"dear Pgi: We Are Fine With The Base Capture Mechanic."
#21
Posted 10 May 2013 - 09:18 AM
Like they say... Teamwork= Victory
#22
Posted 10 May 2013 - 09:35 AM
Mutaroc, on 10 May 2013 - 09:18 AM, said:
Like they say... Teamwork= Victory
Send a scout you say? Funny! There have been too many games that I have been in that it is all Assault and Heavy Mechs except for me in my Centurion. I'm set up to harass and at 80 kph I'm not getting anywhere fast enough. Do try to scout and then I get swarmed by 2 or more lights or a heavy that runs just as fast which always ends in my demise.
#23
Posted 10 May 2013 - 09:36 AM
#24
Posted 10 May 2013 - 09:39 AM
Anyway.
No for current base cap..
Yes for a less basic version (more complex)
#26
Posted 10 May 2013 - 10:04 AM
Sturmforge, on 10 May 2013 - 08:55 AM, said:
This is an interesting idea, but I worry that it would make it much easier for snipers. You shouldn't be able to base-cap from 800 meters. For this to work, there would have to be some sort of control that only you damage the base if you were close enough, or maybe an enclosed base, like a building of some sort. Something like a Mech version of the bases on Halo's Blood Gulch map.
#27
Posted 10 May 2013 - 10:13 AM
#29
Posted 10 May 2013 - 10:24 AM
my 2 cents
#32
Posted 10 May 2013 - 10:28 AM
Then I will be fine with Base cap.
#33
Posted 10 May 2013 - 12:26 PM
Enemy destruction being the only way to win is not what i want either. I just want some creativity. PGI may contact me if they like, but i don't work for free.
#34
Posted 10 May 2013 - 12:44 PM
I think we need to have a single mech only be able to influence the cap - multiple mechs can help tie-break if the enemy is standing on it to block the cap;
1 mech + 1 enemy mech - cap doesn't move. 2 mechs + 1 enemy mech, cap moves, etc.
This helps slow down the speed zerg rushes can win.
For the lone solo capper rushing the enemy team and dying, just disable the cap for the first minute.
#35
Posted 10 May 2013 - 12:48 PM
Anyone complaining about baserushing being cheap is clearly not competent enough to protect their base. I'll baseswap if that's more likely to win us the match, but that does mean my team failed to defend.
#36
Posted 10 May 2013 - 01:32 PM
The problem arises on the big maps (Tourmaline and Alpine). First of all, the maps are much bigger, such that it is difficult to keep track of scouts, even if they're not deliberately skirting the far ridge of mountains on Alpine to stay out of sight of... well... anything. This means people will drop a whole bunch of 'Mechs on your base without you having a reasonable chance to know this will happen, far more often. Moreover, these maps are so big that you can't hope to get anything other than a light back to base in time to interrupt a capture by 2 enemy lights - even if you're only ~1/3 advanced across the map.
It completely screws up the way base capture correctly worked in the past, and eliminates the important, tough decisions of "do I pull back everyone, do I pull back a quick heavy or 2, or do I take the time while they're out 2 'Mechs to roll the rest of their guys?", with "Well, shoot. I lose. I see those guys on base, but they're 2k out."
The solution (besides better tonnage matching, including in 8-mans), would be to increase the time required for capture on the larger maps.
Edited by Peter2000, 10 May 2013 - 01:35 PM.
#37
Posted 10 May 2013 - 02:39 PM
I support base defense of some sort or base destruction requirements (although this will eliminate the possibility of an unarm mech capping so we'll need some work around).
I support bases that heals itself if the capper steps off (so, if you're capping, you're committed. No more tapping the base and running off BS.)
I support ADDING another game mode, such as King of the Hill or TDF, so Homeless Bill won't be homeless.
#38
Posted 10 May 2013 - 03:59 PM
#40
Posted 10 May 2013 - 05:58 PM
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