

A Fix For Assault Capping
#61
Posted 13 March 2013 - 09:29 AM
#62
Posted 13 March 2013 - 09:42 AM
Tabrias07, on 13 March 2013 - 09:14 AM, said:
In which you speak for your opinion only because I love the heck out of capping a person's base. If you want to stop me, get some fast mechs on your team, or leave a goalie on the base or defend it. But just because you don't like it doesn't mean everyone doesn't like it.
#63
Posted 13 March 2013 - 09:56 AM
This isn't rock em sock em robots where we have to willing waltz up to your Fatlas team and die.
If you get caught out, you had it comin.
#64
Posted 13 March 2013 - 10:10 AM
#65
Posted 13 March 2013 - 10:24 AM
Buzzkillin, on 13 March 2013 - 10:10 AM, said:
I'll ask the same thing I asked another poster in this thread. Since you are willing to restrict one victory condition, are you willing to accept the same type of restriction on the other victory condition?
To use your example, what if your couldn't destroy a 'Mech, until a base was 1/3rd of the way captured? that would prevent giant blobs of Fatlases with no tactics...
(Ok, that one doesn't make a whole lot of sense, but you get the idea)..
#66
Posted 13 March 2013 - 10:27 AM
Mal, on 13 March 2013 - 10:24 AM, said:
I'll ask the same thing I asked another poster in this thread. Since you are willing to restrict one victory condition, are you willing to accept the same type of restriction on the other victory condition?
To use your example, what if your couldn't destroy a 'Mech, until a base was 1/3rd of the way captured? that would prevent giant blobs of Fatlases with no tactics...
(Ok, that one doesn't make a whole lot of sense, but you get the idea)..
Yeah, not a great example but a good point. I bet people would defend their bases then though...
#67
Posted 13 March 2013 - 10:27 AM
Buzzkillin, on 13 March 2013 - 10:10 AM, said:
One of the advantages of being able to cap at any time is for one light mech to change the course of the game by stepping on an unguarded base and forcing the enemy team to choose, either to split up and respond to base and meet up the enemy, respond to base in force, or try to decimate the enemy as fast as possible then respond to be base in time.
The problem comes when, as a light, you step on a base and the enemy just ignores you. You reap what you sow. You pretty much have to respond, possibly tipping the balance in my teams favor. Just tactics. The best way to prevent rush, is don't venture out too far from your base till you find the enemy. Simple as that.
#68
Posted 13 March 2013 - 10:32 AM
But I see. I have to live with disappointments...
#69
Posted 13 March 2013 - 10:43 AM
Mira Widowmaker, on 13 March 2013 - 10:32 AM, said:
But I see. I have to live with disappointments...
The reason they took the reward out was because teams were just going for cap and avoiding fighting completely. Where you see that now, it is more of a "fluke" that turns into a base rush game. I would like to see higher rewards for it and maybe increase the difficulty in capping (not by raising the time it takes to cap) but by maybe adding a reset counter (not full but incremental) and maybe an actual base type defense or two.
#70
Posted 13 March 2013 - 10:52 AM
#71
Posted 13 March 2013 - 11:07 AM
Taemien, on 13 March 2013 - 10:52 AM, said:
I like the idea of somehow rewarding defending your base. However, that could lead to two teams just waiting at their base (like when 8 mans were first implemented and no one ever attacked till like the last 3 minutes of game play). But, I can still see how it could encourage some one from stopping a cap if they get some xp incentive (which is sad to need that).
I still don't see how a faster cap would encourage defense. With as slow as it is now they still wouldn't come back and defend their base. I've sat there as the only mech and wondered "really, you aren't going to stop this slow *** counter from stoping." I guess if they just get tired of being speed capped they would try and defend their base, or they will do what I have seen some people do and just disconnect.
#72
Posted 13 March 2013 - 01:48 PM

#73
Posted 13 March 2013 - 02:03 PM
If you want to ask for something, your request should be that it takes longer to capture the base. A change like that will IMO hurt clan play but make PUG games less likely to be won by ninja-cap.
Oh, and as a novice, I run to the enemy base if I'm not sure what else to do to help my team, because I assume it will force some enemy players to turn their backs to my buddies and come kill me, possibly giving my team the opportunity to destroy some enemies as they rush to prevent my capture.
Edited by jeffsw6, 13 March 2013 - 02:04 PM.
#74
Posted 13 March 2013 - 04:58 PM
Baltasar, on 13 March 2013 - 11:07 AM, said:
I like the idea of somehow rewarding defending your base. However, that could lead to two teams just waiting at their base (like when 8 mans were first implemented and no one ever attacked till like the last 3 minutes of game play). But, I can still see how it could encourage some one from stopping a cap if they get some xp incentive (which is sad to need that).
I still don't see how a faster cap would encourage defense. With as slow as it is now they still wouldn't come back and defend their base. I've sat there as the only mech and wondered "really, you aren't going to stop this slow *** counter from stoping." I guess if they just get tired of being speed capped they would try and defend their base, or they will do what I have seen some people do and just disconnect.
The time limit would keep them from base camping. I mean deep down players still would like to win.
Timid teams that just send a scout out to try and cap the base from behind the enemy is taking a risk. If that scout gets killed they are now 7v8. In addition sitting in a base waiting for the other team is dangerous, you give the enemy the initiative which means they get to choose when and where to strike. This is sort of why you don't see entire teams defending now to take on the fast cappers.
Another thing I would do is award salvage bonuses. Say the enemy has 7 mechs up when you cap their base (they base rushed and you caught them with their pants down) you get their values in salvage at the end of the match.
#75
Posted 13 March 2013 - 05:06 PM
Taemien, on 13 March 2013 - 04:58 PM, said:
As much as I'd like that, it would not really make sense as they are going home with their mechs. I still think a cap win should be worth much more as our contractor would really appreciate us taking care of the matter fast and efficiently. So some bonus CBill and a bunch of exp for playing smart.
#76
Posted 13 March 2013 - 05:24 PM
If you kill 7 of 8 enemy mechs and the last enemy mech completes the base takeover...you lose.
Same goes for Conquest. Too many times I see people simply going for the kill while the enemy lights take 4 out of 5 nodes and win the game because they reached the objective of the game first. Even telling people to go cap nodes is a waste of time because they feel it'll take 5 mechs to destroy a torn up assault mech.
None of these maps are "meet in the middle and kill each other" maps.
#77
Posted 13 March 2013 - 05:28 PM
And, oh yes, DEFEND YOUR BASE.

Sheraf, on 13 March 2013 - 06:13 AM, said:

Then I'll just jump into it then in my itsy bitsy spider.

Edited by Mystere, 13 March 2013 - 05:43 PM.
#79
Posted 13 March 2013 - 05:38 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users