Joseph Mallan, on 15 April 2013 - 07:19 AM, said:
Oh really?
What exactly are the "good tactics" in that case, Joseph? Enlighten us with your tactical brilliance.
Generally, in practice, what it comes down to is "Just kill the enemy team, and let them win by cap, because the win doesn't really mean anything." The alternative to that tends to be try and retreat, allowing the enemy to kill your mechs through their backs while you make a futile effort to get back to base to deal with the cap.
At that point, you're basically already screwed. There's no "good tactics" to be had there. Your primary avenue towards victory tends to be to simply outclass OPFOR and crush their main force with such speed that you can THEN get back to your own base in time... but this generally depends on the opponent being trash.
Thus, we illustrate exactly what I stated... the "good tactics" you seem to be imagining simply boil down to not moving your main force beyond a certain fixed distance from your base.
There's really no tactical complexity there, Joseph. Certainly, there's no tactical depth compared to a game where you are free to use the entire map to your advantage, and are thus free to orchestrate complex flanking maneuvers without worrying about being tethered to a red square on the ground.
But honestly, if you want to defend the red square, that is fine with me. But lots of folks aren't interested in that. I see no reason why you are so fixated on forcing everyone to play the game in some way that you apparently enjoy.
It's not like it would take some immense amount of effort to implement a game mode which doesn't allow the current cap mechanics.