

Please Please Please Do Something About Base Cap.
#61
Posted 14 April 2013 - 09:51 PM
#62
Posted 14 April 2013 - 10:43 PM
You don't need to cap. If it looks like the match is pretty even you can just stop capping and go get some kills.
Its really fun. Even Alpine is lots of fun when you are in a scout. I kinda like Alpine no matter what I drive but its rather relaxing when you can fart around the map at 150+.
For some reason the weekend matches was filled with the worst players I have ever seen in this game. Being able to put pressure on the other team or simply cap it helps a lot when your team has problems with hitting anything.
#63
Posted 15 April 2013 - 05:08 AM
#64
Posted 15 April 2013 - 05:13 AM
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.
You instantly contradicted yourself. The game is fine. The whiners stink.
#65
Posted 15 April 2013 - 05:24 AM
There's no reason not to provide a gametype that allows folks to use the entirety of the map terrain, by removing the cap points.
There are a a variety of mechanisms that can be used to eliminate the potential issue of a light mech running off to hide.
#66
Posted 15 April 2013 - 05:25 AM
Nobody is asking for them to remove assault, they are asking for a separate game mode, alot of people prefer it and yes even though it may result in some games be find the light mech.
Assault is not really it's named game mode until one side actually has to assault something...ie a walled off turret defended base.
#67
Posted 15 April 2013 - 05:32 AM
So in your avg. 12 man game, some poor ******* (and probably 3 of his friends) is going to be forced to sit back at base and watch their friends get all the XP and Cbills.
#68
Posted 15 April 2013 - 05:32 AM
No, not ignore it and hope someone else returns to base.
No, not ignore it and then write angry forum posts about how capping is lame.
No, not ignore it.
Return and defend your freaking base.
It really is that simple.
You'll get your big stompy robot fight back at the base instead of in the middle, but hey. It's still big stompy robot fighting, isn't it?
Edited by stjobe, 15 April 2013 - 05:33 AM.
#69
Posted 15 April 2013 - 05:36 AM
And to the person who said "TDM is just chase the last light mech around" -- the current Assault mode is just "fastest mech still alive wins", so it's really only replacing one faulty scenario with another.
#70
Posted 15 April 2013 - 05:37 AM
Another one of my friends had a good idea. The speed of the base cap could be determined by how much time was left in the match along with the amount of mechs capping. This way (even with most the team in the base), caps would go slower the first 5 min., then after 5min, go faster, and then after 10min, go the fastest. Atleast this would give some defending forces time to respond (especially on the bigger maps).
Overall though, actual bases would be nice with automated defenses. I just don't think we will see that ever (or at least it is a LONG way off).
#71
Posted 15 April 2013 - 05:37 AM
Zylo, on 14 April 2013 - 06:24 PM, said:
Weight class matching is a bad idea...I just don't understand why the devs are so against tonnage matching.
Afraid that some players won't be able to pilot whatever they want? That's the whole point of Battletech, some matches just require you to play something you don't some times, either by resources or limitations.
#72
Posted 15 April 2013 - 05:38 AM
Eldragon, on 15 April 2013 - 05:32 AM, said:
So in your avg. 12 man game, some poor ******* (and probably 3 of his friends) is going to be forced to sit back at base and watch their friends get all the XP and Cbills.
Yep, it's definitely going to be interesting if they don't adapt the game modes to account for that sort of scenario.
The only thing to do to counter it would be to run ravens yourself. And really that's probably the only way we'll get PGI's attention if such a scenario ends up existing. Everyone would have to run ravens so it's so overwhelmingly clear that they broke the game with 12-v-12 without fixing the game modes and it has to be addressed. Otherwise they'll just chalk it up to whatever excuse they use to not deal with certain other issues.
#73
Posted 15 April 2013 - 05:40 AM
Zyllos, on 15 April 2013 - 05:37 AM, said:
Weight class matching is a bad idea...I just don't understand why the devs are so against tonnage matching.
Afraid that some players won't be able to pilot whatever they want? That's the whole point of Battletech, some matches just require you to play something you don't some times, either by resources or limitations.
Well, the real reason why the devs can't do real tonnage matching is because it kind of depends upon your team being made up prior to the drop.... You say, "Ok, we have 300 tons... this is what we're gonna take."
It worked well in MW4, where we had the ability to talk prior to the match. In this game, unless you are in the 8 man queue, you really have no ability to coordinate forces prior to the drop... so having a hard tonnage limit wouldn't work that well.
#74
Posted 15 April 2013 - 05:43 AM
MeiSooHaityu, on 15 April 2013 - 05:37 AM, said:
#75
Posted 15 April 2013 - 05:43 AM
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...
An even better plan would be to have the actual Players defend it, like it was real.
A legged Assault makes a great Turret.
A SplatCat is a perfect Calliope.
And 3L's with sSRM's make great, fast defensive troops.
Until these new thing exist, best to make use of the Tools you have, not complain about tools you don't. Complaining never won many battles, whereas, properly applied firepower sure does.

#76
Posted 15 April 2013 - 05:48 AM
It is still simple, just like it was last year. "Defend your base."
Objective = Capture Base
Killing all mechs means you auto capture the base. Standing there without being opposed means you capture the base.
That means your primary concern is making sure your base doesn't get captured. So it is in your best interest to find out where the enemy is and kill them before they ever get close to your base. It seems, however, that some people who claim all they want is a good fight go out of their way to be completely oblivious to mechs that might flank them and avoid that fight then want to complain about it.
Edited by Mercules, 15 April 2013 - 05:55 AM.
#77
Posted 15 April 2013 - 05:49 AM
This is fine, however I *think* assault base cap should regenerate 1% per second that it is unoccupied, and that shooting a capper should disable him from capping for 3 seconds.
#78
Posted 15 April 2013 - 05:52 AM
#79
Posted 15 April 2013 - 05:55 AM
All it needs is a clear-cut definition of who's assaulting, and who's defending. Right now, with the mechanics in place, cap-win games are usually decided before the first minute is out... if one team dares stray more then 30-40 seconds away from their base when the other team decides that capping is their goal, it's pretty much over. Hail-mary caps after main engagements are a bit different, but those are a lot more rare in my experience.
#80
Posted 15 April 2013 - 05:58 AM
Muffinator, on 14 April 2013 - 07:55 PM, said:
More fubn to you and your squad. What about the others who actually enjoy capping?
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