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Early Game Capture Rate


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Poll: Early game capture rate (136 member(s) have cast votes)

Should the capture rate be some percentage less in the first few minutes of a match to prevent a few lights from back capping so easily?

  1. No, keep it the way it is (65 votes [47.79%])

    Percentage of vote: 47.79%

  2. Yes, Change the capture rate (5%-10%) (3 votes [2.21%])

    Percentage of vote: 2.21%

  3. Yes, Change the capture rate (15%-25%) (22 votes [16.18%])

    Percentage of vote: 16.18%

  4. Add Base defences (22 votes [16.18%])

    Percentage of vote: 16.18%

  5. Capture rate depends on mech weight/class (3 votes [2.21%])

    Percentage of vote: 2.21%

  6. Capture locked for first 2-3 minutes (like TF2 Arena :p) (11 votes [8.09%])

    Percentage of vote: 8.09%

  7. Capture unlocked if certain number of enemy destroyed (6 votes [4.41%])

    Percentage of vote: 4.41%

  8. Regenerative cap rate (regenerates if no one is on point) (3 votes [2.21%])

    Percentage of vote: 2.21%

  9. Cap Stops if getting hit. (world of tanks idea) (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. Make cap speed proportional to map size (1 votes [0.74%])

    Percentage of vote: 0.74%

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#41 TruePoindexter

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Posted 22 April 2013 - 09:48 AM

View PostZylo, on 21 April 2013 - 05:33 PM, said:


No.

Early capping is 1 of the more effective counters to a team full of poptards. As a bonus there is the additional rage which ends up being even better of you cap win against 2x groups of sync-drop cheaters on the enemy team.


This - it punishes those that play overly conservatively fortifying themselves in a strong defensive position. Stop playing in a way that opens yourself to this.

#42 Relic1701

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Posted 22 April 2013 - 09:51 AM

It all comes down to this...

The win conditions are:
  • Destroy all enemy mechs
  • Cap the base
I'm gonna try my hardest to win, in the easiest manner possible. If you don't want to be capped, come and stop me, it's as simple as that.

Stop trying to change the rules into ones you think they should be, and start playing by the rules the game has given you.

#43 Agent of Change

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Posted 22 April 2013 - 09:52 AM

View PostTruePoindexter, on 22 April 2013 - 09:48 AM, said:


This - it punishes those that play overly conservatively fortifying themselves in a strong defensive position. Stop playing in a way that opens yourself to this.


Can't agree enough:

It's your fault.

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#44 Joseph Mallan

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Posted 22 April 2013 - 09:54 AM

View PostRelic1701, on 22 April 2013 - 09:51 AM, said:

It all comes down to this...

The win conditions are:
  • Cap the base
  • Destroy all enemy mechs
I'm gonna try my hardest to win, in the easiest manner possible. If you don't want to be capped, come and stop me, it's as simple as that.


Stop trying to change the rules into ones you think they should be, and start playing by the rules the game has given you.

Fixed the order for you sir.

#45 Relic1701

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Posted 22 April 2013 - 10:05 AM

View PostJoseph Mallan, on 22 April 2013 - 09:54 AM, said:

Fixed the order for you sir.


Cheers old chap :(

#46 Blair

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Posted 22 April 2013 - 10:09 AM

I'd like to see there be a dropship, building, or some structure with HP that needs to be destroyed to win the match. The game mode is "Assault" so we should, y'know, Assault something! This would prevent the fast lights from being able to safely cap when the team is far from be base, but still give them the ability to take it down if left unguarded for too long.

#47 jper4

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Posted 22 April 2013 - 10:10 AM

View PostTaemien, on 21 April 2013 - 04:28 PM, said:


What are you going to do about it if I decide to play assault?

Stop me. If you think you have the gall to, here's what happened to the last person who came back to their base:




<misunderstands>

so i see Brad Pitt um Achilles charged back to the "base" where the bald guy was standing and killed him. so you're saying the guy who came back to the base killed you?

/ducks
:(

#48 Esplodin

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Posted 22 April 2013 - 10:28 AM

Didn't vote - there isn't a "There is no TDM no matter how many times I wish it so" option.

Edited by Esplodin, 22 April 2013 - 10:29 AM.


#49 MaddMaxx

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Posted 22 April 2013 - 10:31 AM

View PostJSparrowist, on 21 April 2013 - 04:15 PM, said:

Yes. Something should be changed.

To those of you who like to cap, please stay the heck out of assault. Go play conquest if you want to capture things.


As long as you wanna be TDM'ers stay the hell out of Conquest! Deal?

#50 Rebas Kradd

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Posted 22 April 2013 - 10:36 AM

Three minutes. That's usually all the time you need to wait for early cappers to show up and get their cockpits blasted in. Then you move out with a nice convenient numbers advantage

#51 HighTest

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Posted 22 April 2013 - 10:50 AM

View PostKhanCipher, on 21 April 2013 - 04:47 PM, said:

i love it when nobody ever thinks that "That Tank Game" did capping so much better. Because if someone is shooting at you, that area you're capping isn't all that secure.


