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Conquest: Stop Cap When Damaged


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Poll: Stop cap when hit (19 member(s) have cast votes)

Do you support the OP's idea?

  1. Yes (4 votes [21.05%] - View)

    Percentage of vote: 21.05%

  2. No (14 votes [73.68%] - View)

    Percentage of vote: 73.68%

  3. Abstain (1 votes [5.26%] - View)

    Percentage of vote: 5.26%

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#1 Side Step

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Posted 01 May 2013 - 01:40 AM

Edit: Correction to thread title. I mixed the game modes. I am not talking about Conquest at all:
Assault: Stop Cap When Damaged

Capping is considered by many lame. Some because it can often make for an eventless match, and some because the rewards are very low.

My suggestion is that a mech's capping attempt is reset whenever that mech is hit by any weapon.

Example: Two mechs A and B are capping.
Mech A has captured 50%.
Mech B arrived later and has only captured 20%.
Base is 70% captured.

Mech A is then hit by the enemy and resets it's cap to 0%.
Base is now only 20% captured.

Edit: moving out of the capture zone will also reset capture points from that mech.

I think this will make capturing more eventful and a more accepted strategy than it currently is.

Edited by Side Step, 01 May 2013 - 07:54 AM.


#2 Abledime

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Posted 01 May 2013 - 01:51 AM

just remove the ability to cap until 5 mechs have been destroyed from either team.

#3 Zerberus

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Posted 01 May 2013 - 06:30 AM

No.

Cap is already halted when a friendly unit steps into the square.

This only benefits LR snipers and nobody else. Especially if implemented with the same idea the LR snipers have of makinc cap squares "cover free"

"Yes, everybody is already complaining about ppc-warrior-and.jumpsniper-online, so lets tweak the game to make those lazyass `ppc-boats made to stand still and turret´ builds even more effective" :)

Edited by Zerberus, 01 May 2013 - 06:35 AM.


#4 Side Step

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Posted 01 May 2013 - 06:54 AM

View PostZerberus, on 01 May 2013 - 06:30 AM, said:

No.

Cap is already halted when a friendly unit steps into the square.

This only benefits LR snipers and nobody else. Especially if implemented with the same idea the LR snipers have of makinc cap squares "cover free"

"Yes, everybody is already complaining about ppc-warrior-and.jumpsniper-online, so lets tweak the game to make those lazyass `ppc-boats made to stand still and turret´ builds even more effective" :)

You can still stand in cover when capping to prevent enemies from shooting you though. So long range snipers will not be able to hit you from great distances if you position yourself to stay capping.

Saying it only benefits long range weapons is a bit of an exaggeration and is short sighted, as this change won't specifically favor one weapon or another. It will change the game mode as a whole. The idea is to make the game mode more insteresting and fun for both capper and defender.
Long range snipers can hit cappers from afar, this is true. But only if the cappers stay out of cover. Brawlers can still stay in cover and bait long range fighters to a brawl.

Quote

Especially if implemented with the same idea the LR snipers have of makinc cap squares "cover free"

This is not an argument against my suggestion, as I'm fine with having cover at the cap spot.

Quote

"Yes, everybody is already complaining about ppc-warrior-and.jumpsniper-online, so lets tweak the game to make those lazyass `ppc-boats made to stand still and turret´ builds even more effective" :D

This is not at all what I am saying, and you making a strawman like that is not appreciated.

Edited by Side Step, 01 May 2013 - 06:56 AM.


#5 Yokaiko

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Posted 01 May 2013 - 06:57 AM

No because a lot of places you would be able to stop caps from over a kilometer away.

Do not want.

#6 Lord of All

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Posted 01 May 2013 - 07:11 AM

So a ERPPC can control the entire map?

#7 Zerberus

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Posted 01 May 2013 - 07:14 AM

View PostSide Step, on 01 May 2013 - 06:54 AM, said:

You can still stand in cover when capping to prevent enemies from shooting you though. So long range snipers will not be able to hit you from great distances if you position yourself to stay capping.

Saying it only benefits long range weapons is a bit of an exaggeration and is short sighted, as this change won't specifically favor one weapon or another. It will change the game mode as a whole. The idea is to make the game mode more insteresting and fun for both capper and defender.
Long range snipers can hit cappers from afar, this is true. But only if the cappers stay out of cover. Brawlers can still stay in cover and bait long range fighters to a brawl.


