Jump to content

Capwarrior Online Or Why Assault Makes No More Fun For Me


81 replies to this topic

Poll: Assault-Mode is getting more and more to a capture-rush (?) (240 member(s) have cast votes)

Should capping get removed in Assault-Mode?

  1. Yes - the way it is now sucks (33 votes [13.75%])

    Percentage of vote: 13.75%

  2. No - it is fine; L2P (133 votes [55.42%])

    Percentage of vote: 55.42%

  3. I don´t care at all (7 votes [2.92%])

    Percentage of vote: 2.92%

  4. Don´t remove it but change it (67 votes [27.92%])

    Percentage of vote: 27.92%

Vote Guests cannot vote

#21 Raneru

    Rookie

  • 4 posts

Posted 06 April 2013 - 04:53 PM

seperate team death match and last man standing modes would be nice. I hate it currently when a fight just starts getting interesting when someone decides to cap, robbing everyone else of good action and Xp/cbills.

Edited by Raneru, 06 April 2013 - 04:54 PM.


#22 Lokust Davion

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 927 posts
  • LocationNew Avalon, Inner Sphere.

Posted 06 April 2013 - 05:00 PM

View PostTarys, on 06 April 2013 - 01:03 PM, said:


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.


^^ good idea

#23 Helsbane

    Member

  • PipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 1,102 posts
  • LocationThe frozen hell that is Wisconsin.

Posted 06 April 2013 - 06:13 PM

View PostRanek Blackstone, on 06 April 2013 - 02:52 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.

Not entirely. The team with the most speed would be at an initial advantage, forcing the other to engage and shooo them off base with heavies and assaults (I thought about saying "or using arty and air", but we all know you can just shrug that crap off...)

The idea would be to get on the cap and stay there, as it is now, with both teams having a slider that indicates how close they are to achieving victory thru cap. And, much like now, to stay on the cap is to stay where you're fairly exposed and taking fire...

#24 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 06 April 2013 - 06:21 PM

A better cap system might actually be a single bar rather than a friend/enemy bar. Capping the enemy base would cause the bar to fill up to the left with blue. If the enemy started to cap with more mechs on your base the bar would start moving back to the center and then would start filling up with red as it moved to the right.

An equal number of mechs on each base (with no mechs stopping the cap) would cause the cap bar to not move at all unless there was a difference in cap rate due to cap module use.

If no mechs were present on any base the cap bar would slowly return to the center.

Edited by Zylo, 06 April 2013 - 06:24 PM.


#25 Gremlich Johns

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,855 posts
  • LocationMaryland, USA

Posted 06 April 2013 - 06:27 PM

View PostZylo, on 06 April 2013 - 06:21 PM, said:

A better cap system might actually be a single bar rather than a friend/enemy bar. Capping the enemy base would cause the bar to fill up to the left with blue. If the enemy started to cap with more mechs on your base the bar would start moving back to the center and then would start filling up with red as it moved to the right.

An equal number of mechs on each base (with no mechs stopping the cap) would cause the cap bar to not move at all unless there was a difference in cap rate due to cap module use.

If no mechs were present on any base the cap bar would slowly return to the center.

That might as well be Conquest Light.....

#26 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 06 April 2013 - 06:28 PM

View PostGremlich Johns, on 06 April 2013 - 06:27 PM, said:


That might as well be Conquest Light.....

It would stop base trading though.

#27 Private Backside

    Member

  • PipPipPip
  • Survivor
  • Survivor
  • 79 posts
  • Locationso far to the east, it's almost a some men's far west.

Posted 06 April 2013 - 06:40 PM

capping is perfectly fine now. the worst thing mwo can turn into is a dumb firepower-trading fps. if anything, assault needs more diverse capturing option, not only cap-a-drill, but destroying objective, disabling or capturing various moving objects (convoys etc). i believe it will be implemented in the future.

#28 Karazyr

    Member

  • PipPipPipPipPipPip
  • Moderate Giver
  • 274 posts

Posted 06 April 2013 - 06:50 PM

In pugs its ******* awful in organised play its fine tbh they should just add a team deathmatch mode, you know go in and shoot people, there is no need to have the counterstrike style of play where its a deathmatch but you can plant a bomb or cap, that should be its own game mode.

#29 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 06 April 2013 - 06:53 PM

This last match I just played is a lovely example of why cap mechanics can be fun.

Forest Snow, we started at quarry. Went tunnel, they went Victory Road. We sort of passed each other, but one of their lights to got to our base. An ugly and unbalanced fight started at their side of tunnel when I got spotted coming out. Our base was already ticking so I ran to theirs. Our Raven 3L bravely stonewalled them at our base (ccr I think? Love ya buddy) while a Cataphract and I capped theirs. Even with that, it was close, but we won. One of them called me a homosexual slur. I told them 'you guys started it.'

Aaaaaand THAT is why cap can be fun. Because even if you're down five mechs and the other team smugly thinks they won because they started capping first and farmed out most of our team, you can still rub someone's nose in it.

I didn't get paid much, but I made 400xp, didn't die, and added a win to my tally. And I got the last snarky word in before everyone disconnected.

#30 Caladan Nix

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts

Posted 06 April 2013 - 07:05 PM

Assault caps are tons more bearable than Conquest caps. At least the capper has to stand and fight when you get there.

Seriously, I have given up Conquest games because all too often, it boils down to whoever gets the most Lights on their team. And since the MatchMaker changes, my team is no longer guaranteed Lights to counter the enemy's Lights.

#31 FunkyFritter

    Member

  • PipPipPipPipPipPip
  • 459 posts

Posted 06 April 2013 - 07:17 PM

The only change I'd like to see is the cap timer adjusted by map size, the objectives on alpine aren't fun for anyone.

