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This Is Really [Upsetting] Me.


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#121 TOGSolid

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Posted 21 April 2013 - 09:50 PM

View PostColonel Pada Vinson, on 21 April 2013 - 09:46 PM, said:

you know, if 2 assaults stayed behind and DEFENDED the base, this wouldnt be a problem.

the whole point is to play for tactical nodes. way to many of you rush out thinking the objective is to kill the enemy team.

it isnt. the objective is the bases. killing the whole other team is just 1 possible way of winning.

It's not even a matter of two assaults defending the base, it's a matter that every sob out there is driving an assault right now so it's a relatively trivial matter to cap and win. The solution to the problem is the one thing very few people want to do right now because apparently the only way to win according to the majority is to drive a sniper Assault.

Edited by TOGSolid, 21 April 2013 - 09:51 PM.


#122 IceCase88

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Posted 21 April 2013 - 10:32 PM

Again? Brick is tired...



#123 Ohsh

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Posted 21 April 2013 - 10:35 PM

". Go learn some meta game"

ok so ppchigh lander poptart?


im gonna keep backcapping

#124 Kaio-Kerensky x10

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Posted 21 April 2013 - 10:35 PM

Should have a faster mech, buddy.

Edited by Zharot, 21 April 2013 - 10:35 PM.


#125 Roadbuster

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Posted 21 April 2013 - 10:38 PM

View PostBudor, on 21 April 2013 - 11:05 AM, said:

People that do not def, do not return to base when its being capped, only run assault or slowass builds deserve to be basecapped in 10/10 games.

All your points are valid and at the same time they aren't.

Defend base:
The only way to defend is if all stay at/near base and nobody runs out to greet the opponent and get vaporized.
GL joining a PUG with enough brain to do this right.
Best example for "defend base" fails in my opinion, is River City.

Return to base:
It works as long as you have at least 1 fast mech to make it back in time.
Now you only have to get that fast mech to actually go back.
This works abou 50% of the time if you're lucky. If you're not, you have 2 choices.
Wait for someone else to run back or go yourself.
GL stopping a cap on Tourmaline or Alpine when you pilot a heavy or assault.
Which brings us to...

Assault and slow *** builds:
So you have the freedom to pilot every mech avaliable. But you'll have to check what the other members of your PUG run so you can shose the right mech. Right?
Well, too bad it doesn't work like that.
What you say is that everyone should just run fast light-heavy mechs. You are not allowed to run any slow mech (40-60kph) if you want to win.

Your statement might be true for a 8-man team, but it fails when we're talking about PUGs.

I'm not saying capping is not a valid strategy to win a game. But matchmaker and the lack of common sense mess up countering a cap.

#126 TOGSolid

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Posted 21 April 2013 - 10:40 PM

View PostOhsh, on 21 April 2013 - 10:35 PM, said:

". Go learn some meta game"

ok so ppchigh lander poptart?


im gonna keep backcapping

Cap on my fellow captard brother, cap on.

Quote

What you say is that everyone should just run fast light-heavy mechs. You are not allowed to run any slow mech (40-60kph) if you want to win.

That is an inherent issue with the argument, but I don't think there's any denying that way too ******** many people are driving assaults because they're fotm garbage right now. Once the bads realize that they won't get easy wins in them the population of other mechs should even out to how it was.

To all you bads out there in assaults bitching about how everyone else isn't playing the game you want:

To all of you capping to teach them a lesson:
Posted Image

Edited by TOGSolid, 21 April 2013 - 10:47 PM.


#127 Devil Fox

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Posted 21 April 2013 - 11:05 PM

View PostSilentium, on 21 April 2013 - 09:38 PM, said:

1. The light population shrank
2. The majority of remaining lights run as a team (trolling or otherwise).
3. 4 man's aren't broken up resulting in imbalances in team composition, because there aren't any/enough lights launching at the moment to even things out.


1) - what game mode do you tend to be dumped in? Because the population of light's in assault mode HAS decreased because their ability to solo an assault 1v1 is still there, but their ***** when they stay in their cluster-**** poptart alpha builds. This leads to the revelation that light/medium mech pilots are solely playing conquest, which in my experience is true. They get better games, more varied combat and better results... if they get assault, they should just quick cap so THEY can move onto a more balanced fight/game as quickly as possible, after all it's not only about our own enjoyment of the game.

