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A Fix For Assault Capping


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#61 OneManWar

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Posted 13 March 2013 - 09:29 AM

Sngile cap in the middle is a horrible idea. You know what this does? It makes everyone take a big mech, and it makes the ENTIRE map aside from the middle practically useless.

#62 Tice Daurus

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Posted 13 March 2013 - 09:42 AM

View PostTabrias07, on 13 March 2013 - 09:14 AM, said:

Capping is ******** and not fun for either team.


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 Mavairo

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Posted 13 March 2013 - 09:56 AM

Look if you A didn't bring any speedy mechs, or B are not smart enough to defend your base you deserved to lose.

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 Buzzkillin

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Posted 13 March 2013 - 10:10 AM

How about the cap will be available when there are three or less players on a team, that way it would still be available for capping if someone tires to waste time or it is one light vs assaults while preventing cap rushes.

#65 Mal

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Posted 13 March 2013 - 10:24 AM

View PostBuzzkillin, on 13 March 2013 - 10:10 AM, said:

How about the cap will be available when there are three or less players on a team, that way it would still be available for capping if someone tires to waste time or it is one light vs assaults while preventing cap rushes.



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 Vasces Diablo

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Posted 13 March 2013 - 10:27 AM

View PostMal, 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 Baltasar

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Posted 13 March 2013 - 10:27 AM

View PostBuzzkillin, on 13 March 2013 - 10:10 AM, said:

How about the cap will be available when there are three or less players on a team, that way it would still be available for capping if someone tires to waste time or it is one light vs assaults while preventing cap rushes.


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 Mira Widowmaker

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Posted 13 March 2013 - 10:32 AM

I came in this thread, because I thought the "fix" would a suggestion about a increase in reward. Something which would finally force the players in assault to make a strategy which is not only about offense but which incorporates defense to make it less death-matchy... *sigh*

But I see. I have to live with disappointments...

#69 Baltasar

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Posted 13 March 2013 - 10:43 AM

View PostMira Widowmaker, on 13 March 2013 - 10:32 AM, said:

I came in this thread, because I thought the "fix" would a suggestion about a increase in reward. Something which would finally force the players in assault to make a strategy which is not only about offense but which incorporates defense to make it less death-matchy... *sigh*

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 Taemien

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Posted 13 March 2013 - 10:52 AM

Faster caps would encourage defense. That is the problem currently, there is no incentive to defend. Unfortunately you need a carrot in this game because you have D-bag exp/cbill farmers that call you griefing for going for a winning strat, only because it cuts into their grind. So with them in mind, increase cbill gains for defensive measures, that way they won't whine, as much. And increase the size of the parameter for the defender so they can move around the base while the attacker has to be sitting right on top of it.

#71 Baltasar

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Posted 13 March 2013 - 11:07 AM

View PostTaemien, on 13 March 2013 - 10:52 AM, said:

Faster caps would encourage defense. That is the problem currently, there is no incentive to defend. Unfortunately you need a carrot in this game because you have D-bag exp/cbill farmers that call you griefing for going for a winning strat, only because it cuts into their grind. So with them in mind, increase cbill gains for defensive measures, that way they won't whine, as much. And increase the size of the parameter for the defender so they can move around the base while the attacker has to be sitting right on top of it.


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 Hann Solo

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Posted 13 March 2013 - 01:48 PM

I love capping. I'm the guy that says "I'm touching your stuff." It forces the opponent team to stretch out as some of them have to pull back to stop cap. Gives a distinct advantage to my team. If you can't stop cap you either have terrible lights or you have too many assault/heavies. :) Just cause you don't like it doesn't mean others don't like it.

#73 jeffsw6

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Posted 13 March 2013 - 02:03 PM

I'm new to this game but I don't understand why people are unhappy with captures. In clan play with working VOIP etc. you would have a plan to defend your base if necessary. In PUG play you will sometimes lose this way but you will lose many PUG games for dumb reasons, for example, having novice players like me on your team!

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 Taemien

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Posted 13 March 2013 - 04:58 PM

View PostBaltasar, 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 Shismar

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Posted 13 March 2013 - 05:06 PM

View PostTaemien, on 13 March 2013 - 04:58 PM, said:

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.

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 Grayseven

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Posted 13 March 2013 - 05:24 PM

I see this all the time. The objective of Assault is to take the enemy base or destroy all enemy mechs. If you do either, you win. Since everyone going in to a match knows that to lose their base is to lose the game, defending your base is just as important as attacking the enemy.

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 Mystere

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Posted 13 March 2013 - 05:28 PM

Go ask PGI for the brainless TDM mode and leave Assault alone.

And, oh yes, DEFEND YOUR BASE. :P

View PostSheraf, on 13 March 2013 - 06:13 AM, said:

Make the laser barrier around the base actually hurt the mech walking into it :D


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

Edited by Mystere, 13 March 2013 - 05:43 PM.


#78 Mystere

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Posted 13 March 2013 - 05:31 PM

View PostSheraf, on 13 March 2013 - 06:21 AM, said:


While it is not the best way to win, that giant blob if focus fire on anything it see will make your C-bill income flow very well :P


Those blobs will look really tempting when artillery and air strikes arrive. :D

#79 Xenois Shalashaska

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Posted 13 March 2013 - 05:38 PM

simple fix. Base cap gives you XP if capped but doesn't stop the battle. This is the easy fix but no one reads this any way cause your all need a paddling. Thats a paddling

#80 Mystere

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Posted 13 March 2013 - 05:38 PM

View Postmekabuser, on 13 March 2013 - 08:58 AM, said:

Capping is the domain of griefers who are by and large mal adjusted individuals who ENJOY ******* off the majority of players on both teams.


It isn't griefing if it is one of the game objectives. Duh!





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