This is not an argument against my suggestion, as I'm fine with having cover at the cap spot.


This is not at all what I am saying, and you making a strawman like that is not appreciated.


I mean no disrespect, I am merely thinging the suggestion to it`s logical end, something that seems to happen less and less.

For ex.. How does a brawler stopping a cap benefit? He`s already either in the circle, which breaks cap, or needs to L2P, badly. Then again if he`s that close, why is there even a cap going on in the first place? :D

The thing is that none of this does anything to alleviate the main "problem" with getting capped: People too lazy /stiupid to play as anything other than "hulk smash mechs" with no thoughts wasted on tactics or teamplay. They woud stiull get capped every match because they will continue to refuse to defend theior base at all, much less adequately. :ph34r:

In fact, it would probably even happen MORE often, because tactics discussions will no longer read "Should Someone Def?"" nah, capping is lame", but rather "shoud someone def?""No need to, my bro üb0r5n!p0r can stop the cap from a mile away with his über PPC r00lage"... :lol:

Hence the only ones w/ any actuial benefit will be the LR snipers that can shoot all teh way over to the base without taking their thumb out of their ***. so people will have even more reasons do so. Pushing the game even more strongly in the direction of the current metagame. :)

Edited by Zerberus, 01 May 2013 - 07:28 AM.


#8 Side Step

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Posted 01 May 2013 - 07:42 AM

From the few comments that have been posted so far, it looks to me that my suggestion is seen as a threat to buff LR snipers. I didn't expect this, but if that's all that is going to be argued in here, I'm just going to lay it dead. (well, after this post which ended up way to long)

Btw, my most used weapons are Medium Laser (450 matches) and SRM 6 (326). PPC (26), ERPPC (7) and Gauss (15) are not my style of play. In case you were looking for bias.

@Zerberus:
I guess we have a different opinion of what the "problem" with capping is. To me it's all about the fun. Capping to me is not fun. Neither when I am the capper, or the defender.

I don't have the same problem in WoT (the game which has exactly this capping system). In that game capping can be the most exhilarating thing. Sitting there almost having capped to 100%. Seeing the enemy rolling in. Dodging shots. A team mate is hit, dropping the cap bar slightly. Getting to 100% feels really good when it's so close. Losing the cap then doesn't reduce the fun. It's like "so close! maybe if I do this next time".

In MWO, the capping mechanic is very predictable. Most of the time you roll over the enemy, and you can see it miles away, or you just see it is an almost futile attempt. You can't get some lucky hit and reset the timer or dodge a shot to prevent it. Maybe you have a different experience. I just don't get any enjoyment from either side of the cap war.


Note: I'm not saying make this game WoT. That game has lots of shortcomings as well. I just enjoy the way they made the capping work.

Edited by Side Step, 01 May 2013 - 07:45 AM.


#9 Straften

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Posted 01 May 2013 - 07:48 AM

Did you mean "Assault" in the topic title? Conquest is all about capping... that's kinda the point. If someone is capping and you don't like it, you kill them.

You know that crazy joystick think PGI is working on?
Posted Image
Well, maybe they can install a pacifier deployer, which forcibly places a pacifier into the players mouth upon death. They could also patch the game to play lullaby music out of the heavy metal. I think this deserves it's own suggestion thread.

#10 Nathan Foxbane

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Posted 01 May 2013 - 07:50 AM

View PostNathan Foxbane, on 11 April 2013 - 02:29 PM, said:

View PostDren Nas, on 11 April 2013 - 02:22 PM, said:

View PostRoadbeer, on 11 April 2013 - 02:16 PM, said:

Resetting countdown is a horrid idea...

Since when? It works amazing in world of tanks. It's absolutely dumb that the cap does not reset.

I works in WoT, particularly at higher tiers, because you do not have the multiple weapons and high rates of fire you have in MWO. It is also a lot easier to miss on the move in WoT.

This is why. In particular why it works in a game that is not MWO. Have fun trying to cap with some skittish little like dumping an indefinite rain of MG fire on you. Besides, its conquest, you are supposed to capture stuff. If you are talking about assault, well see above for the answer.