2) - I've come across many a light solo, and done it myself, I've also run in packs with premades just for the co-ordination and enjoyment of easting lone assault mechs alive. There is no evidence but what PGI has that can prove that statement, but hell if you're going to have fun, at least it's with friends!

3) - It's not 4man's that broke the system, it is elo that attempts to match an average elo rating of the premade with pug players prior to attempting a weight balance (which we know is basically non-existent). This means that unless the pre-made runs a tight ship (light's) or a heavy boat (heavy/assaults), they can just be as easily out-tonned and out-gunned as the rest of the pug games out there.

Edited by Apostal, 21 April 2013 - 11:07 PM.


#128 Lindonius

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Posted 21 April 2013 - 11:57 PM

View PostJazzbandit1313, on 21 April 2013 - 11:00 AM, said:

This is a very pressing issue, and i think that PGI should put in a system where caps within the first 5 minutes have 25% slower cap rate, or something like this. When i backcap as a light, I leave a sliver or two there, so I'm not fully capping...I go fight, and if I'm the last one left on my team, then, and only then, will i cap the point.

Questions, Comments, concerns?


I feel a Wonka meme coming on..........

Posted Image

#129 Evil Ed

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Posted 22 April 2013 - 12:43 AM

Me and my 3L-ERPPC has had a great weekend! All the backs of thoose highlanders lined up behind a ridge jumping up and down has been great targets. And the confusion has been great to watch: "Hey, was that friendly fire?" Boom! "Again, wtf?". And then some of them turns towards me and gets their backs fried by my assault friends rushing... And if things go bad I cap for the LoL.
Lovely weekend!

Edited by Evil Ed, 22 April 2013 - 01:35 AM.


#130 DCLXVI

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Posted 22 April 2013 - 01:26 AM

View PostTaemien, on 21 April 2013 - 12:54 PM, said:


Light/Medium mech pilots like myself would tear him a new one. Thats why they can't do that. Thats what makes them rage so badly, there's simply no way for them to win except get better.


I was thinking more along the lines of the whole team staying back, if your not going to cap their base where exactly are you going if you hate losing your base so much? sure its natural for humans to feel like taking the center is the strong thing to do, but its not a strategy and ambush game, as long as your 8 strong it dosnt matter where you are on the map stay your azz the f home :(. Then theres conquest I wasn't thinking of, but my battlefield strategy for 5 base has always been start with holding 2 bases close together strong, let the enemy spread thin across 3 bases till you get a feel, if you cant win with the additional kills you get from the more lopsided battles, you can still rally for the 3rd base before half way through the game and get back in it. The alternative is getting so mixed up trying to mindlessly go for all 5 bases you end up not holding anything or not even securing a path from your non capture point and end up getting "*****" aka pug stomped :o

#131 TexAce

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Posted 22 April 2013 - 01:29 AM

View PostCifrer, on 21 April 2013 - 11:15 AM, said:


You're a damn *****. You are saying we should only run mediums, fast heavies(I.E. Dragons), or lights and run halfway across the map from the fight to stop a capper. Or we should just sit at cap the whole match to defend it, because that's a great idea right? Lets not bring our firepower to the fight with our assault so our team gets whacked and then we get to defend cap outnumbered. Because lets be realistic, the whole ******* team isn't going to just sit at cap with you to protect it.



Or just stay with your 8 assaults at base and let the fight come to you.

Simple, eh? No need to move your fat arse across alpine and still can fight with all fat arses.

Just open team chat and type: "hey guys, we are all assaults, let's just all stay here at base and let them come to us, line up in a way that will surprise them".

Done.

Edited by TexAss, 22 April 2013 - 01:34 AM.


#132 Shismar

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Posted 22 April 2013 - 01:47 AM

Capping is the main goal in assault mode. The faster you get that into your heads, the faster you will win games.

There is a tactical element in MWO and it consists of defending your own base and capturing the enemy base. What is so hard to understand about that?

#133 KKRonkka

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Posted 22 April 2013 - 02:18 AM

I have nothing against light mechs but either it's ECM/streak spamming or insta rush to base. So, what's wrong in capping concept in general:

- Capping FLAG/POINT belongs to WOT damn you, MWO was supposed to present the future

- You have 8 mechs fighting over tiny tiny tiny piece of land which is lame. EPIC. Yeah, those drills which were added lately are ******* awesome, I admit that

- The second the match starts, you notice one factor missing on your side: luck. MM didnt give light mechs to your team. "Oh look, it's alpine/tourmaline... and enemy has (insert >1 amount) ECM lights running to caps!". Who wants to play when luck determines your end result, not skills?

