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Base Swapping Is Stupid.


79 replies to this topic

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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#1 Qraz

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Posted 19 March 2013 - 02:08 AM

Please, do something about this. I hate to spend more time looking loading screen and mech startup than I get to spend in fight.

Make first 5 minutes non-cap time! At that point losing team can change tactics and try to win by capping.

Or something similiar... maybe make timer slower too, as in most maps there's no enough time to run back in bases with slower mechs if someone is capping it.

Edited by Qraz, 19 March 2013 - 03:05 AM.


#2 Captain Midnight

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Posted 19 March 2013 - 02:13 AM

This thread is hard to be constructive in. I want capping to be less effective, but I also don't want to reward noobs for having no skills. Therefore I just don't know what to think about your opinion. I feel like the byline of your post is "I'm in a splatapult A1, and they keep capping instead of standing still and dying like they should"

Edited by Captain Midnight, 19 March 2013 - 02:14 AM.


#3 McKracken

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Posted 19 March 2013 - 02:19 AM

I know that my opinion is very unpopular, but I would remove base capping completly from this game. Capping a base in a few seconds without a really Mech-Based Conflict is not what I understand under Mech-Based War

#4 Qraz

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Posted 19 March 2013 - 02:19 AM

Whole topic is about base swapping. Teams often just run to bases and only couple mechs are left behind doing damage in somewhere in middle. It's pointless, quick, nonrewarding and boring. Some kind of timer or slower (non effective as you mentioned) capping would be lovely too to make it actually possible to run back and defend base.

5 minutes would be "battle-time" and after that capping takes part of tactics. That's just and idea, but ANYTHING that can be done for this boring crap would be good.

#5 Captain Midnight

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Posted 19 March 2013 - 02:21 AM

View PostMcKracken, on 19 March 2013 - 02:19 AM, said:

I know that my opinion is very unpopular, but I would remove base capping completly from this game. Capping a base in a few seconds without a really Mech-Based Conflict is not what I understand under Mech-Based War


Enemy raven runs and hides in a corner, that's why capping exists.

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

Whole topic is about base swapping. Teams often just run to bases and only couple mechs are left behind doing damage in somewhere in middle. It's pointless, quick, nonrewarding and boring. Some kind of timer or slower (non effective as you mentioned) capping would be lovely too to make it actually possible to run back and defend base.

5 minutes would be "battle-time" and after that capping takes part of tactics. That's just and idea, but ANYTHING that can be done for this boring crap would be good.



See, base swapping only really happens if one team picked a pure brawler deck and they charged straight forward with so much more weight than their opponent that they couldn't get back to base and the ONLY HOPE their opponent had was to outmaneuver at capture. I feel like you, and the OP, run all brawlers with tiny engines and expect your opponent to line up like it's an civil war re-enactment and stand still while you murder them, otherwise you cry sour grapes.

If you had as many lights as they did, and it's not alpine, you could have gone back and fought. Except you only had atlases and splatapults to the tune of 600 tons so you ran headlong across the map and when they wisely danced around you and took your cap you lost.

Edited by Captain Midnight, 19 March 2013 - 02:25 AM.


#6 Martin77

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Posted 19 March 2013 - 02:22 AM

How about this:
You can only cap a base when half of the enemy team is dead :unsure:

#7 AJ Frost

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Posted 19 March 2013 - 02:26 AM

I think there should be more incentive to split up the team, to leave one part to defend or to tackle multiple objectives at the same time. As long as "splitting up" means "loose the fight" (and I'm not talking about flanking), you will allways experience matches where both teams circle clockwise around the map. This turns into a mad rush to see who can get more Mechs into the enemy base once you realize it.
I'm not convinced a 5 minute timer would help in that event. If all 16 Mechs stand on the respective enemy base before the 5 minutes expire, no one will have time to move back in a coordinated manner, and likely die piecemail. So once there, you will not leave it again, and just taunt the opposition to leave your base. In effect hoping for someone stupid enough to shift the capture process in your favour.

Edited by AJ Frost, 19 March 2013 - 02:27 AM.


#8 Barghest Whelp

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Posted 19 March 2013 - 02:26 AM

Might be a bit harsh on smaller maps, but alpine could certainly use this. It really sucks when you drop in alpine sans lights.

I'd say I agree on the basis that this is supposed to be a game about mech combat, not mech running from a to b. But what we really need is objective based maps, like wolfenstein enemy territories, or UT2004 assault mode. That would make tactics more relevant, and not the current biggest blob wins.

Either way, I feel that assault mode in this game falls short. A deathmatch mode would be more interesting imo.

#9 HybridTheory

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Posted 19 March 2013 - 02:37 AM

View PostQraz, on 19 March 2013 - 02:08 AM, said:

Please, do something about this. I hate to spend more time looking loading screen and mech startup than I get to spend in fight.

Make first 5 minutes non-cap time! At that point losing team can change tactics and try to win by capping.

Or something similiar... maybe make timer slower too, as in most maps there's no enough time to run back in bases with slower mechs if someone is capping it.


