Livewyr, on 13 May 2013 - 07:09 AM, said:
This is the mentality of the light pilot who starts capping a base without firing a shot(at least in my case):
In stepping on their base and threatening to exploit their weakness and cap, I force at least some of them to change their current course. That maneuver alone has far more impact on the course of the match than any assault mech carrying my mech's weight in weaponry. In the event that they ignore it and don't react to it at all (and are mutilating my team), then I must enforce the requirement to react in the future.. and capture the base.
That is exactly the problem, isn't it? You can change the course of the match simply by walking from point A to B and standing idly, while the enemy team and the rest of your the team is, for better or worse, competing with each other to achieve some sort of feeling of success. While you might call this "out-maneuvering", and it is actually a correct definition, it actually lacks a counter in the current game other than the repetition of the same tactic by the opposing team, which, ironically, makes your proposed "counter" moot. More on this in a bit.
Livewyr, on 13 May 2013 - 07:09 AM, said:
I log this game to have a drastic impact on the match, whether that involves pewpew zapzap boomboom or silently forcing their hand.
Same as above. No one player should have a drastic impact on the match with so little effort. Whether actually capping or just luring half the enemy team away from the fight and back to the base (and they have no idea what your intentions might be at that point), you are not offering the enemy team a choice, just an illusion of choice; "try to run back to your base and get obliterated from behind while the entire enemy team chases you down, or keep fighting and lose anyway, because I will keep capping if I don't see you turn your weak back to my team which is currently firing at you en-masse." That's called gunpoint diplomacy, I believe.
Livewyr, on 13 May 2013 - 07:09 AM, said:
Not all of us launch to charge the enemy and fight to the death in a straightforward brawl.. that's the realm of assaults and heavies. We have mediums and lights for a reason, I don't think that reason is to face off with someone who has you outweighed in weaponry alone.
Another problem surfaces here. Your tactic, valid as it may be in a more tactical warfare game, effectively neutralizes its own counter in MWO. In most of the maps, the only opponents who are indeed fast enough to try to stop you are off to do the exact same thing in the other base, turning the entire match into a race of who-gets-there-first, robbing any sense of achievement from other players in the field. Heavies and assaults lose any sense of purpose, as they can do nothing to affect the outcome of the match any more. Preparation in anticipation of such a tactic is also out of the question, we are playing a game which does not provide its player an effective means of communication, thereby seriously lacking in teamwork aside from organized groups of players. In effect, you are demanding an organized response from a horribly unorganized group of players, and you use the lack of valid (or adequate) response to your tactic to justify your decision to cap.
Livewyr, on 13 May 2013 - 07:09 AM, said:
I would say actually sneaking to the enemy base, avoiding detection, and dealing with whatever they send back takes just as much skill (or more) than lumbering in a heavy/assault and fighting straight up. And it certainly has more impact on a match.
It most certainly does have more impact, albeit without any of the difficulty you mention. In fact, you can play hide and seek around large maps like Tourmaline without getting seen by anyone the entire match, especially if you have ECM, a fact that has necessitated implementation of a match-ending, i.e. capping mechanism in the first place. A short-sighted solution in my opinion.
Livewyr, on 13 May 2013 - 07:09 AM, said:
One does what they have to do, I personally don't agree with the 2 minute fast cap, but I would rather a light mech go and at least start capturing- than trying to fight a heavy or assault which is a matter of time before being legged and finished.
If the enemy doesn't react, (this is where he must be in contact with his time) then win it by cap if needed.
Another justification here. As I said before, you are not offering the enemy a choice to return to base. You can't honestly expect one or two players to patrol all approaches to base every game for a possible base cap attempt, if said game ends in 6 minutes on average.
While I do see capping as a valid and valuable tactic if implemented correctly, it is currently in a terrible state. A simple increase in capping times based on map size would go great lengths towards solving this problem, which would make the "base being captured" warning an announcement of another front that has just opened behind the lines, not an instant declaration of your team's defeat.
Edited by Dreacos, 14 May 2013 - 04:57 AM.