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Capwarrior Online Or Why Assault Makes No More Fun For Me


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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%

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#1 Tarys

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Posted 06 April 2013 - 01:03 PM

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?

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 Iron Hyena

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Posted 06 April 2013 - 01:07 PM

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.

#3 ferranis

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Posted 06 April 2013 - 01:20 PM

It sucks, standing in a circle and not fighting at all is plain and simple no fun.

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 armyof1

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Posted 06 April 2013 - 01:23 PM

Look at your team and if you see all heavy guys then suggest you defend somewhat close to base. Sure it doesn't always work, but at least you tried and I find it's at least a 50% chance they'll listen if you suggest it in a nice objective manner.

#5 Zylo

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Posted 06 April 2013 - 01:24 PM

Assault is fine as it is.

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 BarHaid

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Posted 06 April 2013 - 01:27 PM

Yah. Take command and start throwing out some "Stay close to base" and "Rally at X" gold text. Gold works well on Pugs if it looks like it makes sense.

#7 Gremlich Johns

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Posted 06 April 2013 - 01:28 PM

Did you not see my poll ?

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 Toe Cutter

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Posted 06 April 2013 - 01:31 PM

Not many aspects of this game that remain fun. Capping bases is just another aggravation to endure.

#9 Tarys

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Posted 06 April 2013 - 01:31 PM

If team 1 moves left and team 2 moves right even a balanced matchmaker wouldn´t help. and defending from the beginning in a pug-match ... yeah sure. that will work. either you weaken your own team by sitting around and doing nothing or you will get killed by a superior number of enemies while your team is way to far away to help.

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 Helsbane

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Posted 06 April 2013 - 01:31 PM

Assault needs a central location that both teams are trying to capture instead of two separate bases. That would make things pretty damn entertaining...

#11 Tarys

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Posted 06 April 2013 - 01:33 PM

View PostGremlich Johns, on 06 April 2013 - 01:28 PM, said:

Did you not see my poll ?

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 aniviron

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Posted 06 April 2013 - 01:35 PM

I don't really like it and don't think it's much fun, but at the same time, I have been on a lot of teams with 2-3 lights (Playing a RVN-2X these days) where we're going up against eight heavies+assaults. Not really a lot of options open to us in that situation. The assaults and heavies of course get frustrated and tell us to "play like men" and sling other insults at us, but really, what they are asking is why we don't just run straight into their AC20s and die.

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 TheSteelRhino

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Posted 06 April 2013 - 01:36 PM

Here is an idea. Why not ADD a new mode? Just sayin'

#14 Oppresor

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Posted 06 April 2013 - 02:09 PM

CAP is an important element in conquest and assault, it provides an end goal and a mission objective. The problem is that a number of MechWarrior's now see it as a quick way to build their C-bills. Things get worse if they feel (for any number of reasons) that their lance is going to loose; quite often they will default to the "quick lets CAP" mode to win the battle or, just to save face.

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 Red3

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Posted 06 April 2013 - 02:25 PM

View PostGremlich Johns, on 06 April 2013 - 01:28 PM, said:

Did you not see my poll ?

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 MuadXDib

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Posted 06 April 2013 - 02:45 PM

l2p pls don't come to forum to whine

#17 CeeKay Boques

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Posted 06 April 2013 - 02:51 PM

There can be a death match.

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 Ranek Blackstone

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Posted 06 April 2013 - 02:52 PM

View PostHelsbane, on 06 April 2013 - 01:31 PM, said:

Assault needs a central location that both teams are trying to capture instead of two separate bases. That would make things pretty damn entertaining...


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 Jeff K Notagoon

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Posted 06 April 2013 - 02:56 PM

I love capping. And people whining about capping. Learn to defend.

#20 Whoops

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Posted 06 April 2013 - 04:30 PM

I voted no, because I think they should add a DeathMatch instead. Assault should be an optional cap. For those of us that like to go brawl, there should be an option for it. ^_^





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