Tweak To Capture The Point
#1
Posted 17 November 2012 - 07:50 PM
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
Posted 17 November 2012 - 07:54 PM
This change would make capping pointless.
If anything it needs changed to what WoT does.
#3
Posted 17 November 2012 - 08:00 PM
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
Posted 17 November 2012 - 08:04 PM
Dry Spill, on 17 November 2012 - 08:00 PM, said:
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
Posted 17 November 2012 - 08:05 PM
#6
Posted 17 November 2012 - 08:17 PM
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
Posted 17 November 2012 - 08:30 PM
"Scout more" isn't the counter.
It be what every decent team should be doing every...single...match...
#8
Posted 17 November 2012 - 08:32 PM
#9
Posted 17 November 2012 - 08:40 PM
How does World of Tanks address this, Noth? Haven't played it before.
#10
Posted 17 November 2012 - 08:45 PM
#11
Posted 17 November 2012 - 08:57 PM
Rejarial Galatan, on 17 November 2012 - 08:45 PM, said:
*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
Posted 17 November 2012 - 08:59 PM
#13
Posted 17 November 2012 - 09:02 PM
#14
Posted 17 November 2012 - 09:04 PM
#15
Posted 17 November 2012 - 10:00 PM
Dry Spill, on 17 November 2012 - 08:57 PM, said:
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....
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.
Dry Spill, on 17 November 2012 - 08:57 PM, said:
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
Posted 21 November 2012 - 01:14 PM
#17
Posted 26 February 2013 - 08:27 AM
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
Posted 15 March 2013 - 02:43 PM
#19
Posted 15 March 2013 - 03:52 PM
Dry Spill, on 17 November 2012 - 08:17 PM, said:
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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