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Tweak To Capture The Point


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#1 Dry Spill

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Posted 17 November 2012 - 07:50 PM

The goal of putting the bases into Mechwarrior was to give teams a way to win without hunting down that annoying Last-Jenner who ran off and shut down on the other side of the map, yes?

So many games lately turn into sprints to each other's base to capture regardless of how the actual battle is going. It's not fun getting into the thick of fighting to see that one Light mech has run into your base, but you're too far away to get back in time so all the fighting is useless.

So, an Easy-Fix: Let teams capture a point only when their team has more functioning mechs on their side. That way we can focus on the actual fighting since all we have to do to stop a cap is start winning the melee.

#2 Noth

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Posted 17 November 2012 - 07:54 PM

Or you can learn to defend.

This change would make capping pointless.

If anything it needs changed to what WoT does.

#3 Dry Spill

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Posted 17 November 2012 - 08:00 PM

Defending is a great idea in certain game modes! Maybe a King of the Hill style point in the middle of maps.

As it stands now, I'd rather have a game where we go out to fight. You want to spend the game sitting in a square wondering what it'd be like to fight? Go right ahead.

#4 Noth

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Posted 17 November 2012 - 08:04 PM

View PostDry Spill, on 17 November 2012 - 08:00 PM, said:

Defending is a great idea in certain game modes! Maybe a King of the Hill style point in the middle of maps.

As it stands now, I'd rather have a game where we go out to fight. You want to spend the game sitting in a square wondering what it'd be like to fight? Go right ahead.


This is not death match. It is assault. The teams assault each other's bases. Therefore you have to defend. If you don't then you deserve to lose.

You can defend without sitting in a square. You can cap without having to sprint to the cap.

#5 Kelb

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Posted 17 November 2012 - 08:05 PM

I am sure more battle modes will come in time. The Devs have a lot on their plar just now.

#6 Dry Spill

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Posted 17 November 2012 - 08:17 PM

You're right, it is assault. It's the game mode about capturing each other's base.

My frustration comes from losing a mission while either A: Not having seen combat because the opposing team went another way or B: Fighting a pitched battle and winning while a Jenner ran right through to our base on the other side of the map.

The counter to this is: "Scout more, stay close to your base and be ready to run back."

Staying close to our base and being ready to run back does not seem to fit the verb "Assault".

How would my proposed scenario of making the (Currently) winning team unable to be capped break the game? If anything it would force more combat between sides, fitting well with the "Assault" game mode.

#7 MagicHamsta

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Posted 17 November 2012 - 08:30 PM

Sowwy, but you just be a bad player.

"Scout more" isn't the counter.
It be what every decent team should be doing every...single...match...

#8 zverofaust

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Posted 17 November 2012 - 08:32 PM

Current implementation of base capturing is one of the most deluded instances of this mechanic I've ever seen in any game in the past 20 years. There needs to be some sort of bleeding ticket system or something. It's just moronic.

#9 Dry Spill

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Posted 17 November 2012 - 08:40 PM

Thank you, glad I'm not the only one who sees things this way.

How does World of Tanks address this, Noth? Haven't played it before.

#10 Rejarial Galatan

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Posted 17 November 2012 - 08:45 PM

Assault mode, is based on the idea, of, funny thing here, assaulting and capturing your enemies base and or assets as swiftly and efficiently as you can, while, again, funny thing here, defending your OWN base and or assets to prevent the enemy from achieving this same goal. Funny thing about all this is, that is kinda, how, assault is MEANT to be. Take the enemy base, prevent them from taking YOURS.

#11 Dry Spill

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Posted 17 November 2012 - 08:57 PM

View PostRejarial Galatan, on 17 November 2012 - 08:45 PM, said:

Assault mode is based on the idea of assaulting and capturing your enemies base and or assets as swiftly and efficiently as you can, while defending your OWN base and or assets to prevent the enemy from achieving this same goal. This is how assault is MEANT to be. Take the enemy base, prevent them from taking YOURS.


*Fixed the sarcasm to make it clearer

Good point, and I agree. Assault should be about taking the other team's base while defending your own. Ideally this would promote both sides fighting at points around the map in a battle.

