Edited by Atheus, 05 May 2013 - 05:36 AM.
"assault Capture - Fun?"
#1
Posted 05 May 2013 - 05:20 AM
#2
Posted 05 May 2013 - 05:25 AM
#4
Posted 05 May 2013 - 01:10 PM
#5
Posted 05 May 2013 - 01:14 PM
If people want to continue playing "MechWarrior: British Redcoats" edition, then that's what's going to continue happening.
Edited by Pater Mors, 05 May 2013 - 01:14 PM.
#6
Posted 05 May 2013 - 01:14 PM
#7
Posted 05 May 2013 - 02:15 PM
#8
Posted 05 May 2013 - 02:25 PM
#9
Posted 05 May 2013 - 02:29 PM
However, as Pater points out - the other thread is dedicated to the tactical use of base capping in order to divide, distract, and demoralize the enemy - which is perfectly valid (and so is capping for fun and capping without a single shot being fired).
Instead of griping about it as a "lame" practice, why not try defending your base? I know it's hard for pop-tarting snipers to lumber their pokey arses back there, but hey... diversify a bit, eh?
Edited by Rackminster, 05 May 2013 - 02:29 PM.
#10
Posted 05 May 2013 - 02:42 PM
I have suggested, several times, that the capture mechanic be changed so there is no bonus for having 2 or more mechs in the capture box until 4 or 5 minutes into the match. This will mostly eliminate the 4 - 8 mech base-rushes that have become surprisingly popular. If they want to capture that base, they will have to defend it much longer.
What that change won't do is break what Neverfar does -- use early capture as a means to divide the opposing force. If he has another mech or two with him, it will probably provide him with easy kills on the enemy fast-mechs, and likely a base capture, too.
I also think the damage for Artillery Strike or Air Strike should be increased to 100x 10dmg shots that will fall on the target area over a longer period of time, and with a bigger delay between the pop-smoke animation and the arrival of damage. This would make the Art/Air Strikes easy to avoid (long delay) but will cause them to be effective for ... what they're designed to do .. push an entrenched enemy out of his current position.
No one will just stand around and let the thing hit them (which is what most people do right now) if it is going to do 1000 dmg in that area instead of 100 dmg. Keep in mind that the shells fall at random and it is just about impossible to do any significant damage to an enemy with an Art/Air Strike, so enemies don't move out of its way, thus, it is ******* useless.
Edited by jeffsw6, 05 May 2013 - 02:45 PM.
#12
Posted 05 May 2013 - 02:56 PM
jeffsw6, on 05 May 2013 - 02:42 PM, said:
I believe this is false. The "mechanic" is in place as it always has been. Nothing has changed - but the game. If there's an epidemic of capping going on, perhaps you should be looking at what other "mechanic" is driving people to force a cap instead of playing peek-a-pop-tart-snipe.
Oh, wait...
#13
Posted 05 May 2013 - 03:33 PM
/thread
#14
Posted 05 May 2013 - 04:04 PM
but usually its enough for one person to tap the base and leg it so we can advance at their splitting lines
that im all for
and as for CW, (hopefully) people will play those differently because atm everyone is playing the game to get the most Cbills and XP each match, if i was in a match that the outcome mattered i would be happy to sit back and guard the base in a set up light killer , but as it is atm, if i ever want new mechs and stuff i have to join in the fights, plus its a lot more fun doing the blasting than reading the killfeed
Edited by Set Tesh, 05 May 2013 - 04:09 PM.
#15
Posted 05 May 2013 - 04:09 PM
#16
Posted 05 May 2013 - 04:10 PM
#17
Posted 05 May 2013 - 05:57 PM
Davers, on 05 May 2013 - 04:10 PM, said:
I want to know the percentage on Alpine and Tourmaline. I mean I know for a fact forest or river city doesn't end in a cap 1 in 5 times. Its probably less than 10% on the smaller maps because you can actually get back.
#18
Posted 05 May 2013 - 06:02 PM
HOWEVER half the people say that using movement speed to win is just as fun as shooty shooty explody mechs.
To me this seems to fit. People want to fight mechs, people also want a tactical game where fast movers can influence the outcome to victory in a significant way. However the current METHOD to encourage this is very wrong and lacks the fun element.
My suggestion to make things better:
http://mwomercs.com/...mini-objectives
#19
Posted 05 May 2013 - 06:02 PM
Both sides for the most part went for cap some of them turned around to fight on it in a fun fast brawl on top of the their base with the counter going down... we even made someone rage hard at the end. It was pretty intense and get this... FUN... when mech weights are balanced
#20
Posted 05 May 2013 - 06:08 PM
But that's not the question you asked.
Personally I find base capping not enjoyable at all, particularly if it's a "let's all go to their base and win without any fighting" scenario. I don't find it satisfying even if I win, unless it was a capture win when I'm the only one left versus four or so mechs.
To be perfectly honest, I don't find the objective-orientated gameplay of MWO fun at all. I like playing the objective in most multiplayer games, but not this one.
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