

Please Please Please Do Something About Base Cap.
#1
Posted 14 April 2013 - 06:20 PM
On bigger maps the only defense against getting capped is to leave mechs at base. How much fun is it to sit at base on the off chance someone comes to cap? And if you do that you leave your team a mech down if the enemy doesn't do the same. I accept capping is a legitimate win in this game mode but honestly how much fun is it really getting a cap win and how frustrating is it to get capped when you're enjoying a battle and literally no one is fast enough to get back and stop it.
The game is meant to be about giant robots blowing **** up, not giant robots standing in a square faster than the other team.
#2
Posted 14 April 2013 - 06:21 PM
/thread
#3
Posted 14 April 2013 - 06:22 PM
I hate losing to base caps...when it's my fault or the win is a last ditch at the end. I don't hate losing if we just ignore the base or I'm too far to go back. That is basically the ONLY tactical consideration in the game at the moment.
#4
Posted 14 April 2013 - 06:24 PM
#5
Posted 14 April 2013 - 06:24 PM
How many of you guys complaining about base caps run in pre-made groups?
I always run in a pre-made group of at least 2 and base caps aren't generally an issue for me unless the entire enemy team is light mechs (this will be solved by weight class matching update next week).
If you guys have problems with base-caps running in a pre-made group, take something besides all jump snipers, all DDC's or all Jagermechs. Mix a light mech or 2 into your group or try something crazy like 1 of each weight class in a 4-man group.
Edited by Zylo, 14 April 2013 - 06:27 PM.
#6
Posted 14 April 2013 - 06:24 PM
PGI needs to make them REAL bases. The capper should have to get past Turrets, Calliopes, troops with SRM launchers, then break open some Blast Doors and have to stand in that area and hold ground...
It would make it more of an actual "capture" than just standing in a highlighted route...
#7
Posted 14 April 2013 - 06:26 PM
Muffinator, on 14 April 2013 - 06:20 PM, said:
Additionally, the above statement is inaccurate. It's also possible to split your forces into 2 (possibly 3) elements and move to put visual cover on each potential angle of approach to the base. If you've positioned yourselves approrpiately you can now respond to attempts at base capping or shift to aid the other part of your team in the primary engagement as needed.
That you can't come up with tactics beyond "move as blob" is not a flaw of the win conditions.
#8
Posted 14 April 2013 - 06:28 PM
#9
Posted 14 April 2013 - 06:31 PM
I defend my base and don't lose or I lose.
Pretty straight forward. Start playing the game and stop bitching.
When I lose a game because someone capped and I (and my team) failed to cap I sometimes talk a little smack about their skill and manhood but then i let it go and.... start another game... shocking i know
so again defend or lose i don't care
just shut the hell up about your inability to deal with an element of the game.
#10
Posted 14 April 2013 - 06:34 PM
Particularly on the big maps.
#11
Posted 14 April 2013 - 06:35 PM
Agent of Change, on 14 April 2013 - 06:31 PM, said:
I defend my base and don't lose or I lose.
Pretty straight forward. Start playing the game and stop bitching.
When I lose a game because someone capped and I (and my team) failed to cap I sometimes talk a little smack about their skill and manhood but then i let it go and.... start another game... shocking i know
so again defend or lose i don't care
just shut the hell up about your inability to deal with an element of the game.
Get over yourself. I can deal with this element of the game but it would be more fun if I didn't have to. Give us a new mode for people like me who just want to fight and you can keep your basecap mode.
Or you could join every other player in TDM and be grateful someone asked for it because it will be 100% more fun.
Edited by Muffinator, 14 April 2013 - 06:37 PM.
#12
Posted 14 April 2013 - 06:38 PM
#13
Posted 14 April 2013 - 06:40 PM
Muffinator, on 14 April 2013 - 06:35 PM, said:
And then we have to hear all the new whining about how lights run away and power down, or how it's assaultmech online, or all of the other fairly reasonable hypothetical's put forth in this argument that won't go away.
