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Capwarrior Is Again On The Rise


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#41 Yokaiko

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Posted 13 March 2013 - 12:22 PM

View PostBilbo, on 13 March 2013 - 12:21 PM, said:

If they are there and shooting at you and you have no way to suppress them, why are you assaulting the hill. Bypass it.



I'm not.

But at 93kph the odds of making it all the way around for a cap attempt are slim. This happened they had ONE damn boat watching the back and everytime I poked out there were missiles incoming.

#42 Woska

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Posted 13 March 2013 - 12:23 PM

For now we only have Assault and Conquest as game modes. And if you're in an Assault game, capping is one of the victory conditions. And if it works, then why would people not do it.

The savior and defender kills provide some incentive to help the team and defend the base, but too many players seem to think "someone else will take care of it" an continue with their own plan.

If you want to make capping less attractive, then make an effort to defend the base so that it isn't an easy way to win.

#43 Jasen

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Posted 13 March 2013 - 12:24 PM

View PostBilbo, on 13 March 2013 - 12:21 PM, said:

If they are there and shooting at you and you have no way to suppress them, why are you assaulting the hill. Bypass it.


Bilbo, you do realize these guys are hopeless, right?

The average IQ is 100... think about it.

#44 Bilbo

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Posted 13 March 2013 - 12:27 PM

View PostJasen, on 13 March 2013 - 12:24 PM, said:


Bilbo, you do realize these guys are hopeless, right?

The average IQ is 100... think about it.

A little heavy handed, I'd say. Nobody is hopeless, they simply require more work.

#45 XIRUSPHERE

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Posted 13 March 2013 - 12:29 PM

Always watch your flanks for fast movers, if a light does a cap distraction it's the lights job to respond or your fastest mover. If someone on your team tells you that the force split and 1 or 2 fast movers are going for the cap especially in the earliest stages of a map you have 3 choices. Ignore the information and continue pushing which usually ends up in a defeat as people panic and peel off 1 by 1 to get picked apart. Choice 2 is a unified push for the cap since it's all or nothing while a unit or two goes back for disruption. Choice 3 which works rather well if everyone works together is if you see fast movers split and inbound for the cap you RTB, every last one of you RTB and maintain cover and box the lights in. If you don't outright kill the fast movers they usually come away near dead and want nothing to do with the cap. Choice 3 allows you to take tactical control and potentially weaken the enemy right off by taking their fast movers.

TLDR : If you don't want to be capped and someone tells you fast movers are inbound you all return and kill them, if you are committed to battle it is your fast movers duty to RTB and end the threat.

#46 Yokaiko

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Posted 13 March 2013 - 12:33 PM

View PostBilbo, on 13 March 2013 - 12:27 PM, said:

A little heavy handed, I'd say. Nobody is hopeless, they simply require more work.



Nope I saw a fair bit of hopeless, which is why I've been forum warrioring, I'm losing the motivation to log in and deal with it.

Just today, I got my rear armor stripped down to yellow structure ALL rear sections.....by my team before I took a hit in the front from the enemy......I was informed that I "should have been flanking" I was flanking alright, the atlas that was leading our charge. I got popsickled by a Commandp.....with full front armor that game.

The 4 alpines, sans lights......fastest mech with a top speed hunchie
The Forrest Colony with 5 LRM assualts, I guess me and the two ravens (again in my -4SP) were supposed to brawl down 600ish tons of their mechs.......I'm sure you can imagine the results there.
A caustic we had two D-DCs ....both LRM of course against 3 brawler D-DCs and a two stalkers....that just rolled through them like a damn wave when they figured out they were facing a near full team of mediums.

Its getting more and more annoying.

Edited by Yokaiko, 13 March 2013 - 12:34 PM.


#47 Mercules

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Posted 13 March 2013 - 12:40 PM

View PostItsAPotato, on 13 March 2013 - 12:07 PM, said:


On most maps, you cannot move more than 200-300m from your base and still maintain a defensive line on all approaches. I guess we should all sit within 200m of the base, then? ...which is what ph30nix already mentioned


Simply not true. You can spread out in a manner that will have eyes on all the routes into your base but can support each other. It helps if you have some weapons that are not limited to all long range or short range.