#32 Raalic

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 483 posts
  • Google+: Link
  • LocationIllinois

Posted 06 April 2013 - 07:24 PM

How about we make bases strategic objectives with their own static defenses? Would be hard to complain about the ability to cap a base with walls, AC turrets and long toms.

#33 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 06 April 2013 - 07:26 PM

View PostRaalic, on 06 April 2013 - 07:24 PM, said:

How about we make bases strategic objectives with their own static defenses? Would be hard to complain about the ability to cap a base with walls, AC turrets and long toms.

This game doesn't need any sort of AI. That would just lead to the gameplay seen in other games with base defenses: Drag the enemy to your base for the advantage and let the AI wear them down.

#34 Teralitha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,188 posts

Posted 06 April 2013 - 07:34 PM

View PostDornhal, on 06 April 2013 - 01:07 PM, said:

Stop charging off and leaving nobody to defend the base. Or goddess forbid, actually defending the base?

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.


What do you do when the other team camps their base too? Sit for 15 minutes and watch TV? Great plan...

Edited by Teralitha, 06 April 2013 - 07:34 PM.


#35 Urdnot Mau

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 501 posts

Posted 06 April 2013 - 07:37 PM

View PostTarys, on 06 April 2013 - 01:03 PM, said:

I don´t know if it is just bad timing and all the "please don´t shoot me, i just wanna get into the next battle real soon" players are running wild today but every second match is just a rush to "my" base while my team actually wants to fight. And in my opinion this sucks a lot and makes no fun. This "no fun" grows from match to match till my piloting skills suffer due to no more interest in playing good and results in taking again a break from MWO.
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?



I actually like it. There are some very interesting things that happens in the battlefield in this mode that does not happen in the Conquest mode. I didn't even read your suggestion.

Let me explain the misunderstandment. You hate the mode because some people just want some cheap win. Why don't you start hating those people instead of hating the game mode?
Capping is an old strategy. Some people don't care about the win by cap, but actually do it to draw the enemy force. Once, in the Desert, an enemy mech started capping (1 light mech ) to make my team return. We ALL decided to stay in the front and fight untill the end and some of us said in the chat "We are not coming back. If you cap, the fun is over". The person on the other team was just using a strategy and in the last second stopped caping. Of course that after killing 7 of them 1 made it back and finished the cap, but at that point i didn't really care. It was a fun match. So interesting that i remember it untill this day.

The thing i meant to say is... don't hate Assault. Hate your PUG team mates. Hate your strategy. Hate the cappers. But not the game mode. If you wanna fight and is scared of being capped just ask your team mates to don't overextend themselves. 1 or 2 of the other team will try to cap, you crush him, them your team will have an advantage.
I have a theory that people are asking for TDM because they don't really understand the Assault mode. They have the old notion of TDM and just wanna throttle foward and forget the X key. That's why i think PGI made Throttle Decay. People just want to move foward ALL THE TIME and don't want to expend too much time (15 minutes) in one good played match. They just want to make contact in the very first second and start hitting the damm mouse button. Like an average FPS.

#36 Teralitha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,188 posts

Posted 06 April 2013 - 07:39 PM

Devs... It would seem this issue will never die. Alot of players dont like assault mode. Alot of other players want team death match mode.

I look at this forum a week after my poll about TDM, and what do I see? More polls and topics created by other people about the same thing. I use the search function and what do I see? at least 20+ older past topics and polls about the same issue. I read through many ask the devs questions and what do I see? Countless people asking the question.... why cant we get team death match?

Isnt this the definition of a no brainer?

#37 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 06 April 2013 - 07:44 PM

View PostTeralitha, on 06 April 2013 - 07:34 PM, said:



What do you do when the other team camps their base too? Sit for 15 minutes and watch TV? Great plan...

Few players camp their base because they all want to get kills.

I have played MWO since June and never seen a 0 kill game that ended with the timer reaching 0.

#38 Smk

    Member

  • PipPipPipPipPip
  • 132 posts

Posted 06 April 2013 - 08:05 PM

I had a match earlier where we base traded and I managed to kill 2 mechs before I died. Those were all the kills on the map. My 2 kills and my death. I'm pretty sure even though we lost I came out ahead of everyone else in xp and cbills. Not sure why people want to play like that.

Edited by Smk, 06 April 2013 - 08:15 PM.


#39 hammerreborn

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,063 posts
  • LocationAlexandria, VA

Posted 06 April 2013 - 08:08 PM

Wheres the poll option:

OH LOOK ITS THIS THREAD AGAIN! Anyone who posts another thread with "capwarrior" in the title should be banned from creating threads.

Mods please add.

#40 Anjian

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 3,735 posts

Posted 06 April 2013 - 08:32 PM

The way this game is right now, what it needs is variety, a variety of mission goals. This does not mean you remove the existing Assault and Conquest modes. You keep them, and you add more. This will force the game to be much more tactical in response to the different combinations of maps and mission goals.

Base Capture --- Base at the center of the map. Both sides must cap the center base or destroy each other's team in the process.

Base Destruction --- Similar to Assault, but with destruction of the enemy base. You don't need to be directly on the base however, you can destroy the base from a distance.

Team Deathmatch with Dropship Resurrection --- Pure team destruction with 4 limited respawns. Each respawn uses a different mech in your inventory from the first. You are allowed to pick a new mech from your hanger if your previous mech died. If you don't have sufficient mechs, you can use a trial mech.

Capture the Flag --- Find the flag, capture it, if a mech dies, another mech can retake the flag. Last team holding the flag wins or if the enemy team is destroyed. Matchmaker will only allow for mechs with over 70kph in speed.

Edited by Anjian, 06 April 2013 - 08:36 PM.






3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users