Posted 11 April 2013 - 03:53 PM
There has been a push in the forums to remove base capping for a pure death match mode. All this will do is push the style of play to teams going to the best defensive position and camping there. The next push would be for respawns so teams can get dislodged from this position. The more important issue is to look at why teams cap and I don't think they do so purposely 90% of the time. Team caps generally happen because entire teams stay away from the center of the map (the shortest line to the enemy base), why? Because sniping/LRM weapons are far too effective when stacked with no penalties. No one wants to get sniped by 6PPC stalkers, 5 large laser mechs, twin gauss rifle mechs or get pummelled by 100 LRMs. Where is the fun in getting picked off in less than 30 seconds, especially when fighing well organised groups?
I have always pointed a large problem to the state of play is the effectiveness of stacked builds. Yes, they exist in the TT environment but players have taken this to the extreme by capitalising on all technology available (double heatsinks, changing engine size at will, etc.) which we rarely see in stock mechs. Perfect weapons convergence is the other main issue. Weapons mounted on torsos or arms without lower actuators should only converge at an optimal distance and not converge perfectly at all ranges. Better yet, a simpler solution to this problem is diminishing returns for weapons damage or geometric increase in heat build up when stacked weapons are fired within x amount of time. Having to better manage your weapons rather than alphaing all the time would increase the skill level needed to be an elite pilot. Battles will also be more drawn out and be much more intense. You could wade out in an Atlas and live longer than 2 salvos of enemy fire.
I have asked the devs about weapons convergence and diminishing damage in "Ask the devs" and been completely ignored. I don't think they will address this issue unless there is more of a push by the community.