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Please Fix "capwarrior" Assault Mode.


82 replies to this topic

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%

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#81 Typhoon Storm 2142

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Posted 17 June 2013 - 04:02 AM

View PostStrayed, on 17 June 2013 - 03:31 AM, said:

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.


I'd say they've not only failed to establish control and intelligence, they've actually failed intelligence in general.

But removing cappoints doesn't help. Whoever thinks that this is the solution, didn't think at all.
Removing cappoints will open the doors for trolls, who are so full of themselves, that they'll do everything just to make everyone angry. Like hiding for example.

You people want to play matches without cappoints? Alright, I'm gonna join the game, hide in the farthest corner of the map and shutdown. Have fun searching for me while I ALT-TAB out of the game and watch some youtube videos.
I bet you won't find me in 15 Minutes match time.

#82 Shae Starfyre

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Posted 17 June 2013 - 06:44 AM

They should allow the Commander to be the only one to initiate a base cap procedure; whereby it has a timer like an airstrike, and each base has a sensor that warns the team of mechs getting close to the base.

The warning can be used to cause the base' team to react whether it is a false cap pulling people away; and, if the commander does initiate the 'Cap' procedure, the sensors stay active regardless if a pilot moves away from the zone.

This would add a different level to the tactical play.

This way, if a lone pilot enters the base area, there is no count down unless the commander initiates cap protocol.

This would prevent a lot of quick capping because, and I believe, that most people don't like this strategy, and will force people to take command who want to keep the game moving.

If a fast camper takes command and initiates after the timer goes down, at least the enemy team will be warned by early detection systems, giving a little more time to get back to the base.

#83 Zinc001

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Posted 27 August 2013 - 05:06 PM

You want to know how to fix assault; only have 1 base.

Then you have at least two game options:
1) Put the base in the middle and do king of the hill.
2) Put the base near one teams spawn point under the defensive control of that team; atk + def just like counter strike and all the other games that had good ideas.

EASY; such inherently bad game design.

PS: I loathe the current implementation of assault because 1/4 games is ring around the center and pray you are the first team to cap. This is true for PuG matches and against coordinated teams.

Edited by Zinc001, 27 August 2013 - 05:18 PM.






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