Get over yourself, I didn't start the umpteenth QQ thread about adding TDM to MWO, I just said what has been said over and aover and over again.
If you can deal with it then do so, removing it causes other issues, but your idea is not original, new or even interesting. It's a tired topic of a tired suggestion.
here read this you'll do better in the future: http://mwomercs.com/...about%E2%80%A6/
#14
Posted 14 April 2013 - 06:45 PM
The secret to not getting base captured is to have at least one mech check out one path, while the main group goes down the other. So, if you see your entire team going down Attack Avenue A, you should go down Attack Avenue B. Congratulations, you will spot the base rush 99% of the time.
My god people this is the easiest thing in the world to counter.
Edited by Jman5, 14 April 2013 - 06:45 PM.
#15
Posted 14 April 2013 - 06:45 PM
Caladan Nix, on 14 April 2013 - 06:24 PM, said:
PGI needs to make them REAL bases. The capper should have to get past Turrets, Calliopes, troops with SRM launchers, then break open some Blast Doors and have to stand in that area and hold ground...
It would make it more of an actual "capture" than just standing in a highlighted route...
This would be great, but you're asking for an incredibly sophisticated fix. Presumably this is where they want to go in the long run, but aside from all the technical challenges, there are pretty considerable design challenges as well. For example, if both teams are too banged up to overpower a bases defences, what do you do? Sit out the clock?
They'll have to figure that one out, but in the mean time, the solution is obvious, and that is defend your base.
#16
Posted 14 April 2013 - 06:46 PM
Agent of Change, on 14 April 2013 - 06:40 PM, said:
And then we have to hear all the new whining about how lights run away and power down, or how it's assaultmech online, or all of the other fairly reasonable hypothetical's put forth in this argument that won't go away.
So like I said just disable caps for the first 5 minutes of the game.[REDACTED]
Edited by Prosperity Park, 14 April 2013 - 09:05 PM.
edited per Code of Conduct
#17
Posted 14 April 2013 - 06:48 PM
I think it needs a poll.
Agent of Change, on 14 April 2013 - 06:40 PM, said:
I think I may have created The Hitchhikers Guide to Posting.
Muffinator, on 14 April 2013 - 06:46 PM, said:
You can always tell when the argument is going badly.
Edited by Prosperity Park, 14 April 2013 - 09:05 PM.
quote clean-up
#18
Posted 14 April 2013 - 06:49 PM
Muffinator, on 14 April 2013 - 06:35 PM, said:
Or you could join every other player in TDM and be grateful someone asked for it because it will be 100% more fun.
Yeah. That's not true. TDM ******* sucks without resource management. Look at how ****** TDM is in CoD and Battlefield. It's a ******* campfest. Now slow it down even further.
Unless you have a flak cannon or shield belt to fight over (necessitating that you do not camp), TDM is utterly devoid of strategy, and any team who opts to pick the most defensible position all but eliminates the possibility of loss. Effectively, for TDM to be fun both teams need to pursue a strategy that is the exact polar opposite of "optimal."
Moreover, with all the ******* crying about TDM, I suspect that the average TDM QQer is just not very good at games and ignorant of the fact, and/or just prone to crying. You will find something (unreasonable) to infuriate you in TDM also, so you better just get out ahead of it and find a way to deal with the things that annoy you.
#19
Posted 14 April 2013 - 06:50 PM
#20
Posted 14 April 2013 - 06:55 PM
Muffinator, on 14 April 2013 - 06:20 PM, said:
By your own admission, this scenario does not occur often enough for it to be enjoyable for said "base sitter" thus rendering your proposition that something needs to be done about it
I have all my fingers and all my toes... and I still can't enumerate enough times where "someone" was unable to RTB and roust the capper.
There's a big difference between "not being able to" return to base and defend and simply "not" returning to base to defend.
Edited by DaZur, 14 April 2013 - 08:54 PM.
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