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A Fix For Assault Capping


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#21 Ozric

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Posted 13 March 2013 - 07:44 AM

The answer to capping is obvious. Turrets!


Edit: All in good time of course. :rolleyes:

Edited by Ozric, 13 March 2013 - 07:46 AM.


#22 Jacmac

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Posted 13 March 2013 - 07:59 AM

View PostScraper, on 13 March 2013 - 06:09 AM, said:

While I do think that capping adds a last ditch effort for the last man standing in Assault, it's more often used as an easy win. I agree with points to both sides of the argument, but it's hard to fix for PUGs AND Premade at the same time. What I propose is that you cannot win by cap on Assault, however the longer you stand on the enemy base, the less points the enemy team will get for winning, down to 0 C-Bills/XP on the win (with the exception of points for combat related actions of course). While some may grump that the 8th man on the losing team can no longer win the match, I argue that the losing team still gets a feeling of accomplishment for denying the enemy full rewards. Can this system be griefed? Possibly. However, the ultimate result should lead to less sneak around the back and cap tactics.


Why do players propose fixes instead of suggesting that PGI scrap Assault altogether? You're asking them to patch a crappy play mode that was intended as a place-holder. For something like an assault/base capture style of match, there should be one base and one side should have to defend it, while the other side has to take it to win. The base shouldn't be in the same place every match. Griefing accusations (if it can really be called griefing to win) would be non-existent.

#23 Tabrias07

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Posted 13 March 2013 - 08:04 AM

Capping sucks, ravens can end a match on river city in 90 seconds.

Either give us TDM or make the cap timer reset when a friendly contests it / all enemies leave cap.

#24 Javok

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Posted 13 March 2013 - 08:22 AM

Mode is ridiculous with so few mechs, delete 1 base, put a single cap mid map...

Fight!

#25 Shismar

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Posted 13 March 2013 - 08:27 AM

I'd rather see a higher reward for capping to make it more attractive. Defending the base should be a strategic necessity, not something you do in the rare case the enemy decides to cap. And then fail.

Regrettably PGI has no intention to change anything with the assault mode one way or another. Maybe whenever they manage to get a Team Death Match mode implemented for which assault is the sad stand-in.

#26 Hann Solo

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Posted 13 March 2013 - 08:29 AM

They've already addressed this. Coming in the next patch you will have the ability to defend your base. Mindblowing I know.

#27 Tabrias07

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Posted 13 March 2013 - 08:31 AM

View PostHann Solo, on 13 March 2013 - 08:29 AM, said:

They've already addressed this. Coming in the next patch you will have the ability to defend your base. Mindblowing I know.

huh?

#28 Javok

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Posted 13 March 2013 - 08:34 AM

The 2 base setup is idiotic, just put 1 cap in the middle so we can have a proper deathmatch.

Once battles allow for more mechs then we can think of different modes.

And make an option so the game remembers your mode choice, I am bored of having to manually exclude that moronic "conquest" mode each time I login, specially since the damn game crashes so often.

Edited by Javok, 13 March 2013 - 08:34 AM.


#29 Hamm3r

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Posted 13 March 2013 - 08:34 AM

View PostTabrias07, on 13 March 2013 - 08:31 AM, said:

huh?

Hes trolling


View PostJavok, on 13 March 2013 - 08:34 AM, said:

The 2 base setup is idiotic, just put 1 cap in the middle so we can have a proper deathmatch.

Once battles allow for more mechs then we can think of different modes.

And make an option so the game remembers your mode choice, I am bored of having to manually exclude that moronic "conquest" mode each time I login, specially since the damn game crashes so often.

I could go for some King of the Hill style game play!

Edited by Hamm3r, 13 March 2013 - 08:35 AM.


#30 Mal

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Posted 13 March 2013 - 08:39 AM

View PostShismar, on 13 March 2013 - 08:27 AM, said:

I'd rather see a higher reward for capping to make it more attractive. Defending the base should be a strategic necessity, not something you do in the rare case the enemy decides to cap. And then fail.



^ This. Since the big 'complaint' from people who don't like capping, is they got fewer C-Bills... increase the C-Bill reward for the team that caps.

Another way to encourage defending your base (versus whining when it gets captured), might be for PGI to implement a 'base defender' XP/C-Bill boost, like they just did when you save a critically damage teammate by killing the guy killing him...


But, I stand by my first post in the thread.. it's not broke, it doesn't need fixing... you just need to defend it if you don't want it capped.

#31 Congzilla

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Posted 13 March 2013 - 08:41 AM

Capturing the base is actually the primary objective. Defend your base.