- Quickest match I have ever had was over within 2 mins, didnt saw enemies at all

- Which is lame

- Which is also boring

- Which doesnt require any skills

Add real objectives, like proper sized zones (city districs, streets etc) with more sensible way of capping than STANDING there... or destroyable objects. Why so static. Why so boring. Why so unimaginative.

Edited by KKRonkka, 22 April 2013 - 02:20 AM.


#134 Agent of Change

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Posted 22 April 2013 - 04:04 AM

Never Not CAP!


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#135 Budor

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Posted 22 April 2013 - 04:08 AM

Can someone please basecap this thread allready...

#136 Joseph Mallan

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Posted 22 April 2013 - 04:13 AM

View PostBudor, on 21 April 2013 - 11:05 AM, said:

People that do not def, do not return to base when its being capped, only run assault or slowass builds deserve to be basecapped in 10/10 games.

I am a slow ash Assault Mech pilot, and I endorse this statement! It is the weakness of my build. 64 KpH is not good for counter capping. I can kill at range & I can kill in close. I cannot run fast enough to get back to base from a Klick away.If you exploit my weakness... good for you! You win by thinking! :o :(

#137 Typhoon Storm 2142

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Posted 22 April 2013 - 04:22 AM

View PostJazzbandit1313, on 21 April 2013 - 11:00 AM, said:

- Let's be honest its just trolling.

How can it be just trolling if the creators of this game put it in as a game mechanic? And I'm completely honest.

Quote

...all your doing is ******* everyone off....

*you're


Quote

This is a very pressing issue...

No, it's not. There are far more important issues to be focussed on. Capping isn't even an issue.

Wasn't there another thread about this topic? What ****** me off is that so many people are apparently unable to use the search feature and engage in an already running discussion. No, instead they all want to open new threads.

Edited by Typhoon Storm 2142, 22 April 2013 - 04:30 AM.


#138 Blood Rose

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Posted 22 April 2013 - 04:34 AM

If it comes to this then if the opponent trys and manages this because the opposing team are to loggerhead brick thick stupid to respond to the prominent "BASE UNDER ATTACK" sign in their HUD then they deserve to lose. That signs there for a reason guys and it aint to look pretty.

#139 Silentium

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Posted 22 April 2013 - 04:39 AM

View PostApostal, on 21 April 2013 - 11:05 PM, said:


1) - what game mode do you tend to be dumped in? Because the population of light's in assault mode HAS decreased because their ability to solo an assault 1v1 is still there, but their ***** when they stay in their cluster-**** poptart alpha builds. This leads to the revelation that light/medium mech pilots are solely playing conquest, which in my experience is true. They get better games, more varied combat and better results... if they get assault, they should just quick cap so THEY can move onto a more balanced fight/game as quickly as possible, after all it's not only about our own enjoyment of the game.

2) - I've come across many a light solo, and done it myself, I've also run in packs with premades just for the co-ordination and enjoyment of easting lone assault mechs alive. There is no evidence but what PGI has that can prove that statement, but hell if you're going to have fun, at least it's with friends!

3) - It's not 4man's that broke the system, it is elo that attempts to match an average elo rating of the premade with pug players prior to attempting a weight balance (which we know is basically non-existent). This means that unless the pre-made runs a tight ship (light's) or a heavy boat (heavy/assaults), they can just be as easily out-tonned and out-gunned as the rest of the pug games out there.


I mostly drop into conquest now, for the reasons you mentioned in 1, and basically I am with you on that.

I do drop solo, and I am sure there are many more who do, but I was mainly thinking of the lopsided "whoa 4 enemy lights to our all assault!" kind of drops. I'm not saying that 4 mans broke the system really, I am good with 4 mans. I just think it makes it harder for the matchmaker to find enough other 4 mans or solo lights to even out the teams.

Ultimately, it is the heavy biased player base causing what I assume to be an unanticipated condition in the matchmaker. They probably assumed a normal curve of weight distribution or something :shrug: Only PGI knows for sure.

#140 DeadlyNerd

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Posted 22 April 2013 - 04:42 AM

http://www.hark.com/...j-******-me-off

now this thread is complete





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