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Remove This [Removed Censored] Base Cap Mode!


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#21 pseudocoder

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Posted 28 March 2013 - 05:33 AM

View PostBlue Frog, on 25 March 2013 - 07:59 AM, said:

I think a Death Match should be instituted. It would be assault, just without the base cap. Don't drop the Assault match, just make an extra option for people to choose.


This is a terrible idea, you'd have mechs on the losing team hiding in every corner of the map just to grief people. You need a force win condition to keep matches rolling. Defend your base. It's really not that hard.

Edited by pseudocoder, 28 March 2013 - 05:42 AM.


#22 Mechteric

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Posted 28 March 2013 - 05:39 AM

At the beginning of every match take a moment to look at what your team is in. If its mostly all slow assaults, try not to venture too far from the base (~1km) and convince your team to do the same and keep eyes on known approaches to teh cap. If your team is mostly mediums, lights, heavies then try to scout and see if the enemy team is all assaults or more similar in tonnage. If they're super heavy then try to get them to come away from their base then cap them.

I go for the win, not the cap. But sometimes you gotta cap to win.

Edited by CapperDeluxe, 28 March 2013 - 05:40 AM.


#23 Koniving

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Posted 28 March 2013 - 07:37 AM

View PostMagicHamsta, on 27 March 2013 - 07:31 PM, said:


Sowwy, the silliness of your statement forces me to ask "Why smaller maps"?
In Assault mode, me would understand removing it from the very big maps (like Alpine) where it could be difficult for slow moving close range brawlers to get back to position in time without being majorly exposed to long range fire.

In smaller maps (every map that's not Alpine & arguably Caustic) even an Atlas, the slowest mech in game, has ample time and warning to get back into a favorable position & all small maps have favorable and easy to defend positions which overlook ALL possible entrances.

River City:
Starting on the top? Hiding in Upper City gives a view of Upper, Water, and Lower city. Staying in base does as well.
Starting on bottom? Peak from water shows enemy mech movement. Either Upper or Lower will give a vantage point of all other pathways.

Frozen City:
3rd pathway is practically never used.
Basically just go dropship, have someone stare in caves or go caves.

Caustic:
The entire map basically be an open area....
Though 3 line could arguably sneak past.

Forest Colony:
Ruins + Tower = view of all pathways + close to cap.
Water = Close to cap.
Archway = View of all pathways + close to cap
Water = Close to cap.


Because smaller maps like frozen city the third and fourth pathways are always used. And there's always someone capturing the base. There's no purpose in spreading your forces to defend because you can go back and overtake the capture guys. The match goes one of two ways.

One team annihilates the other.

One team starts capping, so the other team sends everyone to cap. One outcaps the other.

We call this forced reactions.
You wouldn't have two teams put their bases 1,000 meters from each other, that's like two teams putting their bases at either side of a border,
"Well, let's simultaneously invade each other, the first one to stand still for a minute wins!"
A commando with one leg and one arm stands on the base, last guy on his team. The other team has 8 players at full health.
Does it make ANY sense at all for the commando to win by standing on the base for a minute 200 meters away from them?
None at all.
----------------

In a larger map, there's more reason to divide your forces and a bit more sense to have two bases. We call it strategy. With a 12 player team you keep a couple of guys back, and send your forces out in one or two waves. This allows us to create a plausible scenario. A base with defenders. Waves of patrols. Communication with the team. Time to communicate as well. Not "Base is under attack." Everyone drops what they're doing and scurries over to a corner to sulk because it's too late. Instead, we have defenders -- slower but heavy duty mechs that aren't easy to put down -- that can warn the other guys long before the enemies even reach the base. This gives the allies out in the field, who are much faster, the time needed to come back if necessary. Ideally it wouldn't even be necessary unless the planned ambush or defense didn't work out or the forces are overwhelmed. Trust me, lights, mediums and some heavies can get back with blazing speed. It only takes two minutes to get across Alpine in a Cataphract 1x with an XL 340. Dragons make it faster, and so can mediums and lights.

We call that a match. Not an instant win shenanigan with no fight.

#24 Felicitatem Parco

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Posted 28 March 2013 - 07:38 AM

This thread is not suitable for this particular section of the forums, as this is the New Player Help section. There are a large number of discussions about DeathMatch in the General Discussion section of the forums here: http://mwomercs.com/...ral-discussion/

As there are so many existing DeathMatch threads already in the General Discussion, I will lock this thread and request that users who want to chat about TDM please do so in the existing threads found in the GenDis section of the forums. Thanks for understanding.





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