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A Fix For Assault Capping


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#1 Scraper

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Posted 13 March 2013 - 06:09 AM

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.

#2 Voridan Atreides

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Posted 13 March 2013 - 06:12 AM

No one would bother capping then I think.

#3 Sheraf

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Posted 13 March 2013 - 06:13 AM

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

#4 Mal

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Posted 13 March 2013 - 06:14 AM

Fix for capping = Defend the base.

#5 Scraper

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Posted 13 March 2013 - 06:16 AM

Mal, I agree... and this SHOULD be easier for PUGs once 12v12 goes into play. I did forget that I wanted to propose that possibly you could still win by cap but not until 4-5 minutes have elapsed.

#6 Voridan Atreides

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Posted 13 March 2013 - 06:16 AM

Cap tactics = more tactics which is good in a tactical game. If I cap your base then your team was not thinking right. Its not my fault. If anything needs to change its that capping needs way better rewards and maybe we can get some base defenses? Ive heard PGI is working on that.

#7 bigrigross

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Posted 13 March 2013 - 06:17 AM

My idea on how capping should work is this, give the base a high HP point value. The area of the base which you use to cap would have a shield extended out to that mark. And when a mech gets to it to cap, they go inside the shield and start shooting it. So if a light mech made it there fast, it would take them forever to destroy it compared to a slower Atlas which could beat it down in a minute or so. Just an idea that I had floating around in my head. And yes I know, no shields are invented at this point in time.

Edited by bigrigross, 13 March 2013 - 06:18 AM.


#8 Sheraf

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Posted 13 March 2013 - 06:18 AM

Another idea, is raising the laser barrier(which will damage the mech passing through) around base a bit higher so light mechs can go under, but not assault mechs :rolleyes:

#9 Mal

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Posted 13 March 2013 - 06:19 AM

View PostScraper, on 13 March 2013 - 06:16 AM, said:

Mal, I agree... and this SHOULD be easier for PUGs once 12v12 goes into play. I did forget that I wanted to propose that possibly you could still win by cap but not until 4-5 minutes have elapsed.


Does that mean you also support not being able to destroy an enemy 'Mech, and win by meeting the second of the two objectives, until 4-5 minutes have elapsed?

MWO does not have a TDM game mode currently, capping is just as legitimate a victory condition as blowing up the entire team. Any restrictions you put on one victory condition, you should be willing to have placed on the other.

It doesn't need changing, people need to adapt their tactics, and realize that moving as a giant blob across the map... isn't always the best way to win.

#10 Sheraf

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Posted 13 March 2013 - 06:21 AM

View PostMal, on 13 March 2013 - 06:19 AM, said:


Does that mean you also support not being able to destroy an enemy 'Mech, and win by meeting the second of the two objectives, until 4-5 minutes have elapsed?

MWO does not have a TDM game mode currently, capping is just as legitimate a victory condition as blowing up the entire team. Any restrictions you put on one victory condition, you should be willing to have placed on the other.

It doesn't need changing, people need to adapt their tactics, and realize that moving as a giant blob across the map... isn't always the best way to win.


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 :rolleyes:

#11 Eric darkstar Marr

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Posted 13 March 2013 - 06:23 AM

Its an objective and since assault is not a team death match I see no reason not to cap and only whiny losers cry about it. Ohh btw that is for the minute thirty wins when 4 lights 2 meds storm you base and fast cap while your team is stumbling at ridge line or upper city...

When games go super fast you make more money I do not care if you think your gameplay is ruined if you feel that way then go make a suggestion for a TDM only mode.

#12 Star Colonel Mustard Kerensky

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Posted 13 March 2013 - 06:28 AM

PGI please implement this so I can have my entire team OOB suicide and then stand on the enemy base so they get no money for the battle.

#13 Magik0012

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Posted 13 March 2013 - 06:29 AM

Bases need defense turrets.

#14 Sheraf

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Posted 13 March 2013 - 06:32 AM

View PostMagik0012, on 13 March 2013 - 06:29 AM, said:

Bases need defense turrets.

Base needs Urban Mech control by AI to defense the perimeter :rolleyes:

#15 zhajin

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Posted 13 March 2013 - 06:38 AM

the capping mechanics primary job is to avoid 1 lone mech griefing a full team by runing to some random corner and shutting down. Thus requiring the team to wander around for 5-10 min looking for a mech that is hard or even impossible (jump jets) to find. if your full teams loses to a cap its because you failed in your tactics.

fix the lone griefer problem and maybe some time you will get a true death match mode.

Edited by zhajin, 13 March 2013 - 06:39 AM.


#16 sC4r

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Posted 13 March 2013 - 06:40 AM

fix for assault capping is coming man

ever heard of artilery? :rolleyes:

#17 N0ni

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Posted 13 March 2013 - 06:41 AM

View PostSheraf, on 13 March 2013 - 06:32 AM, said:

Base needs Urban Mech control by AI to defense the perimeter :rolleyes:

That Urban Mech needs an Urban Mech watching that Urban Mech defend the perimeter and so on... soon you'll have all these Urbies watching each other and guess what's going to happen? BASE CAP!

#18 BillyM

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Posted 13 March 2013 - 06:41 AM

Simple fix? No such thing... Inventive fix, now that I have...

(8) med-laser turrets on each cap with ~25hp each, each one deactivates as that team's players are killed.

Scenario1:
You are a sneaky light duo who decides to abandon your team and base-cap-rush while the majority of the enemy team still stands, you will face up to 8 automated med-lasers! BOOM, IN YOUR FACE ECMraven, play the game as a team and stop ruining it for everyone!

Scenario2:
Your team honorably battles and defeats the enemy team, down to their last ECMraven, who runs like the giant ninny he is to the far corner of the map. Your remaining forces can walk to their base, shoot the remaining active 1ML turrent with a single alpha, and cap it up.

--billyM

Edited by BillyM, 13 March 2013 - 06:46 AM.


#19 Hamm3r

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Posted 13 March 2013 - 06:43 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.

I agree with the point your trying to make but think your resolution is too broad. I think a better solution would be to make it so the base cant be capped for say the first 3 mins or whatever, that way if you are that last man left on your team you still have a chance of pulling off a win.

#20 OneManWar

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Posted 13 March 2013 - 06:51 AM

This topic AGAIN?

Yes, we understand some people are ******** at the idea of losing by cap. This is one of the benefits of bringing speedy mechs.

If you dont have fast mechs, leave someone far enough back so they can actually make it.

Either way quit whining. These days I might lose a game by cap about 1 in 30 times. It's not like it's every other game.





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