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Fix Assault Mode


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#1 LordDeathStrike

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Posted 06 April 2013 - 01:12 AM

disable capping until the clock runs down, and even then make it require some deaths on either team to activage (say you lose half your team, then your ability to cap the enemy activates)

i dont q up to play capwarrior online when the 7 gimps im given as a team to carry dont listen and wont defend and are too slow to get back in time.

#2 Otto Cannon

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Posted 06 April 2013 - 01:21 AM

If you have an entire team too dopey to defend their base when there's a huge red warning flashing on their HUDs then you're doomed to lose the match anyway. At least if the enemy cap you early it's over quickly and you can get into another match.

#3 jeffsw6

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Posted 06 April 2013 - 01:23 AM

Base rushes are annoying. The reason they are annoying is you can rush 4 or 8 mechs to that base and win very fast.

I think there should be no increase in capture rate for having multiple mechs in an opponent's base until 3 minutes into the match. No map has an average game length under 4 minutes.

#4 Inkarnus

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Posted 06 April 2013 - 01:30 AM

still one single mech with cap acc is enought to win most matches
dont even understand why anybody wantet to cap except they are split team
goes beyond me less cbills less carnage less fun less everything

#5 LordDeathStrike

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Posted 06 April 2013 - 01:35 AM

View PostInkarnus, on 06 April 2013 - 01:30 AM, said:

still one single mech with cap acc is enought to win most matches
dont even understand why anybody wantet to cap except they are split team
goes beyond me less cbills less carnage less fun less everything

exactly, capping should only be the last resort when the enemy has 8 live undamaged mechs and oyu are alone, or when the last enemy is dc/shutdown somewhere obscure and unfindable, then capping > waiting to win by timeing out.

#6 Cest7

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Posted 06 April 2013 - 01:48 AM

Make the scoring better for a basecap.

This will promote attack/defend mentality.

Currently the scoring is deathmatch.

#7 Profiteer

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Posted 06 April 2013 - 01:49 AM

They either need to increase the time it takes to cap (2x on large maps), or place a turret on each of the 4 base corners with a small laser in it and decent hit-points. This would be enough to seriously slow 1-2 lights quick capping, but easy for a group of heavy's to destroy.

They could even make "deployable turrets" as consumables. You could then place them on your base at the start of a match if you feared a light quick capping.

#8 Zylo

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Posted 06 April 2013 - 01:50 AM

View PostLordDeathStrike, on 06 April 2013 - 01:12 AM, said:

disable capping until the clock runs down, and even then make it require some deaths on either team to activage (say you lose half your team, then your ability to cap the enemy activates)

i dont q up to play capwarrior online when the 7 gimps im given as a team to carry dont listen and wont defend and are too slow to get back in time.

So what's stopping you from going back to defend? It should in theory be an easy kill if it's just a single light mech capping your base. Stopping a cap should be trivial for a player who claims to be great enough to carry the other 7 players on the team.

Edited by Zylo, 06 April 2013 - 02:26 AM.


#9 Vahnn

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Posted 06 April 2013 - 01:52 AM

View Postjeffsw6, on 06 April 2013 - 01:23 AM, said:

Base rushes are annoying. The reason they are annoying is you can rush 4 or 8 mechs to that base and win very fast.

I think there should be no increase in capture rate for having multiple mechs in an opponent's base until 3 minutes into the match. No map has an average game length under 4 minutes.


:) 4 minutes is all my group needs to wipe up the enemy.

#10 KingDerp

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Posted 06 April 2013 - 01:56 AM

View PostLordDeathStrike, on 06 April 2013 - 01:12 AM, said:


i dont q up to play capwarrior online when the 7 gimps im given as a team to carry dont listen and wont defend and are too slow to get back in time.


I guess you meant 8 gimps...
Apparently you can't make it back in time either. :)

#11 Orbson

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Posted 06 April 2013 - 01:58 AM

as·sault - A military attack, such as one launched against a fortified area or place.

Having the base there is a threat which adds significantly to the dynamic game play. Complaining that you have a bad team that won't listen is about the same as complaining that your team is bad at aiming, piloting etc. Pugs will be pugs and they are on the other team as well. Changing the rules won't change the quality of the people you play with or against.

Edited by Orbson, 06 April 2013 - 02:00 AM.


#12 Inkarnus

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Posted 06 April 2013 - 02:13 AM

View PostOrbson, on 06 April 2013 - 01:58 AM, said:

as·sault - A military attack, such as one launched against a fortified area or place.

Having the base there is a threat which adds significantly to the dynamic game play. Complaining that you have a bad team that won't listen is about the same as complaining that your team is bad at aiming, piloting etc. Pugs will be pugs and they are on the other team as well. Changing the rules won't change the quality of the  people you play with or against.

still i defended myself alot of bases were my team just had have lost the game via capping even the lights not wanting to go back and ranting that they move there lazy ***** is mandatory in chat but gets often ignored

#13 ShadowDarter

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Posted 06 April 2013 - 02:15 AM

if you dont defend your base then expect to lose, simple fact of Assault mode..

on the other hand i have had some serious duels today on assault mode, and a very fun one that ended up in both of us ending up dead by each others hands...