Not going to happen. Although I agree in Assault mode... straight up base rushing is very dumb, if there is a 5 minute no cap rule.. it kills the rush to lure away strategy completely... one that works very well from time to time :unsure:

#10 Doomerang

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Posted 19 March 2013 - 02:38 AM

If you want base swapping to end, try other tactics besides base swapping. There are many, many ways to combat "rush" oriented battlegorups. I advise looking into different approaches to winning besides running towards your enemy's base out of a desperation induced by the belief that base rushing is some sort of be all end all strategy.

#11 Tezzereth

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Posted 19 March 2013 - 02:39 AM

I think it would be best that there can not be a base cap until the final five minutes of a match. There are many games, ususually Caustic Valley or Frozen City where the layout of the map ususually has most games to where teams might not even engage for a while in the beginning of the match because everyone is hiding behind hills. If the cap delay is set for the beginning of the match vs the end, it will make it moot on maps like this.

Also, by placing it at the end, it would discourage the light rush to cap right away.

#12 Max Immelmann

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Posted 19 March 2013 - 02:41 AM

capping is part of the game, if you do not defend your base, you lose, to bad. gameis fine as is.

#13 strygalldwir

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Posted 19 March 2013 - 02:44 AM

Make sure someone guards base if you don't want to be capped.

#14 Denolven

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Posted 19 March 2013 - 02:52 AM

This is a player problem, not a game problem. If you think capping is stupid, then why didn't you defend your base?
Everyone greedy gets the corresponding result.
I saw games where the team split up about 4-4, and we won easily because we had defenders to keep them busy, and they didn't. Not our problem that they left 2/3 of the battlefield completely open.

Want to fix caprushes? Use your brain!

Edited by Denolven, 19 March 2013 - 02:52 AM.


#15 Qraz

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Posted 19 March 2013 - 02:57 AM

Everyone knows that if you leave 1-2 behind to defend base and whole group comes in there, those 1-2 mechs will be destroyed in no time. It just doesn't work that way to be fun and balanced gameplay. Game needs objectives OR some kind of way to reward people for doing such things.

Currently running to base and lolcapping it gives so low reward that when I'm middle of the map with let's say slow atlas.... I don't have time to run back in base, so I just kill what I see and get more reward than those "winning map". Make timer slower, much slower in beginning of map would solve this problem and allow people to fall back and defend. Some might say "why you move out of base then?" I answer that staying alone in base in atlas would be bad idea. Even 1-2 light mech would tear me apart quite fast if they know what they are doing.

Anyone that actually plays pug matches knows what situation is. Tactics ain't so easy to make and follow.

Sure you can add commander system in there, where someone can give objectives to players and when you follow them you get more exp/cbills as reward. That would be lovely.

#16 BoPop

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Posted 19 March 2013 - 02:58 AM

i think the 2 modes, assault and conquest, are fine. but there could be a 3rd and 4th mode:

3rd) a real deathmatch. I know that's what assault is supposed to be but it's not, it's capture the flag(and i'm cool with that mode too).

A real death-match would be something along the line of a simple 10 minute timer, or no timer at all. Most mechs left standing wins on the timer and the no timer mode would be last man standing team wins.

4th) capture THE flag. both teams start at opposing ends and there's an objective in the middle. in order for it's timer to tick one way or the other ALL members of a team have to be within a radius. lot's to be said for ONE objective ie: Fuel Depot, Mining Facility, defend/takeover civilian compound/capitol/outpost, whatever. capture accelerator would be REALLY cool in something like this.

#17 Qraz

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Posted 19 March 2013 - 02:59 AM

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?

#18 AJ Frost

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Posted 19 March 2013 - 03:01 AM

So what does your 4 man advance guard do if they encounter the enemy that stuck together? You die. Unless you're all light, you will not be able to disconnect form the engagment and be overwhelmed or seriously damaged before your significant other 4 can arrive. Yes, scouting can address that, and it can also address base cap rushes if you can find the enemy. But you'd better hang back until you know what the enemy is doing, or otherwise it's just "luck" that your strategy worked this time.

As it is, your working 4 : 4 split is just as valid an observation as the base cap rush. Both do happen. But it's down to not knowing what the enemy does. And just sticking together is the better and safer option.

Edited by AJ Frost, 19 March 2013 - 03:06 AM.


#19 Qraz

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Posted 19 March 2013 - 03:07 AM

Added "something else" option in poll. As this whole topic ain't about 5 min timer, but more about that something needs to be done for this game-mode (or add new one!) to keep it interesting.

#20 Haragh

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Posted 19 March 2013 - 03:29 AM

I strongly agree to this topic. Something should be done about these frustrating Capping Wars.
Spending most of the time in loading screens is not my idea of a fun game.
3 to 4 min timer at least would be nice to have. At least there could be some fighting in that time.
Martin77's idea about killing half of enemy team before base can be captured sounds nice. Or at least 2 or 3 mechs destroyed.





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