

Why Have I Never Seen This Obvious Fix For Cap-Whining?
#1
Posted 06 May 2013 - 01:39 PM
Sure fighting to the last man standing is great fun but shouldn't that be another mode altogether? Team Deathmatch?
If one of the win conditions is base capture, make it worth a lot of C-bills and XP...that way there would be a total strategy change: You'd NEVER see an undefended base (which is how it should really be now). As it stands, I like to hang back at base on small maps, especially if I have a like-minded teammate. Make this change and an undefended base would be like pulling your goalie in hockey...Might be a viable strategy but you're more likely to be fuxxored...
#2
Posted 06 May 2013 - 01:43 PM
#3
Posted 06 May 2013 - 01:52 PM
I think this REALLY speaks to a need for a few more modes, none of which would be difficult to implement. First off, Team Deathmatch...no bases to cap, just one big slug-fest furball (I'd play that one a lot).
Second, make the change I've put forth here for assault...
Third, a modification of the current assault mode where one team is on offense and the other on defense, randomly chosen. The offense MUST cap the enemy base to win.
I really don't know why we're being made to suffer with a measly 2 modes after all this time...
#4
Posted 06 May 2013 - 02:01 PM
#5
Posted 06 May 2013 - 02:46 PM
#6
Posted 06 May 2013 - 03:07 PM
Base capping is actually pretty good when it comes to experience. in its present form. For players like myself who have enough cbills already, GXP gain is the real importance.
#7
Posted 06 May 2013 - 03:16 PM
I know that in the past they had the rewards for just winning to be higher, but that led to afk farming. So they instituted more 'results based' rewards. But having damage being so important has had bad repercussions such as LRM boats being very profitable, and reduced rewards for players with good accuracy.
#8
Posted 06 May 2013 - 03:17 PM
wolfganggold, on 06 May 2013 - 01:39 PM, said:
Sure fighting to the last man standing is great fun but shouldn't that be another mode altogether? Team Deathmatch?
If one of the win conditions is base capture, make it worth a lot of C-bills and XP...that way there would be a total strategy change: You'd NEVER see an undefended base (which is how it should really be now). As it stands, I like to hang back at base on small maps, especially if I have a like-minded teammate. Make this change and an undefended base would be like pulling your goalie in hockey...Might be a viable strategy but you're more likely to be fuxxored...
HA! And instantly every single match will become a cap race. It would actually benefit everyone as your average match would be over in 2 minutes.
Hell I'm game bring on Tradzies Online.
#9
Posted 06 May 2013 - 06:00 PM
#10
Posted 06 May 2013 - 07:04 PM
wolfganggold, on 06 May 2013 - 06:00 PM, said:
One team on offense and one team on defense would help. Current assault is like playing football with two balls. Its pure chaos and nobody knows what their real role is.
#11
Posted 06 May 2013 - 07:13 PM
I also don't want a game where some or all of your team has to sit in or near your base or lose, rather than actually hunting out the enemy force. Base defense is boring, especially when nobody actually comes to attack it because they're focusing on the main force elsewhere.
I will say that having only one team on offense would be less ambiguous, but how does the defending team win aside from letting the time limit run out once they've defeated the majority of the opposing team and the last guy is hiding, afk, disconnected?
Edited by Atheus, 06 May 2013 - 07:15 PM.
#12
Posted 06 May 2013 - 07:17 PM
Atheus, on 06 May 2013 - 07:13 PM, said:
I also don't want a game where some or all of your team has to sit in or near your base or lose, rather than actually hunting out the enemy force. Base defense is boring, especially when nobody actually comes to attack it because they're focusing on the main force elsewhere.
I will say that having only one team on offense would be less ambiguous, but how does the defending team win aside from letting the time limit run out once they've defeated the majority of the opposing team and the last guy is hiding, afk, disconnected?
Shorter time limit on attack/defense mode? Not like afk or dc guys don't have to be hunted down in assault regularily anyway.
#13
Posted 06 May 2013 - 07:23 PM
#14
Posted 06 May 2013 - 07:27 PM
#15
Posted 06 May 2013 - 07:33 PM
I'm torn. Give me some form of TDM, and I fully support this change. Until then, I vote no love for those sneaky ******** =P
#16
Posted 07 May 2013 - 12:07 AM
But you're right, it should be more rewarding. maybe some bonus for defending...
CAP Defense Kill - kill a capping enemy
CAP Deny - disperse an enemy capping your base
CAP Savior - stop an enemy capping (staying in Cap zone)
Something like this, maybe rewarded like savior kills or spoting assists, just do some brainstorming.
Look at planetside 2, you get XP for everything, assists, spotting, dropping, supply, tying your shoes, more XP for defense and so on...
#17
Posted 07 May 2013 - 02:59 AM
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