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Assault - No Cap For 5Min


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Poll: Change Assault Base Capping (83 member(s) have cast votes)

Should bases be 'locked' from capture for the first 5-minutes* of the game?

  1. Yes, Assault should focus on direct combat between lances. (48 votes [57.83%] - View)

    Percentage of vote: 57.83%

  2. No, Early capping adds variety to how matches play out. (35 votes [42.17%] - View)

    Percentage of vote: 42.17%

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#21 Roadbeer

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Posted 16 March 2013 - 08:50 AM

I voted yes on this more because it would be simpler to implement than rework the maps.
In almost every instance I can think of off the top of my head (with limited coffee) the terrain at CAP points is in favor of the attacker, putting defenders in a kill box, rather than the other way around.

#22 Lege

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Posted 16 March 2013 - 08:51 AM

How about people actually scout and defend if needed.
Not this rush to middle of map and don't even look at tunnel, then you have 3 lights in your base and games over before you can get back.
Rush to base and pick people off one at a time as they come in is a perfectly valid tactic.
If you don't defend your homeland in war, your going to lose it.
Now adding a deathmatch option, I'm all for that.
River city night is just a bad map and I prefer a base rush to actually fighting on it. Alpine is terrible map for slow movers, just time how long it takes to get from base to base. Alpine games probably average 5 minutes longer, just cause you can't find anyone to fight.

#23 HammerSwarm

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Posted 16 March 2013 - 10:30 AM

I dunno I suppose games should have tactics, and be about something. Having the base to cap forces you to focus on something, forces some people into medium sized mechs to run back if needed, and forces a team to play like a team instead for a FFA blob.

If you are loading into alpine and the other team always has a raven that runs straight to the cap, have your team just sit on the cap until the raven runs up then ambush them. THen move for the enemy team up a man.

If your team is getting capped do something about it.

Don't force an entire community into a single game mode because it doesn't match your tactics, If you are losing, maybe change your tactics?

Edited by HammerSwarm, 16 March 2013 - 10:31 AM.


#24 MasterErrant

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Posted 16 March 2013 - 01:14 PM

it's contrry to the point of the gems. the cap threat requires that you think proactively and plan for defence as well as offence.

#25 INSEkT L0GIC

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Posted 16 March 2013 - 02:32 PM

I'd rather the capture speed was adjusted in Assault so it was half or quarter speed the first five minutes rather than disabled completely.

As a scout pilot, if the base is undefended, I will often bring the cap point down to about half-way early to turn the enemy around and give my team the option of a faster capture later in the match if needed, before returning to my group.

I also think the cap speed for multiple mechs should be reduced overall to reduce base rushing. It gets ridiculously fast when you have 3 or more mechs on a cap point.

#26 Tice Daurus

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Posted 16 March 2013 - 03:10 PM

How about...You leave capping AS IS and wait for them to come out with a new game mode for them to work with and leave well enough alone.

#27 Ryvucz

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Posted 16 March 2013 - 05:48 PM

To actually be more efficient, I think you should change the poll as stated in the guidelines for this forum section.

http://mwomercs.com/...estion-polling/

#28 Zordicron

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Posted 16 March 2013 - 08:48 PM

As is is fine. Just an hour ago I had a pug match in forest where 3 med's on my team decided we were all going cave. And then proceeded not to wait for our one stalker to keep up. So they go in, and the rest of us sort of hover and watch radar as stalker catches up a little(I was covering him)

Just as we were almost to cave, enemy cicada runs through our base.
ONOZ say the puggy team mates, and stalker and a cataplt turn around. our 3 speedy med's were already getting focus fired at as they tried to return through the cave, and in the end we got stomped out due to bad decisions and poor team play.

But,

If that cicada hadnt run through base, the rest of our team would have sprouted through the cave behind our 3 meds hidden by a raven ECm and who knows what would have happened? Probably still lose, IMO(based on what I observed of team mates) but it wouldnt have been 8-2 like it was.

Making it so lights cant throw chaos onto the enemy for 5 minutes makes the game less interesting. Even "pretend cap" makes the enemy commit a light to go check to see if the cap is legit or not.

#29 Cerberusflame

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Posted 16 March 2013 - 10:32 PM

I happen to enjoy playing a raven. In most matches that I actually try to scout and call out mechs for targets my team will ignore that help and just duke it out till they die. So I prefer the base cap. it allows me to draw off enemy fire and" if ignored by op-for" win the match. Putting a time delay would end 50% of the light mech strategy.

#30 mLLw

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Posted 17 March 2013 - 01:21 AM

Early capping is also a tactic that people go for. So if everything is running forward and a light runs to the base to cap some need to go back so you can get an advantage over the enemy team.

#31 Pando

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Posted 17 March 2013 - 01:28 AM

No, i do not support this. Instead, I ask you to look at your personal stats and do the following math.

Map 1, total time played devided by total matches = what average time per map?
Map 2 ^ same.
Map 3 ^ same.
And so on, so forth.

Then, cut the average time in half, that should be your proper proposal.

Now, i'll advise have you wait until "base-capping" is fixed as indicated in the Mechwarrior PC:Gamer mag edition November 2012.

Edited by Pando, 17 March 2013 - 01:59 AM.


#32 Dimento Graven

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Posted 20 March 2013 - 09:07 AM

I just don't understand the penchant for people to gravitate from being a "Battlemech Warrior" to being a "Battlemech Valet".

The people that just flippantly reply, 'just have someone defend your base', as the end-all-be-all resolution to people who wish to avoid battle have rarely played in the average PUG group, or are probably the most blatant valets out there.

First, getting a true 'lone wolf' PUG player to do anything is extremely problematic.
Second, if your group is filled with actual 'Battlemech Warrors' none of them are going to want to just sit back and baby sit the cap point.
Thirdly, even if you can get a single 'mech to stay and defend the base, that doesn't do much good against another team of "Mech Valets".

You want to cap to win? Great! Go play conquest, there's 5 whole squares to go stand on, have fun! However, in assault, I expect EVERYONE to be "battling" and not "parking".

Edited by Dimento Graven, 20 March 2013 - 09:08 AM.


#33 UberFubarius

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Posted 20 March 2013 - 10:02 AM

View PostDimento Graven, on 20 March 2013 - 09:07 AM, said:

I just don't understand the penchant for people to gravitate from being a "Battlemech Warrior" to being a "Battlemech Valet".

The people that just flippantly reply, 'just have someone defend your base', as the end-all-be-all resolution to people who wish to avoid battle have rarely played in the average PUG group, or are probably the most blatant valets out there.

First, getting a true 'lone wolf' PUG player to do anything is extremely problematic.
Second, if your group is filled with actual 'Battlemech Warrors' none of them are going to want to just sit back and baby sit the cap point.
Thirdly, even if you can get a single 'mech to stay and defend the base, that doesn't do much good against another team of "Mech Valets".

You want to cap to win? Great! Go play conquest, there's 5 whole squares to go stand on, have fun! However, in assault, I expect EVERYONE to be "battling" and not "parking".

That's pretty much the issue.
In larger map in PUG, your choice boil down to whether to leave someone behind, and risk having to fight an entire lance at a 7v8 or 6v8 deficit. With the current map setup, especially on larger maps, the attacker generally have the advantage





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