Edited by Raneru, 06 April 2013 - 04:54 PM.
Capwarrior Online Or Why Assault Makes No More Fun For Me
#21
Posted 06 April 2013 - 04:53 PM
#22
Posted 06 April 2013 - 05:00 PM
Tarys, 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
Posted 06 April 2013 - 06:13 PM
Ranek Blackstone, on 06 April 2013 - 02:52 PM, said:
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
Posted 06 April 2013 - 06:21 PM
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
Posted 06 April 2013 - 06:27 PM
Zylo, on 06 April 2013 - 06:21 PM, said:
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.....
#27
Posted 06 April 2013 - 06:40 PM
#28
Posted 06 April 2013 - 06:50 PM
#29
Posted 06 April 2013 - 06:53 PM
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
Posted 06 April 2013 - 07:05 PM
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
Posted 06 April 2013 - 07:17 PM
#32
Posted 06 April 2013 - 07:24 PM
#33
Posted 06 April 2013 - 07:26 PM
Raalic, on 06 April 2013 - 07:24 PM, said:
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
Posted 06 April 2013 - 07:34 PM
Dornhal, on 06 April 2013 - 01:07 PM, said:
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
Posted 06 April 2013 - 07:37 PM
Tarys, on 06 April 2013 - 01:03 PM, said:
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
Posted 06 April 2013 - 07:39 PM
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
Posted 06 April 2013 - 07:44 PM
Teralitha, 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
Posted 06 April 2013 - 08:05 PM
Edited by Smk, 06 April 2013 - 08:15 PM.
#39
Posted 06 April 2013 - 08:08 PM
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
Posted 06 April 2013 - 08:32 PM
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.
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