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Base Swapping Is Stupid.


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Poll: Do something about it! (164 member(s) have cast votes)

Add 5 min timer?

  1. Yes (62 votes [37.80%] - View)

    Percentage of vote: 37.80%

  2. No (67 votes [40.85%] - View)

    Percentage of vote: 40.85%

  3. Something else? (35 votes [21.34%] - View)

    Percentage of vote: 21.34%

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#21 Commander Kobold

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Posted 19 March 2013 - 03:42 AM

change the cap zone into a destructable target and give it a nunch of health, so you're actually assaulting something in assault mode (and make it not lock able to stop cross map LRM wins)

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 John MatriX82

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Posted 19 March 2013 - 03:56 AM

Unfortunately cap should stay, for those matches where you can't reach and hunt down that pesky fast-mover even if you did 7-0.. you go cap and cut it short.

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 Denolven

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Posted 19 March 2013 - 12:02 PM

View PostQraz, on 19 March 2013 - 02:59 AM, said:

Saying "it's player problem" is same with everything kinda then? I don't have problem with ECM, lrm, ppc:s, raven 3L:s.... it's all about "player problem" so game if perfect you say?

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 Henree

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Posted 19 March 2013 - 12:12 PM

How about?....................

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 Mystere

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Posted 19 March 2013 - 12:15 PM

That's what scouts are for. It's also why it's very important to have a plan to defend your base.

#26 Vaelos

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Posted 19 March 2013 - 12:24 PM

Capping is fine, otherwise what are we fighting over? There are objectives, they matter, and they're positioned accordingly. You don't defend by literally standing in your base, you defend by being aware of your enemy through communication and scouting, and you respond appropriately.

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 Oy of MidWorld

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Posted 19 March 2013 - 12:30 PM

Something else: Real Team DeathMatch as an optional new gamemode.

#28 M0rpHeu5

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Posted 19 March 2013 - 12:31 PM

Teams that are getting capped are doing it wrong. Lights that visit early the base is a valid tactic, I hate it too but it's a part of the game so
Quit whining and guard the base :)

#29 TheRulesLawyer

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Posted 19 March 2013 - 12:35 PM

So basically you want everyone to just run assaults and meet in the middle? No cap= even less reason to run fast less than combat capable mechs. The real solution is a better matchmaker so you don't get heavily unbalanced teams in terms of weight and speed.

#30 FunkyFritter

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Posted 19 March 2013 - 12:41 PM

The issue isn't capping itself, it's the maps. Alpine and future large maps need much longer cap timers and we need less maps like river city that encourage a team to pick a direction and start marching. The inevitable ECM nerf could also change things, base swapping was a lot less common back when radar could reliably give you a general sense of where the other team was.

#31 Mercules

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Posted 19 March 2013 - 12:50 PM

View PostHaragh, on 19 March 2013 - 03:29 AM, said:

I strongly agree to this topic. Something should be done about these frustrating Capping Wars.


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.

View PostQraz, on 19 March 2013 - 02:59 AM, said:

Saying "it's player problem" is...


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 Haragh

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Posted 19 March 2013 - 01:42 PM

View PostMercules, 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 xxx WreckinBallRaj xxx

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Posted 19 March 2013 - 01:45 PM

Just queue for TDM. Oh, wait, it still isn't here. Is it really that hard to copy/paste Assault and just take out the bases?

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 Corpsecandle

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Posted 19 March 2013 - 01:48 PM

I've always thought it should just be capper vs defender. Dual cap just goes to team with most fast mechs.

#35 Qraz

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Posted 19 March 2013 - 02:07 PM

Capper vs defender would be great. That's how assault should work.

#36 Targetloc

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Posted 19 March 2013 - 02:14 PM

Light Mechs hate her!


This mom found one simple trick that keeps enemies from capping her base at the start of any match!

#37 Elessar

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Posted 19 March 2013 - 02:22 PM

There was another good suggestion osome while ago...
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 Denolven

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Posted 19 March 2013 - 03:56 PM

View PostHaragh, on 19 March 2013 - 01:42 PM, said:

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.

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 Psydotek

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Posted 19 March 2013 - 04:19 PM

Base capturing really should be made into "Capture and Hold". If you capture the enemy base, then the game turns into "Attack/Defend" mode. You win by holding the base for a set time after capturing or by killing all enemy 'mechs. The enemy wins by recapturing their base or killing you and your teammates.

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 The Cheese

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Posted 19 March 2013 - 04:49 PM

Rather than add a 'no capping' timer, I'd just have the timer reset if a friendly steps into the square.

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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