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"dear Pgi: We Are Fine With The Base Capture Mechanic."


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#21 -Muta-

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Posted 10 May 2013 - 09:18 AM

At the end of the day you are free to defend your base... remember its all about strategy. how about sending a scout to see what type of mechs they are fighting with and then decide where to go, if you will defend or attack?

Like they say... Teamwork= Victory

#22 Sturmforge

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Posted 10 May 2013 - 09:35 AM

View PostMutaroc, on 10 May 2013 - 09:18 AM, said:

At the end of the day you are free to defend your base... remember its all about strategy. how about sending a scout to see what type of mechs they are fighting with and then decide where to go, if you will defend or attack?

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 Hammerfinn

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Posted 10 May 2013 - 09:36 AM

I support this thread.

#24 ArmageddonKnight

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Posted 10 May 2013 - 09:39 AM

Im fine with base capping in Assualt mode, but NOT as it is currently. The idea's of base defense turrets and sclaing bassedo n map size are good idas.

Anyway.
No for current base cap..
Yes for a less basic version (more complex)

#25 Echo6

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Posted 10 May 2013 - 09:44 AM

View PostThe Last Blade, on 10 May 2013 - 08:23 AM, said:

Capping is for cowards that don't know how to fight. Last I checked it was "Battletech" not "Cappertech"

LOL. L2P noob!

#26 zraven7

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Posted 10 May 2013 - 10:04 AM

View PostSturmforge, on 10 May 2013 - 08:55 AM, said:

My problem with capping is not the idea behind it, it is more the execution. You just stand there. You should have to destroy something. Then when the defenders come back you can't just hide in a corner. You either continue destroying whatever it is, fight the returning defenders, or run away.

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 REDACTED

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Posted 10 May 2013 - 10:13 AM

I prefer to win by capture. That way, nobody has to die. Which is the vibe I've always gotten from Battletech anyway.

#28 Keifomofutu

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Posted 10 May 2013 - 10:16 AM

View PostREDACTED, on 10 May 2013 - 10:13 AM, said:

I prefer to win by capture. That way, nobody has to die. Which is the vibe I've always gotten from Battletech anyway.


Kill the meat save the metal?

#29 -Muta-

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Posted 10 May 2013 - 10:24 AM

Strategy is what this is all about, try VOIP or game chat.


my 2 cents

#30 Keifomofutu

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Posted 10 May 2013 - 10:25 AM

View PostMutaroc, on 10 May 2013 - 10:24 AM, said:

Strategy is what this is all about, try VOIP or game chat.


my 2 cents


Yah but you like your own posts.

Edited by Keifomofutu, 10 May 2013 - 10:26 AM.


#31 REDACTED

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Posted 10 May 2013 - 10:26 AM

View PostKeifomofutu, on 10 May 2013 - 10:16 AM, said:


Kill the meat save the metal?


No, no, you keep the meat too! Ever heard of ransom? The great houses pay top dollar to keep their good pilots. This is medieval warfare in space with robots, after all.

#32 Lugh

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Posted 10 May 2013 - 10:28 AM

Base capture needs an element that has to be destroyed as part of it. It also needs to fight back, npc wise.
Then I will be fine with Base cap.

#33 Ghost_19Hz

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Posted 10 May 2013 - 12:26 PM

I'm not against capping, but i am against the mediocre implementation of it. "Oh no, not my square he's standing in my square." I don't care about that, the only reason i defend it is because there is someone there begging to get destroyed.

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 Monky

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Posted 10 May 2013 - 12:44 PM

Base capping is a decent mechanic - players who do it too early (suicide onto the cap) or simply mass rush for the cap (usually bypassing the enemy team completely) are the problem. Some things can be done to counter this and have been mentioned many times.

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 Satan n stuff

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Posted 10 May 2013 - 12:48 PM

I'm fine with basecapping, the alternative would be frequently having to run around looking for the last mech who's probably powered down somewhere we'll never find it.
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 Peter2000

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Posted 10 May 2013 - 01:32 PM

The base capture mechanic is was fine. It allowed faster 'Mechs to utilize their speed to force the enemy into either a static defense or to split their forces somewhat. Even if a light (or 3) slip around your lines, there's a good chance on the older maps (Frozen, River, Forest, Caustic) that a heavy will be able to make it back to base from halfway across the map before the cap completes. But this movement and defense came at a cost - the enemy was dictating your movements and could push up on you at this moment, exploiting many backs, or a split force.

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 Tatula

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Posted 10 May 2013 - 02:39 PM

I support longer base cap time for large maps (this should have been common sense).
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 Sephlock

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Posted 10 May 2013 - 03:59 PM

Sometimes it's the quickest way to end the agony of an Alpine/Tourmaline drop.

#39 Keifomofutu

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Posted 10 May 2013 - 04:57 PM

View PostSephlock, on 10 May 2013 - 03:59 PM, said:

Sometimes it's the quickest way to end the agony of an Alpine/Tourmaline drop.

Touche :)

#40 keith

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Posted 10 May 2013 - 05:58 PM

base cap is fine, it just has to be modified some, as in since CB.





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