I cannot believe I had to quote myself to argue something. I never have to quote myself

#11 Side Step

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Posted 01 May 2013 - 07:51 AM

View PostStraften, on 01 May 2013 - 07:48 AM, said:

Did you mean "Assault" in the topic title? Conquest is all about capping... that's kinda the point. If someone is capping and you don't like it, you kill them.


Hmmm... did I mix the two game modes? *sigh* I think I did. I was trying to make the suggestion about Assault. Thanks for pointing it out.

#12 Durant Carlyle

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Posted 01 May 2013 - 07:55 AM

No to the resetting of the "cap points" of a 'Mech if it is hit.

And no to the resetting of the "cap points" of a 'Mech if it goes outside the square.

HELL F-ing NO!

Capturing the base is a valid part of the game. It's just as valid as destroying every one of the enemy.

Every single base has lanes that are open from many hundreds of meters away. As a capper, you cannot tell what angle the enemy is going to come from. And even if you're behind the collector, you can often be hit because it doesn't cover everything. Imagine you're the only one left on your team, and you've capped to 90%. Suddenly the bar resets because MechWarrior L3375n1p3r hit a barely-exposed part of your 'Mech with a PPC from 700 meters away. Or even worse, MechWarrior HerpDerp sprayed-and-prayed with an ERLL-boat Stalker.

Bases shouldn't be cappable from long range, and neither should they be defensible from long range.

Edit: This goes for Assault or Conquest mode.

Edited by Durant Carlyle, 01 May 2013 - 07:56 AM.


#13 Zerberus

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Posted 01 May 2013 - 07:56 AM

View PostSide Step, on 01 May 2013 - 07:51 AM, said:


Hmmm... did I mix the two game modes? *sigh* I think I did. I was trying to make the suggestion about Assault. Thanks for pointing it out.


Ironically So did I , because my brain just assumed that nobody would realistically be against capping on conquest and auto-replaced it w assault.

Had I read the thread title properly I would have simply called you ******* insane and been done with it :P :P

Edited by Zerberus, 01 May 2013 - 07:56 AM.


#14 Side Step

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Posted 01 May 2013 - 08:02 AM

View PostZerberus, on 01 May 2013 - 07:56 AM, said:


Ironically So did I , because my brain just assumed that nobody would realistically be against capping on conquest and auto-replaced it w assault.

Had I read the thread title properly I would have simply called you ******* insane and been done with it :P :P

Yeah, doing this for conquest would be overly harsh.

Anyway, as I have not even one supporter in the comments in this thread, I'm leaving this suggestion to die.

Until next time.

Edited by Side Step, 01 May 2013 - 08:02 AM.


#15 Deathlike

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Posted 01 May 2013 - 08:18 AM

Here is a better solution:
http://mwomercs.com/...ost__p__2300620

#16 Straften

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Posted 01 May 2013 - 08:21 AM

View PostSide Step, on 01 May 2013 - 07:51 AM, said:


Hmmm... did I mix the two game modes? *sigh* I think I did. I was trying to make the suggestion about Assault. Thanks for pointing it out.


I thought you were. It would make a lot more sense. I wasn't sure though with all the QQ on the forums. If I read "OMG stop capping on conquest!" in suggestions, I am not surprised. Please kindly disregard my joke =)

#17 blinkin

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Posted 01 May 2013 - 02:29 PM

reset entirely? no, but i think a small hit to the cap bar along with a short cool down before that mech can cap again could work well. the hit to the cap bar and the cool down should probably be related to the amount of damage taken.

#18 Hellcat420

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Posted 01 May 2013 - 02:40 PM

remove one base so one team is attackers one is defenders. to win either base is captured or attackers all destroyed. if time runs out before cap or before attackers are destoryed the defenders win(that way you cant have attackers stalling for a tie).

#19 Lord of All

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Posted 01 May 2013 - 02:43 PM

View PostHellcat420, on 01 May 2013 - 02:40 PM, said:

remove one base so one team is attackers one is defenders. to win either base is captured or attackers all destroyed. if time runs out before cap or before attackers are destoryed the defenders win(that way you cant have attackers stalling for a tie).

Bases are never that close anyway and planets are never split up. That's one reason I like that map you start at dropships.





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