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Please Fix "capwarrior" Assault Mode.


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Poll: Capwarrior Assault Mode (145 member(s) have cast votes)

Should assault mode have a 5+ minute delay before a base can be capped?

  1. Yes (38 votes [26.21%])

    Percentage of vote: 26.21%

  2. No (102 votes [70.34%])

    Percentage of vote: 70.34%

  3. Abstain (5 votes [3.45%])

    Percentage of vote: 3.45%

Should Assault mode be modified in some way to reduce premature base capture?

  1. Yes (23 votes [33.82%])

    Percentage of vote: 33.82%

  2. No (43 votes [63.24%])

    Percentage of vote: 63.24%

  3. Abstain (2 votes [2.94%])

    Percentage of vote: 2.94%

Vote Guests cannot vote

#61 Livewyr

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Posted 17 May 2013 - 12:13 PM

View PostNathan Foxbane, on 17 May 2013 - 11:32 AM, said:

Maybe a slow regeneration of cap points would work if the base is currently not being capped. Reset when left or damaged will make it far too easy to defend with fire rates and accuracy of weapons in this game.


I don't really have a problem with being able to defend your base easily.. if you can engage the person on the base, you're defending it, it shouldn't be being captured.

#62 MasterErrant

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Posted 17 May 2013 - 12:37 PM

yes base swapps are boring. no I'm not fond of fast caps. (and I get madder at my own team for allowing it than the other guys.
)
but no...

#63 hammerreborn

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Posted 17 May 2013 - 12:40 PM

View PostRansack, on 17 May 2013 - 11:36 AM, said:


Automated base defenses would go a long way to curb the quick cap problem. Though I do agree that base capping is a valid tactic, I do think that an immunity period needs to be added. It does get frustrating to start moving only to hear your base is being captured because some ECM light ran through the cave.


You know that you could possibly watch the cave. I know, genious idea, but seriously, it's not that hard. And if it's an ECM mech you don't even have to go inside it! You just have to stand near the wall, see the "low signal" and whalah, you know there's a light there!

#64 trollocaustic

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Posted 17 May 2013 - 01:02 PM

Add a "Landmine Launcher" which lets you set mines, i'd like to see a light mech try to cap and lose it's legs like some commie stepping on a landmine in nam.

#65 Lord of All

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Posted 17 May 2013 - 02:19 PM

I would vote yes to increasing the cap time on larger maps. In other words the cap time should be a variable based on the distance the 2 bases are from each other. It really does bite if you have no lights or mediums and your getting capped and there is no way you can get back even when your at the half way point.

But I don't agree with your choices as I'm sure many don't and that's why the nays have it.

Maybe you should just start a new poll with "Should the timers for Base caps be reworked".

#66 Bhael Fire

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Posted 17 May 2013 - 02:37 PM

I voted no to both; You must use tactics to defend your base to prevent the enemy from taking your base before you can take theirs and/or kill them all.

Assault does not mean Team Death Match.

That said, I would like to see other game modes that offer more complex objectives other than capture or kill. That's been my biggest complaint about game play in MWO since open beta started.

Even if they had a game mode with a series of objectives that had to be completed first before moving onto the next waypoint/stage of the battle, that would make things a LOT more interesting than the game modes they have now. For example, a variation of Conquest that required your team to destroy 3 of the enemy's ComSat stations first before your team was allowed to capture the enemy's base. And by destroy, I mean actually targeting various stationary targets (like in testing grounds) and destroying them before the enemy base unlocks for capture.

But I digress...that's for another thread...

#67 Lord of All

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Posted 17 May 2013 - 02:41 PM

View PostBhael Fire, on 17 May 2013 - 02:37 PM, said:

I voted no to both; You must use tactics to defend your base to prevent the enemy from taking your base before you can take theirs and/or kill them all.

Assault does not mean Team Death Match.

That said, I would like to see other game modes that offer more complex objectives other than capture or kill. That's been my biggest complaint about game play in MWO since open beta started.

Even if they had a game mode with a series of objectives that had to be completed first before moving onto the next waypoint/stage of the battle, that would make things a LOT more interesting than the game modes they have now. For example, a variation of Conquest that required your team to destroy 3 of the enemy's ComSat stations first before your team was allowed to capture the enemy's base. And by destroy, I mean actually targeting various stationary targets (like in testing grounds) and destroying them before the enemy base unlocks for capture.

But I digress...that's for another thread...

I agree, a base defend with a timer where if you hold out with about 2/3 the tonnage (until help arrives and attackers auto lose) would be a nice one. Assault team starts from dropships. A few Base defenses...

yeah you got me off topic too. :ph34r:

#68 Dirus Nigh

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Posted 12 June 2013 - 11:25 AM

No.

