph Mallan, 28 February 2013 - 08:25 AM.


#123 Terror Teddy

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Posted 28 February 2013 - 07:24 AM

View PostJoseph Mallan, on 28 February 2013 - 07:22 AM, said:

Disagree teddy. Set up and wait about 400m away from your base while your scouts try to find the enemy. Then more to engage either the enemy trying to cap or the enemy your scout has taken time to find. Then let the scout watch the base while you attack. All that needs changed is the players tactics.


Yes, but I'm talking about how the majority plays and not those who thinks ahead.

#124 Tarman

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Posted 28 February 2013 - 07:42 AM

View PostTerror Teddy, on 28 February 2013 - 07:24 AM, said:


Yes, but I'm talking about how the majority plays and not those who thinks ahead.



So you want to change the actual game, instead of teaching more people how to play.

#125 Alvor

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Posted 28 February 2013 - 08:16 AM

View PostMoenrg, on 27 February 2013 - 03:17 PM, said:


You should read the page you posted more carefully: "Although typically meant in a permanent sense,"

This is the reason for the strong stigma. Dispossessed means the mech is gone forever. You might get it back, or another one, but that was very rare. Thus since we can easily afford many copies of the same mech, to add the negative stigma of losing your mech, you have to make losing it hurt. Whether it's having to spend 100 mil cbills to get a new one, or forcing the loser to not be able to log into the game for a while (like a month or so). Then you get a situation where people will dread losing a mech.

Given this ridiculous scenario, do you think making losing a mech hurt will make people more likely to fight and risk their mechs?



Conquest is not = Base Cap x5, most conquest games end with one side or another getting wiped out. Usually Conquest means fighting all over the map, and thus the tried and true strageties in 'assault' are out the window. Games last longer on average, and you wind up fighting in areas of the map you've never seen.

Nonetheless, making losses hurt the player isn't going to lead to players willing to risk more.



Thanks for making my point from my original post stating how i want people use better tactics and not just suicidal rush over the hill alpha dump n die.

I can see how one can infer & assume from my referenced canon material that there was some kind of long term penalty.
:
:
Perhaps your experience with conquest is different than mine as most games I play conquest wise is capped out.

FYI Missions use tactics not strategy. Tactics are for in combat units. Strategy is for large scale overall goals for military command.

As for the "tried & true" tactics in assault I have not really observed any consistent tactics if any.

In current assaults I do see mostly zerg to hill/boat/caldera/cave/base engage enemy by peak a boo or rush alpha dump.

#126 Joseph Mallan

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Posted 28 February 2013 - 08:24 AM

View PostTerror Teddy, on 28 February 2013 - 07:24 AM, said:


Yes, but I'm talking about how the majority plays and not those who thinks ahead.

So you want a hard mechanics fix for players playing badly? I want my enemy to make as many mistakes as possible. you don't change the rules of a game because someone can't/won't play the game.

And seriously, if my Atlas can get to a base undetected, some scouts are not doing their job well. ;)

#127 Bilbo

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Posted 28 February 2013 - 08:28 AM

View PostJoseph Mallan, on 28 February 2013 - 08:24 AM, said:

So you want a hard mechanics fix for players playing badly? I want my enemy to make as many mistakes as possible. you don't change the rules of a game because someone can't/won't play the game.

And seriously, if my Atlas can get to a base undetected, some scouts are not doing their job well. :o

:P Atlas Ninja Cap B) is a glorious thing. ;)

#128 Anony Mouse

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Posted 02 March 2013 - 11:45 PM

I've noticed recently a lot of games with NO lights, or scouts at all. Several games in the last week where the fastest unit on my team was a CN9. I agree whole heartedly that scouts should be scouting, but how about when there aren't any scouts, or worse when the matchmaker pairs that CN9 against a Cicada?


View PostHastega, on 27 February 2013 - 01:19 AM, said:

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.


With non-fixed base/spawn locations. You wouldn't have a fixed point on the map to gravitate towards, nor an automatic capping solution to fall back on should two ships pass in the night, as it were. You're team is going to be forced to LOOK FOR the enemy AND the enemy base. You'll have to actually look around because the enemy could be starting from anywhere, and even if all you want to do is cap the best way to find the base, is to find the enemy eminating from it. That would atleast be a game type in and of itself, as opposed to TDM with a borked base cap function.

Edited by Anony Mouse, 02 March 2013 - 11:58 PM.


#129 Sephlock

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Posted 03 March 2013 - 12:02 AM

" Many Dispossessed join conventional military branches (especially infantry or armor units), hoping that one day they can acquire a BattleMech through salvage."

What? They let the rank-and-file grunt infantry or tank jocks just KEEP disabled enemy battlemechs?

#130 idle crow

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Posted 03 March 2013 - 12:07 AM

Better solution. Put in team death match.

#131 SuomiWarder

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Posted 03 March 2013 - 12:30 AM

Ohh, I know. However makes themselves commander of the team can play a mini-game on their HUD when the base is under attack. If they win, they can detonate that big coffee maker thing in the middle of the base destroying all enemies. :D

#132 Utilyan

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Posted 03 March 2013 - 12:40 AM

SOLUTION:

Posted Image

He wasn't planning going anywhere anyways........

#133 Foogsert

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Posted 03 March 2013 - 01:20 AM

All I want is the WoT system, where damage resets the cap of the person being hit. This would allow a small number of first responders to hold off a cap to wait for reinforcements much easier without completely suiciding themselves into point blank fire of standing on the cap.

It's a pretty rare issue in general except when I get Alpine and one team gets 5 lights and the other gets zero. AFKAtBaseForTenMinutes is not a terribly fun game.

Edited by Foogsert, 03 March 2013 - 01:20 AM.






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