Know the win conditions, and learn to play this is not TDM

i hate to say it "Learn To Play"

#14 Roadbuster

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Posted 06 April 2013 - 02:16 AM

View PostZylo, on 06 April 2013 - 01:50 AM, said:

So what's stopping you from going back to defend? It should in theory be an easy kill if it's just a single light mech capping your base.

The problem, in most cases, is the speed of the mechs and the map size.
If your team is moving towards the enemy base and in the middle of a fight and suddenly the cap warning flashes up, what will you do?

- You can turn your back to the enemy and try to run back just to get killed from the mechs behind you.
- You can wait for someone else to run back and pray someone who's not engaged got enough brain to do that.
- You can try to dispose of the mech/s you're fighting and then run back to base.

Now it depends on the type of mech and the size of the map. If you have a fast mech you can go back and stop the cap if you're not too far from the base and if there is only 1 or max 2 mechs capping.
On maps like Alpine or Tourmaline 2 mechs capping can be too fast even for a light mech to get back and defend.
Slow mechs like assaults and many heavy/medium mechs often won't even be fast enough to get back to base in time to stop a cap.
Then add the messed up matchmaker which puts 4 light mechs in one and no light mechs at all in the other team...

I'm for a multi step capturing system.
If the enemy wants to cap your base they should have to cap 1-2 other structures or destroy 1-2 defensive structures before a base cap is possible.
That would give the defending team a bit more time to react by indicating that the opponent is trying to go for a cap.

Also cap speed shouldn't increase with a higher number of mechs capping.

#15 jeffsw6

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Posted 06 April 2013 - 02:18 AM

View PostVahnn, on 06 April 2013 - 01:52 AM, said:

:) 4 minutes is all my group needs to wipe up the enemy.

As it should be.

Base capture is not enjoyable for many, if not most, players. It is a good last-resort option if you can't find a hidden enemy, or most of your team is dead and you don't think you can kill whatever opponents are still alive.

It can also divert opponents into defending their base, potentially giving your team's offense an opportunity to strike. A good use of base-capture, if ever there was one.

This is why I suggest that the bonus for having many capturing-players in a base be eliminated until several minutes have passed.

Edited by jeffsw6, 06 April 2013 - 02:19 AM.


#16 Wicksman

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Posted 06 April 2013 - 02:20 AM

Wouldnt this all be fixed by adding a "Deathmatch" mode?

This is probably better than trying to change Assault mode to be something its not , mainly because people want to take slow heavy mechs and cant get back to defend their base?

#17 Zylo

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Posted 06 April 2013 - 02:22 AM

View PostRoadbuster, on 06 April 2013 - 02:16 AM, said:


The problem, in most cases, is the speed of the mechs and the map size.
If your team is moving towards the enemy base and in the middle of a fight and suddenly the cap warning flashes up, what will you do?

- You can turn your back to the enemy and try to run back just to get killed from the mechs behind you.
- You can wait for someone else to run back and pray someone who's not engaged got enough brain to do that.
- You can try to dispose of the mech/s you're fighting and then run back to base.

Now it depends on the type of mech and the size of the map. If you have a fast mech you can go back and stop the cap if you're not too far from the base and if there is only 1 or max 2 mechs capping.
On maps like Alpine or Tourmaline 2 mechs capping can be too fast even for a light mech to get back and defend.
Slow mechs like assaults and many heavy/medium mechs often won't even be fast enough to get back to base in time to stop a cap.
Then add the messed up matchmaker which puts 4 light mechs in one and no light mechs at all in the other team...

I'm for a multi step capturing system.
If the enemy wants to cap your base they should have to cap 1-2 other structures or destroy 1-2 defensive structures before a base cap is possible.
That would give the defending team a bit more time to react by indicating that the opponent is trying to go for a cap.

Also cap speed shouldn't increase with a higher number of mechs capping.

Well my comment was pointing out that the OP was blaming his 7 teammates that he has to carry for not stopping the cap. I just wanted to know why he was unable to stop it because he seems to be implying that he is far better than his teammates so stopping a cap should be trivial for such a great player right?

#18 jeffsw6

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Posted 06 April 2013 - 02:22 AM

"Deathmatch Mode" would still need some kind of anti-griefing mechanism to prevent 1 opponent from hiding while a 6 minute timer expires. The bases in assault solve this problem.

#19 Zylo

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Posted 06 April 2013 - 02:23 AM

View PostWicksman, on 06 April 2013 - 02:20 AM, said:

Wouldnt this all be fixed by adding a "Deathmatch" mode?

This is probably better than trying to change Assault mode to be something its not , mainly because people want to take slow heavy mechs and cant get back to defend their base?

Maybe, if you don't mind chasing that last enemy light around the map while the time runs out. If that last enemy light happens to be me vs a few enemies with no cap option I'm going to run you around the map until the time runs out, just because I can.

#20 Wicksman

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Posted 06 April 2013 - 03:11 AM

View PostZylo, on 06 April 2013 - 02:23 AM, said:

Maybe, if you don't mind chasing that last enemy light around the map while the time runs out. If that last enemy light happens to be me vs a few enemies with no cap option I'm going to run you around the map until the time runs out, just because I can.


Easily countered. As time expires the "out of bounds" moves inwards until the players are forced into the middle of the map to fight. Been done countless times in other games and would work here.





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