Roland, on 15 April 2013 - 08:10 AM, said:
As I said, years of experience in MW4 suggest that you are absolutely incorrect.
I played both MW3 and MW4 in LANs where lag was not an issue. What happened when objectives were removed was the two teams moved towards each other and engaged What I posted was an exaggeration, but what you most often see is an "Eye" shaped heat map with the points being at the spawn point and a narrow one at that. It would alter slightly based on the terrain.
The main battle took place where every the pupil of the eye would be. Really, no different than what you currently see with bases in the Assault maps.
Roland, on 15 April 2013 - 08:10 AM, said:
Without cap points, you wouldn't move directly towards the enemy, because you would instead want to make sure that you engaged from a position of strength. Unless that was a location on a the center of the map, which you could reach first, and which projected strength in every direction, then your assertion here is incorrect.
Yes, what you are describing is basically what is currently happening. Each side moves to the closest position of strength and camps there. The fact that they can be capped forces them to leave that position of strength and/or split up their forces. Given the maps the "Postion of Strength" wouldn't change much without the bases. The line behind the dropship on Frozen for example is a strong position and no one would ever go into "Jenner Highway" where you would have a harder time firing up at your enemy than they usually have firing down upon you.
The Cave would be avoided at all costs as it is too easy to get stuck in and is used mostly because it is a short route to the opposite base and thus worth the "gamble" of getting stuck.
Roland, on 15 April 2013 - 08:10 AM, said:
That's actually what you are seeing. Engagement is always taking place along a fairly narrow strip. No one bothers checking in large portions of the map which are off that strip, because if the enemy moves over there it'll essentially take too long for them to get to the cap point, and they are putting themselves into a position where they cannot defend against the cap.
If slow mechs do so, yes. This means that a fast team can essentially avoid combat with a slower team and force them to engage on their terms. Without the bases the slow team can simply find a piece of terrain that is good for their style of fighting and force the other team to engage there. Why bring maneuverable mechs when maneuvering around the enemy doesn't count for much?
As it exists a team made up of fast mediums can set up a false front, maneuver around and cap the base of an all assault team. Without a base mechanic they would be forced to eventually close in on the assaults and fight a battle on their terms.
Roland, on 15 April 2013 - 08:10 AM, said:
At some point, if you can't see this clear pattern in the heat maps, nothing is going to convince you. The man sees what he wants to see, and disregards the rest, I suppose.
I can see the pattern clearly, I don't think it means what you think it means. We both see the same pattern but attribute different causes to it. You believe it is because of fear of capping. I think it is because of "Derp... derp... enemy be ovar der so I go shoot dem."
Roland, on 15 April 2013 - 08:10 AM, said:
What you're seeing is both teams advancing along a central corridor, because that's the only path for advancement which keeps them in between the main body of OPFOR and their base, which is where you have to be in order to prevent a cap.
What I am seeing is what I stated above. Idiots running straight at a fight to get into stompy mech on mech action.
Roland, on 15 April 2013 - 08:10 AM, said:
Essentially, what the cap points do is create tethers for all mech movement... and this results in large sections of various maps going completely unused.
In some ways yes, but in others no. What it does is free faster mechs up from having to come into engagement range of slow mechs. The tether instead of being attached to the enemy team and thus allowing one team to dictate where the combat takes place, is attached to different locations and forces both teams to consider them.
Without bases the tether is the enemy team and the best tactic is to blob together, pick a defensive position force the enemy to approach you. Bases break that up at a slight cost of freedom. They force you to not blob up because doing so means the enemy can bypass you and capture your base, but blobbing means focus firing which is effective in combat. So it makes you choose tactically how you are going to solve that dilemma. It really opens more "routes" to victory than TDM does by far.