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Base Capping Idea


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#1 Zydroks

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Posted 20 March 2013 - 01:17 PM

Make base capping speed slower, the more mechs are still alive on the opposing team.

IE if all 8 members of the red team are alive it should take the blue team forever to cap their base.

Just an idea.

Base swapping is lame.

#2 Bilbo

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Posted 20 March 2013 - 01:21 PM

If two teams pass each other in the night and neither of them bothered to scout the other's position, who's fault is it?

#3 Adrienne Vorton

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Posted 20 March 2013 - 06:49 PM

if we MUST keep the basecap (which seems to be true, since PGI doesn´t show any ambition on adding anything else) just copy/paste the WoT mechanics, including capping speed...

#4 Vermaxx

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Posted 20 March 2013 - 06:55 PM

A friend and I decided to waste our ECM and scout cave on Forest Colony recently. We started water side.

Well, almost the ENTIRE ENEMY TEAM decided to scout cave. We made it past them, barely, and fled like little girls in birdmechs.

Having nothing else to contribute, we ran to their base in the hopes someone would come at us slowly and ineffectively.

We proceeded to cap win, two mechs with no accelerator, while a sizeable portion of the enemy team slugged it out in or near cave not 1000m away. They cussed us out for doing so.

Look, I don't plan on cap wins anymore since the pay is almost entirely connected to kills and damage, but they're still a viable distraction. Either way, a win is a win. I want to win more than I need to get paid. If you see the base capping and no one goes back, you made a conscious choice to ignore that potential loss. Calling it bs, or asking for a longer timer, or any of the other things I've seen, are not valid responses. You choose to ignore your objective, and you might lose due to that.

The timer length is fine. As the second poster said, two armies passing in the night with no scouting is both their faults.





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