My friend and I decided to run some caps while he was leveling up some light mechs. We both hopped into fast mechs and loaded up capture assist modules. We would skirt the outside of the map(although we rarely needed to) and work our way around to the opponent's base. We would then settle in on it and wait while I informed my team, "Distraction engaged."

We had a few good teams that used the distraction to push forward and pick off a couple of enemy mechs. We would then either pick off the single mech that came back or bail if we needed too and the enemy team would usually end up in a bad position or lacking numbers.

There were times though, they just didn't respond and we finished out the cap. Why? because if they are too disorganized/dumb/whatever to take one of the game objectives serious.... they deserve to lose. Most of the time we would step off the cap but stick close. Now they HAVE to respond or lose the game especially if we would occasionally prod them by stepping back in for a second. :)

#48 ItsAPotato

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Posted 13 March 2013 - 12:49 PM

View PostMercules, on 13 March 2013 - 12:40 PM, said:


Simply not true. You can spread out in a manner that will have eyes on all the routes into your base but can support each other. It helps if you have some weapons that are not limited to all long range or short range.


My friend and I decided to run some caps while he was leveling up some light mechs. We both hopped into fast mechs and loaded up capture assist modules. We would skirt the outside of the map(although we rarely needed to) and work our way around to the opponent's base. We would then settle in on it and wait while I informed my team, "Distraction engaged."

We had a few good teams that used the distraction to push forward and pick off a couple of enemy mechs. We would then either pick off the single mech that came back or bail if we needed too and the enemy team would usually end up in a bad position or lacking numbers.

There were times though, they just didn't respond and we finished out the cap. Why? because if they are too disorganized/dumb/whatever to take one of the game objectives serious.... they deserve to lose. Most of the time we would step off the cap but stick close. Now they HAVE to respond or lose the game especially if we would occasionally prod them by stepping back in for a second. :)


This is exactly why my regular group has adopted the mantra of "Never go back".

If we go back with enough mechs to guarantee that we secure the base (It could be 2 ac20 cats standing on base, we don't know), then we get steamrolled by the main force of the enemy team as they crest the middle.

If we all go back, we are getting shot in the back by the main enemy force AND in the end we're stuck in a very bad position (aka: we get steamrolled).

If, instead of going back, we press forward en masse, we will catch the enemy main force outnumbered, which will usually mean we win. We can usually even do this AND circle back to finish off the 1 or 2 cappers before they can finish.

Option 3 has proven to be very successful (if you can get your pugs to do it with you). Even if we still lose, then our next match will be easier (thanks, Elo!) and we'll make more $$ than the cappers.

#49 Commander Kobold

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Posted 13 March 2013 - 12:55 PM

View PostFrDrake, on 13 March 2013 - 10:57 AM, said:

I did it when leveling my spiders, I chose assault and forced the cap, alot. Those bad spider variants are so hard to get xp in that it was worth it to me to try for the cap xp + win just so I could get out of those deathtraps.


There's a good spider variant :) ?

#50 M4NTiC0R3X

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Posted 13 March 2013 - 12:56 PM

Would you mind if I made a thread explaining how stupid I think your thoughts and ideas are?

Edited by M4NTiC0R3X, 13 March 2013 - 12:59 PM.


#51 Yokaiko

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Posted 13 March 2013 - 12:56 PM

View PostOmni 13, on 13 March 2013 - 12:55 PM, said:


There's a good spider variant :) ?



Well there is a "best" spider, but it isnt good enough to even entertain going through the ...lesser two.

#52 Commander Kobold

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Posted 13 March 2013 - 01:07 PM

everyone should just play conquest, you get all the fun of assault without the ******** capture mechanic,and all the cap rushers can have their own little mech racing sim.

Edited by Omni 13, 13 March 2013 - 01:07 PM.