The number one cause of a match being short due to a base cap win is that players never properly defend their bases.

#69 Dubious

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Posted 12 June 2013 - 11:34 AM

What I really don't understand is how standing in a specific spot for a few minutes grants your team a victory even if there are 8 fully functioning battlemechs within 2 kilometers. THAT is my main beef with assault mode. Same argument applies to conquest but at least it is semi-interesting.

#70 Tombstoner

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Posted 12 June 2013 - 11:49 AM

View PostDubious, on 12 June 2013 - 11:34 AM, said:

What I really don't understand is how standing in a specific spot for a few minutes grants your team a victory even if there are 8 fully functioning battlemechs within 2 kilometers. THAT is my main beef with assault mode. Same argument applies to conquest but at least it is semi-interesting.

The solution is in the name... Assault... not death match. i am sick of seeing people rush out and get gunned down early because they are dumb or better yet consumed with blood lust following the light back to the main force for an early death.
sorry people who think capping is some how bad.. its your job to stop it.... so dont get out of position and everyone falls back to base when it happens and crush the few who are capping.... guess what you just got a 2-3 mech advantage...

Now go out and kill everyone. learn to use the base cap as an advantage.... people cap early to deliberate split the main force or win out right. its that simple. its not a secret.

#71 BigMekkUrDakka

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Posted 12 June 2013 - 11:56 AM

I'm so tired of ************ ********* crybaby whiners on those internets so i will say only one thing
L2FP or **** okay its two things but they come as one :)

#72 Bendak

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Posted 12 June 2013 - 12:00 PM

Could make a single point on the map to fight for.... heaven forbid we might actually have an assault!

#73 Petroshka

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Posted 13 June 2013 - 08:58 AM

I counter your poll with a poll.

http://mwomercs.com/...eathmatch-mode/

Don't touch assault mode.

#74 RagingMonkey

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Posted 13 June 2013 - 10:56 AM

Why not add turrets and hard-points to the bases? What military group would leave a base without defenses? It has been in previous renditions of MW, so why not in this one? It will delay light mech's from just "walking" on your base. Mech's will be a little more cautious getting near the enemy base.

#75 General Taskeen

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Posted 13 June 2013 - 11:07 AM

But caps are so fun to combat the unfun min/maxer stomp gameplay. Its the only fun I have left :)

#76 aniviron

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Posted 17 June 2013 - 12:02 AM

Do people really have problems with this? I would guess that this happens to me less than one in 25 games of assault.

#77 Typhoon Storm 2142

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Posted 17 June 2013 - 02:41 AM

It's happening in almost every match. Most of the times it's just one or two lights, whose pilots think it's really smart to not engage in the fighting in any way, because this isn't a Battlemech game, it's a Capmech game.

How often did it happen already, one team goes right, one left. One team upper, the other team lower. In the end, they just successfully escaped any shooting and just stay there and cap like the dumb losers they are....going out of the match with 30 or 40k cash and 80xp points. Congratulations, you won the game by capping faster than the others. You are awesome. Now, go away and play some golf you maggots. Not MWO!

#78 Strayed

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Posted 17 June 2013 - 03:31 AM

Do know it's just another way to play? If you are getting capped in Assault it speaks of your failures to establish control and intelligence over the map. It would just become Assault Mechs Online and turret fests, which trust me will not benefit this game in any way shape or form. Learn to use Mediums and fast Heavies, or even better scout mechs so you know where the enemy are coming from, are able to determine their positions and counter any moves they make. This is meant to be a TACTICAL game, if you can't deal with that, you are frankly in the wrong place.

Frankly I've lost count of the amount of times when a single light has drawn away over half of the enemy fighting force, not fired a shot and had them chase after them letting the rest of the enemy team slaughter people one by one. Some of the best pilots in the game are light pilots (which is high risk, little reward in assault), because they do not need to fire a single shot to destroy an enemy team.

So in short, no it's not capwarrior, it's incompetent warrior when people complain about it being capwarrior. Adapt and balance your teams tonnage a bit more or continue to get steamrolled by pilots who approach combat not by bringing the bigger stick, but using their intellect.

Edited by Strayed, 17 June 2013 - 03:31 AM.


#79 Yanlowen Cage

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Posted 17 June 2013 - 03:34 AM

Love this idea. Just remove capping completely. That way when I outweigh and outgun the other team. They have to fight. Wait, what if I am the outweighed and gunned. ****, didn't think of that.

#80 Tolkien

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Posted 17 June 2013 - 03:37 AM

I find that base caps are a rarity in assault mode, with the exception of alpine.

If half of matches were decided by cap I would probably get tired of it, but not it plays more like death match with a twist.

I like the idea of having a separate death match mode, so people who want that 'pure' mode of play can have it.





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