

A Fix For Assault Capping
#1
Posted 13 March 2013 - 06:09 AM
#2
Posted 13 March 2013 - 06:12 AM
#3
Posted 13 March 2013 - 06:13 AM

#4
Posted 13 March 2013 - 06:14 AM
#5
Posted 13 March 2013 - 06:16 AM
#6
Posted 13 March 2013 - 06:16 AM
#7
Posted 13 March 2013 - 06:17 AM
Edited by bigrigross, 13 March 2013 - 06:18 AM.
#8
Posted 13 March 2013 - 06:18 AM

#9
Posted 13 March 2013 - 06:19 AM
Scraper, on 13 March 2013 - 06:16 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.
#10
Posted 13 March 2013 - 06:21 AM
Mal, 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

#11
Posted 13 March 2013 - 06:23 AM
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
Posted 13 March 2013 - 06:28 AM
#13
Posted 13 March 2013 - 06:29 AM
#15
Posted 13 March 2013 - 06:38 AM
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
Posted 13 March 2013 - 06:40 AM
ever heard of artilery?

#17
Posted 13 March 2013 - 06:41 AM
Sheraf, on 13 March 2013 - 06:32 AM, said:

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
Posted 13 March 2013 - 06:41 AM
(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
Posted 13 March 2013 - 06:43 AM
Scraper, on 13 March 2013 - 06:09 AM, said:
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
Posted 13 March 2013 - 06:51 AM
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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