#53 Jasen

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Posted 13 March 2013 - 01:11 PM

View PostBilbo, on 13 March 2013 - 12:27 PM, said:

A little heavy handed, I'd say. Nobody is hopeless, they simply require more work.



Which is why you're an officer and I merely kill mechs =D

#54 topgun505

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Posted 13 March 2013 - 01:12 PM

Because it's a helluva lot more fun than trying to deal with 2 separate Lurm-boat groups who are spaced 300m apart so if you go after one you get obliterated by the other. If they are going to go big and slow and wander off their base ... then cap their arse.

View PostSpheroid, on 13 March 2013 - 10:42 AM, said:

Why is this being done? With the new savior and other bonuses there ever less reason to go for turbo cap.

XP farming is stupid, don't people want the money more? I know I sure do.


If it is being done to quickly end River City Night, the capper will only find his reward the same map repeated next map. Where is TDM? Where is true base attack/defend mode?


#55 Belorion

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Posted 13 March 2013 - 01:27 PM

I was just in a drop not long ago where myself (in a commando 2d) and another guy in a Jenner sat on the enemy base. We drew back a light, and killed it, then drew back a heavy and an assault. We kept the heavy and assault busy while the rest of our team mopped up the others on the enemy team, because away from the base it was 7 against 5.

Then the rest of our team pushed to the enemy base at brought down the remaining Cataphract and Atlas. We ended up winning through combat, but had a huge advantage because we started to cap and threw the enemy into disarray.

If it makes sense tactically then you do it.

#56 KinLuu

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Posted 13 March 2013 - 01:47 PM

In eloland, a win is a win and stays a win.

How the game was won, does not matter. It is irrelevant.

#57 Ph30nix

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Posted 13 March 2013 - 02:23 PM

people for some reason are going to defend it no matter what, so lets just hope assault dies a horrible death once new game modes are introduced.

personaly either make the cap time about 3x longer or block caps in first 3 minutes

#58 Oy of MidWorld

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Posted 13 March 2013 - 02:48 PM

Team DeathMatch haters, please understand that TDM is just something some (a lot) of us want to play. Please don't insult us by proclaiming that we are too stupid to defend a glowing square. Some of us just don't want to.

TDM is tactical in a game like MWO. It's about finding the other team, and maneuvering into a favorable position. Done correctly, this requires just as much skill as defending a glowing square.

The momentary assault mechanic leads to totally predictable battles at the same three locations of every map, 95% of the time. The maps are big and have some cool spots you never get to see on assault. The momentary conquest mechanic is not something i want to play.

For starters i'd be happy with real Team Deathmatch. I'd love a "Destroy the Enemy Base" gamemode too, so you'd actually have to bring at least a little firepower there, as bases should have some stationary defenses. Both shouldn't be too hard to implement.

Anything that feels a little more MechWarrior than that "stand in the middle of the magic glowing square" game. The core of this game really feels like MechWarrior, the gamemodes' objectives don't. It's frustratingly immersion breaking to me. This game has a BattleTech core. Among newer "fans" it is also played by BattleTech fans. Give us some BattleTech objectives.

Edited by Oy of MidWorld, 13 March 2013 - 05:24 PM.


#59 Ghost_19Hz

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Posted 13 March 2013 - 02:56 PM

STEP ASIDE ACTION AND ADVENTURE THERE'S A NEW SHERIFF IN TOWN. AND HIS NAME IS CAPWARRIOR ONLINE!

#60 Mercules

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Posted 13 March 2013 - 03:55 PM

View PostItsAPotato, on 13 March 2013 - 12:49 PM, said:


This is exactly why my regular group has adopted the mantra of "Never go back".

If we go back with enough mechs to guarantee that we secure the base (It could be 2 ac20 cats standing on base, we don't know), then we get steamrolled by the main force of the enemy team as they crest the middle.

If we all go back, we are getting shot in the back by the main enemy force AND in the end we're stuck in a very bad position (aka: we get steamrolled).