My frustration comes from losing a mission while either A: Not having seen combat because the opposing team went another way or B: Fighting a pitched battle and winning while a Jenner ran right through to our base on the other side of the map.

Do you think that having the base capture require a much longer time would help solve this? I'm open to ideas.

#12 Rejarial Galatan

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Posted 17 November 2012 - 08:59 PM

I am not sure on the best way to tweak the capture time/speed to adjust for that sneaky lil jenner rat, but, ya, theres gotta be a way to balance the timer out...

#13 Oh My Goddess

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Posted 17 November 2012 - 09:02 PM

How about you can't capture a base until three minutes into a match OR two enemy mechs are dead?

#14 Rejarial Galatan

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Posted 17 November 2012 - 09:04 PM

3 minutes in? seems okay, but, ive been in matches that end before even that long. As to until X mechs on the enemy are dead? no, not a wise thing, as I have been in matches where not a SINGLE enemy dies for my team, and I am left all alone to wonder what the hell just happened to make me all alone as I trudge my atlas at your base...

#15 BlightFang

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Posted 17 November 2012 - 10:00 PM

View PostDry Spill, on 17 November 2012 - 08:57 PM, said:

My frustration comes from losing a mission while either A: Not having seen combat because the opposing team went another way or B: Fighting a pitched battle and winning while a Jenner ran right through to our base on the other side of the map.

You can fix these problems without touching the game mode just by changing your team strategy.

A: you have two options off the top of my head: 1) have the scout find the enemy and ENGAGE the enemy instead of going around them.... :) or 2) hang out around the middle of the map slightly closer to your base. Its quite difficult to sneak by with a decent spread of troops.

B: send one mech by to defend it.... I laugh sometimes how the enemy sometimes loses just b/c their FIVE mechs are too busy engaging that ONE other guy on my team still alive. If they literally just sent one guy to deal with me, they could either buy enough time for reenforcements or just flat out kill me as i'm often quite beat up in such situations. You can literally travel from base to base at 65 KPH before a single jenner caps.

View PostDry Spill, on 17 November 2012 - 08:57 PM, said:

Do you think that having the base capture require a much longer time would help solve this? I'm open to ideas.

I'm actually a fan of how assault currently works. I think there is a good amount of interesting strategy that can be played with it. One of the command chair posts from the devs mentions they have been testing Conquest Mode internally for a few weeks(so around maybe 5 weeks so far up to this post). Maybe that will relief some of your dissatisfaction with that alternative.

#16 Malphadron

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Posted 21 November 2012 - 01:14 PM

The mechanic itself is ok, but the thing is it's built around having a balanced team of various classes of mechs working together... which rarely ever happens. Though this is the fault of the players, fault isn't the issue, fun is the issue. What I think would help is one mode for straight forward combat (for the inexperienced) and assault mode for the tactitians willing to work together. This I think would reduce the "gap" of players tactical competance... or something like that.

#17 C4RNAGE

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Posted 26 February 2013 - 08:27 AM

the base capture i will change to BASE DESTROY much easy to solve and the game will change from killing enemy only.

Capture u can make for domination 3 points,
but if no spawns in the game is hard to balance this maybe?

Edited by C4RNAGE, 26 February 2013 - 08:27 AM.


#18 Rejarial Galatan

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Posted 15 March 2013 - 02:43 PM

I hold no expectation of the current Assault mode improving what so ever. Mostly because what WAS a place holder for a grander mechanic became silently a FEATURE.

#19 Lykaon

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Posted 15 March 2013 - 03:52 PM

View PostDry Spill, on 17 November 2012 - 08:17 PM, said:

B: Fighting a pitched battle and winning while a Jenner ran right through to our base on the other side of the map.



So in Case B the Jenner's team has lost the pitched battle so the only sound choice for the light mech to turn around a loss is to utilize the mech's strengths such as speed to capture the base rather than contribute to an almost certain loss in the pitched battle.
This is actually the smart choice for the Jenner.Throwing the Jenner into the fight that has already been heavily turned in favor of the enemy is idiotic.

You can bet your arse I would try for a base cap if I were that Jenner pilot.





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