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Assault - No Cap For 5Min
#1
Posted 15 March 2013 - 09:47 AM
Today I would like to propose a change to cap-times in the Assault game mode, and hopefully justify the reasons for the proposal.
Your average match for Assault begins with both teams crossing the field, locating one another, and then engaging in a method optimal for their mech build. However, it is possible for both teams to walk in a circle, entirely around one another and find the enemy base undefended, thusly capture it and end the match without a shot being fired.
I propose that bases be ‘locked’ for the first five minutes* thus being impossible to capture initially.
Hopefully this change will encourage the Assault game mode to focus more acutely on battlemech engagements and further differentiate it from the conquest mode, where capturing points is the key to success.
Capturing points early in Assault mode does have some merit. A single light mech can spook an enemy team into splitting up and over-responding to a perceived threat. More often rushing the primary base with multiple high-speed mechs is a cheesy way to ensure victory, though does not result in many space-bucks being earned.
While both of these tactics are acceptable, the proposed change would encourage light mechs to play as scouts, and fast attack mechs to hunt in groups, as well as focus the Assault game mode further on pure combat between mech lances.
Ideally at the end of a match (one sided outcome or not) the survivors can cap the opposing team's base without having to chase down cowardly fast mechs (which may hide and power down) or lights which have no hope of victory, but are drawing the game out. This is why capping should exist in Assault, to avoid a frustrating end game of cat-and-mouse, that shouldn’t exist in a game-mode named ‘Assault’.
Our goals on this thread:
To receive a response from the Dev’s, knowing they have simply read our thoughts.
*Negotiable, let’s talk about this if you have a problem with it.
-It is not helpful to dismiss ideas for being “non-canon”
-It is not helpful to respond to trolls
-Upvoting ideas you agree with is helpful
#2
Posted 15 March 2013 - 09:55 AM
#3
Posted 15 March 2013 - 09:57 AM
Anyways, rambling aside - I think this is actually a very good idea.
Edited by Cattra Kell, 16 March 2013 - 12:54 PM.
#4
Posted 15 March 2013 - 10:00 AM
In a way this works like TF2's Arena mode, forcing the last guy to come out and engage the side capping the point after a few minutes of it being locked.
#5
Posted 15 March 2013 - 10:00 AM
#6
Posted 15 March 2013 - 10:03 AM
#7
Posted 15 March 2013 - 10:37 AM
I support this but I expected sticks and stones from elitist "durr defend base if you don't want me to ninja cap" kids.
#8
Posted 15 March 2013 - 10:50 AM
If you see it as a problem, I suggest a new game type - called Team Deathmatch, which is exactly what you want. No bases, just hunt and kill.
Edited by Neolisk, 15 March 2013 - 10:51 AM.
#9
Posted 15 March 2013 - 10:53 AM
DeadlyNerd, on 15 March 2013 - 10:37 AM, said:
I support this but I expected sticks and stones from elitist "durr defend base if you don't want me to ninja cap" kids.
I believe by approaching people in a genuinely respectful, polite manner then the forums are actually a productive place.
Inc trolls.
Neolisk, on 15 March 2013 - 10:50 AM, said:
If you see it as a problem, I suggest a new game type - called Team Deathmatch, which is exactly what you want. No bases, just hunt and kill.
A perfectly valid point. I have provided you with the appropriate voting option.
#10
Posted 15 March 2013 - 10:58 AM
Edited by Geist Null, 15 March 2013 - 11:00 AM.
#11
Posted 15 March 2013 - 12:23 PM
That is, if you haven't killed ANY of the enemy mechs, the capping would proceed very slowly.
But, the more mechs you killed, the faster the cap would take place.. so, if you've killed all but one of the enemy, the cap would proceed much more quickly.
#12
Posted 15 March 2013 - 03:08 PM
Roland, on 15 March 2013 - 12:23 PM, said:
That is, if you haven't killed ANY of the enemy mechs, the capping would proceed very slowly.
But, the more mechs you killed, the faster the cap would take place.. so, if you've killed all but one of the enemy, the cap would proceed much more quickly.
I don't feel that's better per say but it's certainly in the same vein and thought up with the same intent, so I could support it in this ideas absence.
Geist Null, on 15 March 2013 - 10:58 AM, said:
Sarcasm noted. Also I feel base defense is best suited for other modes. Hopefully one's with actual bases instead of empty squares and which are not named 'assault'.
Edited by Maurdakar, 15 March 2013 - 03:08 PM.
#13
Posted 15 March 2013 - 04:50 PM
The bonus to cap speed based on # of mechs in circle is a bigger problem - rush a 4 man of ravens onto the point unseen and cap within 15 seconds, yeah, not a good idea to allow this.
If it was 1 mech cap speed no matter what, start of round rushing would be limited to tactical distractions, as any dedicated rush would have time to be met with resistance.
#14
Posted 15 March 2013 - 06:16 PM
#15
Posted 15 March 2013 - 06:22 PM
1) what are the bases?
2) why are we trying to capture them? why do we lose if they get captured?
3) how is capturing bases even possible in mechs?
4) why did we build our base so close to the enemy base?
How are none of those questions answered? This game seriously needs to work on its immersion factor...
#16
Posted 15 March 2013 - 07:02 PM
Maurdakar, on 15 March 2013 - 09:47 AM, said:
While both of these tactics are acceptable, the proposed change would encourage light mechs to play as scouts, and fast attack mechs to hunt in groups, as well as focus the Assault game mode further on pure combat between mech lances.
I have cut the OPs statement down to highlight what is actually happening, because it is important to consider the facts of the matter. On the first item.....generally a mob of mechs runs off in some preprogrammed direction, regardless of what their opponents are doing...even if they are TOLD what their opponents are doing. On many maps, stepping a mere 60 yards and waiting 10 seconds is all it takes to see the basics of what your opponents are doing. Most groups fail to do this at all.
On the second point, on maps in which your opponents position can not be quickly determined....you would think scouting would be a must.....but instead you get ENTIRE teams running down the 3 line in Caustic (for instance)....which by the way, is a far longer route to the enemy base than straight over the volcano....so i have a hard time understanding how removing the threat of capping will promote scouting....
Edited by Gladewolf, 15 March 2013 - 07:15 PM.
#17
Posted 15 March 2013 - 08:20 PM
Granted, I have been advocating a change to the assault mode itself since capture mode was released.
#18
Posted 15 March 2013 - 10:46 PM
#19
Posted 16 March 2013 - 06:44 AM
Then leave Mech Assault mode as is..
#20
Posted 16 March 2013 - 08:34 AM
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