Ninja caps from single lights mechs are especially a problem on the large Alpine and Desert maps. If your whole force is in the middle of the map and you only happen to have a single or no light mechs at all, often there's not much you can do about it.
My suggestion would be to require at least two or three mechs in the target zone to get the capture timer ticking on these maps.


Suggestion To Avoid Cap Rushes In Assault
Started by wuselfuzz, Mar 20 2013 01:08 AM
3 replies to this topic
#1
Posted 20 March 2013 - 01:08 AM
#2
Posted 20 March 2013 - 01:34 AM
I don't see how that would be fair. I understand the idea of a light rushing the cap is irriating, but some time a cap run is the only tatically sound way to win games. By making it need more than one mech needed to cap on any map it means the teams just have to kill one less mech to guarentee a win
#3
Posted 20 March 2013 - 01:38 AM
Actually an even better suggestion is to remove the capping feature altogether.
#4
Posted 20 March 2013 - 02:47 AM
If you remove the capping feature, you can be perpetually trolled by a light that runs away in a game that will never end. Ever.
I do think that the time it takes to cap a base needs to be scaled to the size of the map itself. I agree with that.
I do think that the time it takes to cap a base needs to be scaled to the size of the map itself. I agree with that.
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