If, instead of going back, we press forward en masse, we will catch the enemy main force outnumbered, which will usually mean we win. We can usually even do this AND circle back to finish off the 1 or 2 cappers before they can finish.

Option 3 has proven to be very successful (if you can get your pugs to do it with you). Even if we still lose, then our next match will be easier (thanks, Elo!) and we'll make more $$ than the cappers.


With two mechs with Capture Assist you will not have time to circle back after beating the remainder of the opposing force IF the skills are roughly equal. Trust me... I've been doing it. When the opposing team decides to press on the game ends before our guys are wiped out unless we step off the point. The only exception is when we can watch our team do suicide runs 1 at a time into the enemy force right from the beginning which would be a loss no matter the tactics we were using. The only map we had issues on was River City which is a super tight map to begin with.


View PostOy of MidWorld, on 13 March 2013 - 02:48 PM, said:

Team DeathMatch haters, please understand that TDM is just something some (a lot) of us want to play. Please don't insult us by proclaiming that we are too stupid to defend a glowing square. Some of us just don't want to.

TDM is tactical in a game like MWO. It's about finding the other team, and maneuvering into a favorable position. Done correctly, this requires just as much skill as defending a glowing square.


Hate to tell you this, no it doesn't. Since the enemy HAS to come kill you and you have to go kill them it leads to even less strategic play. Basically you clump up and move from good position to good position until the enemy is engaged. At that point you -might- consider sending a flanker out. If your whole team moves at 45 kph it doesn't matter because the main thing with TDM is stick together and focus fire.

Now if you are an 8 man you could build a team with fast spotters a couple brawlers that could stall the enemy and long range support but let's face it.. ."Stick together and Focus Fire" brawlers works so well on the majority of the maps that even when there IS a base you can cap it works.

Right now you have ALL the tactical maneuvering of TDM and in addition the need to defend and/or capture a location. That is actually more skill reliant than TDM.

To explain it another way. TDM is Conquest without bases. So all the TDM strategy, tactics, and skill exists in Conquest with additional strategy, tactics, and skill. It's not that TDM doesn't take any skill, it's that it takes the same skill minus the base capturing/defending skill... AKA LESS SKILL.

View PostOy of MidWorld, on 13 March 2013 - 02:48 PM, said:

The momentary assault mechanic leads to totally predictable battles at the same three locations of every map, 95% of the time. The maps are big and have some cool spots, you never get to see on assault. The momentary conquest mechanic is not something i want to play.
Please explain how TDM would change this. It wouldn't change it at all and when both sides ignore the bases you fight in the "same three locations".

View PostOy of MidWorld, on 13 March 2013 - 02:48 PM, said:

Anything that feels a little more MechWarrior than that "stand in the middle of the magic glowing square" game. The core of this game really feels like MechWarrior, the gamemodes' objectives don't. It's frustratingly immersion breaking to me. This game has a BattleTech core. Among newer "fans" it is also played by BattleTech fans. Give us some BattleTech objectives.


TDM has never felt like Mechwarrior to me in any of the previous games. At LAN parties and online we always played with objectives. What happened there is you often had very odd builds for exactly those objectives. The "Destroy/Defend the Mansion" mission, for example. On offense there was typically a fast mech with NARC and an Artillery Beacon. The other attacking mechs ran a bunch of LRMs and long range weapons and would ignore mechs once they could get close enough to the Mansion to shoot it. ONE Artillery Beacon would take out the mansion so the defending team needed mechs with good sensors that were fast enough to find and intercept the opposing light(s). They also needed to have enough fire power and speed to engage heavier mechs that might get into long range and fire upon the mansion.

Destructible objectives are almost worse, trust me. Bases you would have to fire upon will be the target of Airstrikes and Artillery since they can't clear out, or sniped long before the lights show up. This mechanic is far from ideal but it is better than alternatives that are not carefully thought out and put into the game. It has to be carefully balanced and they still don't have the mech/weapon/tech balances in the game correctly right not so having the same mechanic work for both sides really is best... at the moment.





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