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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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#41 Felicitatem Parco

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Posted 19 March 2013 - 04:53 PM

Base Swapping never happens to those who defend their base -> If you believe that you've found yourself to be the victim of Base Swapping, then you are actually a participant and not a victim.

#42 MacKerris

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Posted 19 March 2013 - 05:00 PM

How about when your playing Capture the Flag you don't try to play Team Death Match?

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 Finghaz

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Posted 19 March 2013 - 05:01 PM

Defend or Defend not.

There is no swap.

#44 Eights n Aces

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Posted 19 March 2013 - 05:17 PM

Just turn base cap OFF and you have a whole new game type....Team Deathmatch

#45 Qraz

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Posted 19 March 2013 - 05:19 PM

Surpises me that some players posting here clearly never played this game. Or then they spread around this l2p crap while steering around their light mechs and 8man pugstomping groups. Everyone knows that nowdays if your teams 1-3 mechs try to defend against 8 mechs, they will be alpha striked down in less than half minute no matter what classes they are. Or do you actually ever see someone standing still in that tiny square? :P Which isnt enough, as those 8 enemies would be lolcapping base then while my team would have 1-3 mechs less.

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 xxx WreckinBallRaj xxx

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Posted 19 March 2013 - 05:25 PM

View PostCorpsecandle, on 19 March 2013 - 01:48 PM, said:

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


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 Sug

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Posted 19 March 2013 - 05:31 PM

If your team caps my base and my team caps your base...

Don't we both have a base now? Nothing changed. Why does the game end?

#48 tbl

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Posted 19 March 2013 - 05:41 PM

Cap swapping may be an issue in public play but the cap is a crucial element of the competitive scene. If you don't like getting capped then go play conquest or wait for a TDM mode to appear.

#49 xxx WreckinBallRaj xxx

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Posted 19 March 2013 - 05:44 PM

View Posttbl, on 19 March 2013 - 05:41 PM, said:

Cap swapping may be an issue in public play but the cap is a crucial element of the competitive scene. If you don't like getting capped then go play conquest or wait for a TDM mode to appear.


That's what we're doing? But it won't come any faster if they don't realize how many people want it.

#50 BlackAbbot

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Posted 19 March 2013 - 05:44 PM

View PostSug, on 19 March 2013 - 05:31 PM, said:

If your team caps my base and my team caps your base...

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 Uncle Totty

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Posted 19 March 2013 - 05:49 PM

I have "won" maches like this many times... it sucks. <_<

I think there should be a 2:00 "battle time" be for caps can be done. -_-

View PostBlackAbbot, 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. :rolleyes:

#52 Targetloc

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Posted 19 March 2013 - 05:51 PM

View PostSug, on 19 March 2013 - 05:31 PM, said:

If your team caps my base and my team caps your base...

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 Uncle Totty

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Posted 19 March 2013 - 05:53 PM

View PostTargetloc, 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. :rolleyes:

Edited by Nathan K, 19 March 2013 - 05:53 PM.


#54 N0V0CAIN

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Posted 19 March 2013 - 05:53 PM

UMM, play defense

#55 Sug

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Posted 19 March 2013 - 07:04 PM

Assault should be one team on Defense other on Offense.

Conquest bases should only give points if you have a mech in close proximity.

#56 Qraz

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Posted 20 March 2013 - 09:17 AM

View PostBlackAbbot, 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 Mister Haha

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Posted 20 March 2013 - 09:43 AM

It's not fair to lights if the team decides to go and have their faces melted one by one in the first minute.

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 armyof1

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Posted 20 March 2013 - 09:57 AM

Since the drops are so random when it comes to weight you need to have a look at your team and make sure it's not all assaults and heavies when you start moving out on a big map. If it is, then suggest setting up to fight somewhere close to base. Unless someone is really hellbent on running in a direct line towards the enemy base ASAP guys will often listen to suggestions. That right there will solve your problems with getting rush-capped most of the time.Then there are also those games when you have more varied mechs in both teams and you take different routes to the enemy base and don't even see each other and it eventually turns out into a rush to cap. I mean those games happen but they don't happen often at all.

Edited by armyof1, 20 March 2013 - 09:58 AM.


#59 Mercules

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Posted 20 March 2013 - 10:07 AM

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

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.


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..... <_< You don't have to STAND IN YOUR base to protect it. If your team goes X then get eyes on Y. I can tell you lighting up a target going Y will 80% of the time get the whole team to swing that way and engage instead of blundering forward on vector X. Stay "close" to your team but instead of following behind them range out about 200-300m away where you can pop over a ridge and get eyes. If they have ECM and you can't target them duck into cover and go, "5 enemy in f7 ECM" most people will change their route.


View PostQraz, on 19 March 2013 - 05:19 PM, said:

Surpises me that some players posting here clearly never played this game. Or then they spread around this l2p crap while steering around their light mechs and 8man pugstomping groups. Everyone knows that nowdays if your teams 1-3 mechs try to defend against 8 mechs, they will be alpha striked down in less than half minute no matter what classes they are. Or do you actually ever see someone standing still in that tiny square? :P Which isnt enough, as those 8 enemies would be lolcapping base then while my team would have 1-3 mechs less.

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 Eternal Hunter

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Posted 20 March 2013 - 10:08 AM

Scout - don't just run off and hope for the best - figure out where they're going to come from.
Problem solved.





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