Capwarrior Online Or Why Assault Makes No More Fun For Me
#1
Posted 06 April 2013 - 01:03 PM
You now may say stop whining and adapt to this play style but i didn´t choose a game with big fighting machines just to make a quick run to a small square.
So i wanted to ask your opinion at this behaviour. Do you like it? Do you hate it or don´t you care at all? Do you think that my following suggestion would improve the gameplay?
In my opinion the capture mode from WoT is way better ... taking damage or getting destroyed results in a reset of the capture bar. Since we don´t have any kind of ricochet (aside from LRMs fired below 180m) this system wouldn´t be 100% perfect for Mechwarrior Online. My suggestion would be that you have to stay in the capping zone to cap and when you leave this zone the bar either resets instantly or slowly fills up again. So there would be no "cap close to the end and then run to get back later" playing. On the other hand maybe a "cap-free time" could be implemented preventing any sort of capture before maybe half of the match time has passed.
#2
Posted 06 April 2013 - 01:07 PM
I've had many epic battles where the whole team sat and defended the plant in caustic valley. epic in building fighting, and we won.
#3
Posted 06 April 2013 - 01:20 PM
But of course the 'defend your base' crowd will jump to the light now.
There is a need for a capture point to end a game, but should it be unlocked in the first 5 minutes? No
#4
Posted 06 April 2013 - 01:23 PM
#5
Posted 06 April 2013 - 01:24 PM
A timer won't work as players will just camp and play the sniper game for a bit and then will have their lights cap once the timer allows for capping.
The problem is matchmaker not matching weight classes as the #1 priority. If the enemy team has 4 lights your team should have 4 lights as well. It would balance the cap rush problem some players are complaining about.
#6
Posted 06 April 2013 - 01:27 PM
#7
Posted 06 April 2013 - 01:28 PM
You could have built on to that or my other post over in "Suggestions" and left the negativity out of the thread (well, maybe)
Drop ship that shoots back on one side and base defenses on the other and someone posted in the suggestions thread.
Edited by Gremlich Johns, 06 April 2013 - 01:29 PM.
#8
Posted 06 April 2013 - 01:31 PM
#9
Posted 06 April 2013 - 01:31 PM
and i don´t think that people will play for f.e. 5 minutes sniperwarrior online and then start to make a rush to cap. and even if they do so during those minutes people will fight or at least take out a few mechs. even that would be an improve for me.
#10
Posted 06 April 2013 - 01:31 PM
#11
Posted 06 April 2013 - 01:33 PM
Gremlich Johns, on 06 April 2013 - 01:28 PM, said:
You could have built on to that or my other post over in "Suggestions" and left the negativity out of the thread (well, maybe)
Drop ship that shoots back on one side and base defenses on the other and someone posted in the suggestions thread.
Nope, did not see it and regarding to your topic title i wouldn´t have read it or better to say would have thought that there is something with "my capping problem".
#12
Posted 06 April 2013 - 01:35 PM
So while I'm not crazy about how the basecap is implemented, when you're outtonned badly, it's your only realistic option to win. For that reason, I'd rather not see it removed.
#13
Posted 06 April 2013 - 01:36 PM
#14
Posted 06 April 2013 - 02:09 PM
The solution
Both of these have been suggested before, so I cannot take credit for them; but it's important that I bring them up again so that they can be discussed and that hopefully the Devs will notice them.
1. Change the amount of time that a unit needs to be at the base to be capped before the base is actually capped. Realistically something like five minutes, real time. This would tie the capping unit up and also provide more time for a defending unit to challenge the Cap.
2. Make the Capping task a lot more challenging by arming the Base or Refinery. There are two basic approaches to this; the first is passive:
a. Set up a minefield around the base, use IFF to allow own units to close to the base without damage. Mines should be activated by direct contact (Not Proximity). Each mine should have a similar effect to taking a direct hit form a Medium Pulse Laser (Enough to be a deterrent).
The second approach is Active:
b. Manned or AI (Both have been suggested) Turrets. Probably Light Pulse Laser or MG array's; again enough to cause some damage but, not to overpower a determined assault by more than one unit. If we go the AI route, it's important that the Turrets are setup for a 50 / 50 accuracy, they should not be a battle winning asset, more a token gesture.
#15
Posted 06 April 2013 - 02:25 PM
Gremlich Johns, on 06 April 2013 - 01:28 PM, said:
You could have built on to that or my other post over in "Suggestions" and left the negativity out of the thread (well, maybe)
Drop ship that shoots back on one side and base defenses on the other and someone posted in the suggestions thread.
Did you not see the other 4 polls on the exact same thing that were made last month?
we are now up to 6 polls on the same subject inside of 40 days
Edited by Red3, 06 April 2013 - 02:42 PM.
#16
Posted 06 April 2013 - 02:45 PM
#17
Posted 06 April 2013 - 02:51 PM
But right now Assault, the capping adds something. Otherwise, you will have two teams post up on the most defensive positions and wait. Because... why guard the base? Why go anywhere else but the best, most campable position for your spawn, and wait for the enemy? Why bring lights, or more than one light? See MW4 for how Deathmatch turns out. It can happen, but the "threat of cap" adds a sweet layer, not a detractor.
In addition, it allows your team, though heavily defeated too still have a chance to win. Because 8-4 is almost 99% unwinnable. Capping leaves an escape hatch so that peeps don't just give up and log if 4 people go down.
I would be OK with Death Match if the spawn points were random.
#18
Posted 06 April 2013 - 02:52 PM
Helsbane, on 06 April 2013 - 01:31 PM, said:
Leads to AssaultWarrior Online. If your not in something 65+ tons, you'd not be doing it right because there is no need to scout, and hit and run tactics are counter productive to victory.
#19
Posted 06 April 2013 - 02:56 PM
#20
Posted 06 April 2013 - 04:30 PM
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