I read this, and it gave me a very interesting thought. He's exactly right. Just because a mech is standing in the little electric cap area does NOT mean that the area has been secured. I'm thinking that changing the cap mechanic like one or more of the following might make some sense...:

- If a capper in the cap area has been hit with weapons fire, from any damage-dealing range, the cap pauses (ie. stops) for X seconds (5? 10?)
- If a capper is in the cap area, but there is an enemy within X metres of the base, them the cap pauses. Sure, the capper is not being shot at, but the enemy just around the corner means that the capping mech does not have control of the area. (100m? 270m? 500m?)
- If the capper's team is down in mechs by a factor of X:Y, the capping team is not in control and the cap pauses. (2:1? 3:2?)
- Some subset or combination of the above

Something like this might better help simulate the concept of area control, and perhaps mitigate the occurrences of ninja capping, at least somewhat. You could still manage to cap a base, but this would prevent those last-minute caps where the last mech or two of a team is valiantly trying to hold onto the enemy base while being surrounded by overwhelming odds. In real life, the overwhelming odds would probably win since there is no such thing as a 'cap timer' in war.

Just my $0.02.

#52 HighTest

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Posted 22 April 2013 - 11:04 AM

View PostZylo, on 21 April 2013 - 06:41 PM, said:

I think only 1 major change should be made to the cap system:

As soon as an enemy mech steps off the base the cap bar starts to slowly refill which prevents the use of the capping to 99% tactic and then if things go bad in the fight, finish that last 1% to win.


Capping needs to exist as a system to give a weakness to teams that have tons of firepower but a slow movement speed. If caps are removed these teams have no weakness and there is no reason for anyone to play a mech that is not an Assault or Heavy.

Before someone points out the maneuverability advantage a lighter team can have I'd like to point out that many assaults can still keep their weapons focused on lighter mechs by turning at the same time they torso twist to easily hit the faster moving mechs.


Also a good suggestion. Either on its own or in tandem with some of my ideas above. Not sure how I missed this the first time through.

Also the idea of friendly mechs being able to 're-cap' in Assault mode, kind of like in Conquest, that I read further down from that post.

#53 Kain

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Posted 22 April 2013 - 11:26 AM

I think with the upcoming 12v12 matches the maps are more occupied,
and thus, players can defend more easily their base.

I think the current cap mechanic works fine, but also a regenerating cap, and/or destroyable cap, is maybe a viable option.

#54 Banditman

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Posted 22 April 2013 - 11:40 AM

The whole cap mechanic is a pet peeve of mine, not that it exists, but that it doesn't make sense. This was my suggestion to fix it:

View PostBanditman, on 17 April 2013 - 11:52 AM, said:

Want to fix base capping? I can fix it for you in one easy stroke.

Make it proportional to map size.

On a small map like River City, the current base cap times are fine. On a larger map like Tourmaline Desert or Alpine Peaks, the base cap time is restricting open field play. It's forcing people to hang out near their base to prevent a quick cap.

Math? Ok. I am totally guessing at these numbers just to demonstrate a formula. I have not measured them. The formula simply needs the "real" numbers plugged in.

Assuming River City to be the "base" of what's balanced between map size and cap speed, figure the length of a line drawn from one base to the other, and divide by two. This gives you the distance to the "center" of the map. It may not be the geographical center, but it's the center of competition. Let's say that number is 300 for River City.

Now, do the same thing for Alpine Peaks. Let's say that number is 2000.

2000 / 300 = 6.67. Multiple the time to cap by that amount for Alpine Peaks.

What does that do? It gives you a map size proportional amount of time to return to your base from the center of conflict. It encourages you to go find the enemy and engage him, instead of creeping out until you are SURE you have all of the enemies accounted for. In short, it makes it more likely that you're going to fight the enemy.

Isn't that what MechWarrior is all about?


#55 The Mech behind you

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Posted 22 April 2013 - 12:42 PM

View PostKain, on 22 April 2013 - 11:26 AM, said:

I think with the upcoming 12v12 matches the maps are more occupied,
and thus, players can defend more easily their base.


yeah and I bet they still will all move forward in a big blob to their favorite camp spot. And when a capper is spotted by a scout the group still won't change their direction to intercept him

#56 Talrich

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Posted 22 April 2013 - 12:58 PM

Having this as a radio option, and having all the change options split apart is really misleading. This really should be two questions:
1. Is early game capping in assault working well, or should it be made harder?
2. If make harder, which option(s) would you like to see?

#57 Taemien

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Posted 22 April 2013 - 01:00 PM

View PostTanar, on 22 April 2013 - 10:10 AM, said:


<misunderstands>

so i see Brad Pitt um Achilles charged back to the "base" where the bald guy was standing and killed him. so you're saying the guy who came back to the base killed you?

/ducks
:D


Bald dude is a Jumpsniper/PPC boat. They miss and then die to -me-.

Basically I can understand why people don't defend bases, its suicide, especially with pilots like me running around. Though its a double edged sword, their PUGmates can only protect them so much. I typically will run to a base and then look around before capping. Any lone assault mech within 400m gets destroyed. If I get 2-3 like that, I finish the rest of them off. If not, I cap their base to draw them out then kill them. If they don't come I win.

Works great unless you get 4 people running back. Then it gets interesting. But all good tactics have risks.





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