Base Swapping Is Stupid.
#41
Posted 19 March 2013 - 04:53 PM
#42
Posted 19 March 2013 - 05:00 PM
Personally I can't wait until some Death Match mode is in but until then it isn't.
Edited by MacKerris, 19 March 2013 - 05:01 PM.
#43
Posted 19 March 2013 - 05:01 PM
There is no swap.
#44
Posted 19 March 2013 - 05:17 PM
#45
Posted 19 March 2013 - 05:19 PM
Nope, I prefer running out from base and maybe killing some on my way with team before lolcapping starts. That gives me better reward than I would actually gain in those few seconds I stay alive when defending. If you want to lolcap and get 25k cbills from that, go for it but it's damn boring for everyone else even though they gain more than those capping. Still system working like this is broken in my opinion.
Edited by Qraz, 19 March 2013 - 05:21 PM.
#46
Posted 19 March 2013 - 05:25 PM
Corpsecandle, on 19 March 2013 - 01:48 PM, said:
They will never grasp the concept of non-side mirrored multiplayer modes or scenarios. I told them, attackers vs defenders, real bases, not magic squares, but what we get is Arathi Basin with Mechs. Next mode will be TDM. Long overdue, and most wanted for MWO, but will still be as unoriginal as ever. We'll probably never get real Battletech missions or features. At this point I think I'd stroke if I saw a turret or tank in this game.
#47
Posted 19 March 2013 - 05:31 PM
Don't we both have a base now? Nothing changed. Why does the game end?
#48
Posted 19 March 2013 - 05:41 PM
#49
Posted 19 March 2013 - 05:44 PM
tbl, on 19 March 2013 - 05:41 PM, said:
That's what we're doing? But it won't come any faster if they don't realize how many people want it.
#50
Posted 19 March 2013 - 05:44 PM
Sug, on 19 March 2013 - 05:31 PM, said:
Don't we both have a base now? Nothing changed. Why does the game end?
You know, this is possibly the best and only really good argument against base capping that I've heard and it got me thinking on the subject. There are a number of times where a match devolves into who's going to get the cap to tick the fastest and get that magical turnover first and this does play into the whole rush don't defend strategy.
What I propose is a quite simple change to the cap mechanic, where as well as halting the enemy from capping your base by standing in your own square, you can also halt the cap by standing in the enemy square. So in any situation where both caps would currently be ticking down, neither would. On the other hand if you actually send a defender back to your own base and get them to run through the square and/or actually defend then they're no longer capping so suddenly your cap timer starts ticking away. This gives a good method for stopping cap rushes, while promoting actual defence and strategy at the same time as the team that defends and scouts should still ultimately win the cap race over the one that just cap rushes en masse.
#51
Posted 19 March 2013 - 05:49 PM
I think there should be a 2:00 "battle time" be for caps can be done.
BlackAbbot, on 19 March 2013 - 05:44 PM, said:
You know, this is possibly the best and only really good argument against base capping that I've heard and it got me thinking on the subject. There are a number of times where a match devolves into who's going to get the cap to tick the fastest and get that magical turnover first and this does play into the whole rush don't defend strategy.
THAT is what ****** me off.
#52
Posted 19 March 2013 - 05:51 PM
Sug, on 19 March 2013 - 05:31 PM, said:
Don't we both have a base now? Nothing changed. Why does the game end?
I know, right? And the only reason we set up a red base over here, is because they have a blue base over there. And the only reason they have a blue base over there, is because we have a red base here.
Even if they were to come take our base, they'd have two bases next to a toxic volcano. Whoop-dee-flipping-doo.
#53
Posted 19 March 2013 - 05:53 PM
Targetloc, on 19 March 2013 - 05:51 PM, said:
I know, right? And the only reason we set up a red base over here, is because they have a blue base over there. And the only reason they have a blue base over there, is because we have a red base here.
Even if they were to come take our base, they'd have two bases next to a toxic volcano. Whoop-dee-flipping-doo.
Shut up Griff.
Edited by Nathan K, 19 March 2013 - 05:53 PM.
#54
Posted 19 March 2013 - 05:53 PM
#55
Posted 19 March 2013 - 07:04 PM
Conquest bases should only give points if you have a mech in close proximity.
#56
Posted 20 March 2013 - 09:17 AM
BlackAbbot, on 19 March 2013 - 05:44 PM, said:
You know, this is possibly the best and only really good argument against base capping that I've heard and it got me thinking on the subject. There are a number of times where a match devolves into who's going to get the cap to tick the fastest and get that magical turnover first and this does play into the whole rush don't defend strategy.
What I propose is a quite simple change to the cap mechanic, where as well as halting the enemy from capping your base by standing in your own square, you can also halt the cap by standing in the enemy square. So in any situation where both caps would currently be ticking down, neither would. On the other hand if you actually send a defender back to your own base and get them to run through the square and/or actually defend then they're no longer capping so suddenly your cap timer starts ticking away. This gives a good method for stopping cap rushes, while promoting actual defence and strategy at the same time as the team that defends and scouts should still ultimately win the cap race over the one that just cap rushes en masse.
Just what I have been thinking about too. This change would be superb and give more action and tactics in assault.
I often win by capping, but never feel like winner when doing so. And that should change.
#57
Posted 20 March 2013 - 09:43 AM
Therefor I vote no, though it does pain me to say so as the huge maps come into play. Every new map that is released is more and more suited for the 150 kph crowd - which is good to a degree, but having the base capped out from under you is something even the people doing the capping don't seem to enjoy.
#58
Posted 20 March 2013 - 09:57 AM
Edited by armyof1, 20 March 2013 - 09:58 AM.
#59
Posted 20 March 2013 - 10:07 AM
Haragh, on 19 March 2013 - 01:42 PM, said:
Except.... I PUG most of the time and when I am not I have 1-2 friends with me. Somehow I don't get base capped all that often but others do.... Hmmmmmmmmmmmm.....
Qraz, on 19 March 2013 - 05:19 PM, said:
Nope, I prefer running out from base and maybe killing some on my way with team before lolcapping starts. That gives me better reward than I would actually gain in those few seconds I stay alive when defending. If you want to lolcap and get 25k cbills from that, go for it but it's damn boring for everyone else even though they gain more than those capping. Still system working like this is broken in my opinion.
Or... you could intelligently advance, locate the enemy, and destroy them before they touch your base... but that requires learning to play and you stated you were against that.
#60
Posted 20 March 2013 - 10:08 AM
Problem solved.
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