#32 Tabrias07

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Posted 13 March 2013 - 08:41 AM

View PostHamm3r, on 13 March 2013 - 08:34 AM, said:

Hes trolling

Wasn't sure if that, or if they were actually adding some sort of base defences like they said they would.

#33 Vasces Diablo

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Posted 13 March 2013 - 08:42 AM

I wasn't aware it needed fixing.

But if you insist: Scout. Find your enemy. Don't just wander as a pack to the map hot spots and then sit and wonder where the enemy is. Don't advance so fast that you leave clear lanes to you base by a flanking unit. Use lights and fast mediums to skirmish or (gasp!) cap for your side and pull enemy units away from the front line.

There are lots of mechanics in this game that encourage heavy mech group brawling (small maps, ECM is more valuable as a group umbrella than for scouting, ECM encourages brawling direct fire weapons, general lack of useful sensors). Basically, if the two mobs don't run into each other, it's a base race. Hopefully, with some tweaks to the game mechanics and the inclusion of an additional lance, ninja capping will lessen.

#34 Baltasar

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Posted 13 March 2013 - 08:42 AM

Since most of the problem comes from River City here is a simple tactic. At the beginning of the match try saying.

"Hey lets stay near the base till we see which way they are going so we don't get ninja capped"

Send a mech out to check (doesn't have to go far seeing as how the map is so small

Awesome scouty mech guy: "They are Upper city" (and since he is super awesome) "1l 2m 3h 2a"

So, now you can either decide to go to upper city (which if you starting at the lower base is generally not a good idea). Or just wait near your base and wait for them to approach you.

Works more often than not.

#35 Funkadelic Mayhem

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Posted 13 March 2013 - 08:44 AM

They should to take the bases out of assault or make the base not capable in the first 5 minutes. Conquest has plenty of bases to cap. Having them in assault and conquest just makes both modes feel like the same mode.

#36 Javok

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Posted 13 March 2013 - 08:45 AM

View PostMal, on 13 March 2013 - 08:39 AM, said:



^ This. Since the big 'complaint' from people who don't like capping, is they got fewer C-Bills... increase the C-Bill reward for the team that caps.

Another way to encourage defending your base (versus whining when it gets captured), might be for PGI to implement a 'base defender' XP/C-Bill boost, like they just did when you save a critically damage teammate by killing the guy killing him...


But, I stand by my first post in the thread.. it's not broke, it doesn't need fixing... you just need to defend it if you don't want it capped.


I dont care about capping, I want a mech fight, anything that prevents that such as capping needs to dissappear from the game fast...

#37 Mal

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Posted 13 March 2013 - 08:47 AM

View PostJavok, on 13 March 2013 - 08:45 AM, said:


I dont care about capping, I want a mech fight, anything that prevents that such as capping needs to dissappear from the game fast...



Then perhaps you should suggest to PGI other game modes you'd like to see implemented. TDM isn't in the game, assault is (along with conquest).. both have listed as their primary objective 'capture the base (or, capture resources in conquest)'.

#38 Timuroslav

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Posted 13 March 2013 - 08:48 AM

This is re post of the Topic Yesterday about Capping on assault so I'm gonna copy and paste what I argued yesterday.

(The Shogun 2 Argument):
Capping points to win the battle needs to exists otherwise you have 2 stubborn opponents who don't want to lose an upfront battle camping, making battles infinitely long. <- not the way to go.

There are More options than Rush or Brawl, it's called communicating with your team, and Or Baiting or Distracting <- which also happened a lot in Shogun 2

If you take out Capping in Assault->Light Mechs become more useless (still not completely useless but more so)

Edited by Timuroslav, 13 March 2013 - 08:51 AM.


#39 Javok

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Posted 13 March 2013 - 08:50 AM

View PostMal, on 13 March 2013 - 08:47 AM, said:



Then perhaps you should suggest to PGI other game modes you'd like to see implemented. TDM isn't in the game, assault is (along with conquest).. both have listed as their primary objective 'capture the base (or, capture resources in conquest)'.


Yes, both have caps, which is why that needs to go from Assault in order to become the true TDM it was originally supposed to be, if you want caps you can have loads of capping fun in Conquest, I hear is a very beloved mode with lots of people playing it...

#40 Znail

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Posted 13 March 2013 - 08:52 AM

I don't see the problem. Apart from Alpine Peeks so is it quite easy to react to an enemy trying to capture the base and prevent it. It's only a problem if you intentionally ignore that win condition and only like to play slow moving assault mechs.





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