Base Swapping Is Stupid.
#21
Posted 19 March 2013 - 03:42 AM
change the cap zone into a destructable target and give it a bunch of health, so you're actually assaulting something in assault mode (and make it not lock able to stop cross map LRM wins)
#22
Posted 19 March 2013 - 03:56 AM
Sometimes also, thanks to matchmaking pairing uneven teams (something like in the other team they have 150-250 tonnage advantage).. well when you realize you can't be a match for them capping is a solution to an otherwise unfair loss.
I do agree that cap rushing is a worthless game, but it's also true it's short
Edited by John MatriX82, 19 March 2013 - 03:56 AM.
#23
Posted 19 March 2013 - 12:02 PM
Qraz, on 19 March 2013 - 02:59 AM, said:
No it's not perfect. Mechs that are very fast, carry ECM and have the firepower of a medium cannot be countered well. Caprushing can be countered, as well as LRM by the way.
It's really simple from a game design perspective: you can make everything as strong as you want, as long as there is a counter available and applicable. It's called cyclic dependencies if I recall correctly. If one thing is played often, people will automatically play the counter more often. It's the classical stone paper scissors. Balances itself. Unless the people are too stupid/greedy of course.
#24
Posted 19 March 2013 - 12:12 PM
Assault
losing one base?
so one side assaults and the other defends?
Conquest
How about?......................
Linking nodes so they have to be taken in a specific order?
Also please lose the silly laser poles and come up with a base design that is more..........well less silly looking!
Edited by Henri Schoots, 19 March 2013 - 12:13 PM.
#25
Posted 19 March 2013 - 12:15 PM
#26
Posted 19 March 2013 - 12:24 PM
If you have anyone scouting/watching and they say "8 mechs tunnel", well, you've got some quick decisions to make. Integrated VOIP would help with this, because understandably sometimes it's hard to relay clear intel in realtime, but overall it's a "follow the biggest mech till I get to shoot at stuff" problem, not a design problem.
If you have scouts, which you should given the relative popularity of light/fast mechs, it's your own fault for getting back capped. Don't like it? Hit B, click command, and try to make a difference. Sometimes if one person starts talking strategy, people perk up, quit grinding c-bills and actually work together for a match or two.
As Ghandi said, "be the change you wish to see in the world".
MANY mechs, pilots and personalities don't want to just collide in the middle of the map, and for a wide variety of exploitable time-wasters already discussed, there should always be an option to end the game through intrigue, strategy and even evasion.
#27
Posted 19 March 2013 - 12:30 PM
#28
Posted 19 March 2013 - 12:31 PM
Quit whining and guard the base
#29
Posted 19 March 2013 - 12:35 PM
#30
Posted 19 March 2013 - 12:41 PM
#31
Posted 19 March 2013 - 12:50 PM
Haragh, on 19 March 2013 - 03:29 AM, said:
Something should be done. It isn't PGI that should be doing something about it though, but you. You should do something about people capping your base so that you can get the fight you want. It starts with you.
Qraz, on 19 March 2013 - 02:59 AM, said:
Correct? Right? Appropriate? True?
If you protect your base, scout out possible routes to it, and actually play the game it is really hard to trade bases. If you run blindly ahead hoping someone will blunder into your crosshairs it is insanely easy to trade bases. So if it is happening to you a noticeable amount of times what do you think the issue is?
#32
Posted 19 March 2013 - 01:42 PM
Mercules, on 19 March 2013 - 12:50 PM, said:
Something should be done. It isn't PGI that should be doing something about it though, but you. You should do something about people capping your base so that you can get the fight you want. It starts with you.
Correct? Right? Appropriate? True?
If you protect your base, scout out possible routes to it, and actually play the game it is really hard to trade bases. If you run blindly ahead hoping someone will blunder into your crosshairs it is insanely easy to trade bases. So if it is happening to you a noticeable amount of times what do you think the issue is?
Ok. Well 8 player in TS/Ventrilo this can be done easily. How about in random groups where I usually have me or one friend with me in Ventrilo. So we stay in base and try to defend while other 6 of our team run to direction X. Then moments later enemy team comes to our base from direction Y. Me and my friend are completely outnumbered 2 to 8. That's that. So staying alone in base is not a valid option.
#33
Posted 19 March 2013 - 01:45 PM
Edit: I just thought of a fantastic skin; a skin that looks like Mario, with front and rear pictures of his race cart on the front and rear of the Mech. Also, give me an unlock that changes my Streaks into red turtle shells.
Edited by Bluten, 19 March 2013 - 01:49 PM.
#34
Posted 19 March 2013 - 01:48 PM
#35
Posted 19 March 2013 - 02:07 PM
#36
Posted 19 March 2013 - 02:14 PM
This mom found one simple trick that keeps enemies from capping her base at the start of any match!
#37
Posted 19 March 2013 - 02:22 PM
make base capping speed dependant on the total number of kills (i.e. added kills of Team A +
make capping with 0 kills so slow that an Atlas could walk from one edge of the battlefield to the other and still be able to drive off the capper
and increase the speed with every mech killed, so that maybe at 5-8 kills the capping speed is as fast as it is with the current state of the game
This way speed capping is strongly discouraged and capping will rather take place to the middle or end of the battle (if at all)
#38
Posted 19 March 2013 - 03:56 PM
Haragh, on 19 March 2013 - 01:42 PM, said:
If you see all 6 running in one direction, ask in the chat if one more guy can help def near the base. Often when I deliver crucial information in chat, one or two guys respond. And you have to understand: your task as a defender is not killing 8 opponents, your task is to delay them and buy time, so your allies can do their job and cap. In order to do that, all you have to do is being in the zone. And 3 mechs can disturb the capping very long. And guess what, you will even get more rewards than your allies, because you actually did fight.
Also, at the beginning stay near base, not in base. Between the middle and your base is good, because it allows you to join the attack, or go back to base, depending on the info you get about opponent troop distribution. Having a versatile mech with both short and long range weaponry helps to minimize non-activity of course, and having a bit speed helps to relocate faster, meaning that you can afford to get farther away and still go back in time. Versatility is a mech property - use it!
Don't think in pre-built boxes. Think in possibilities. Use everything, not just the obvious stuff.
Edited by Denolven, 19 March 2013 - 04:11 PM.
#39
Posted 19 March 2013 - 04:19 PM
Whichever base gets captured first is where the final stand will happen, provided that one side hasn't already been wiped out before a capture can occur.
#40
Posted 19 March 2013 - 04:49 PM
Even in the event of a base rush where the entire enemy team runs for the cap, the lights on a team will almost always have time to get back and step into the square before the timer runs out.
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