Kentiah, on 15 May 2013 - 02:04 AM, said:
Except they could have done it many other ways if they didn't want capping to be a viable way to win. Reward was reduced because it's something that's easily abused, deal with it.
Which is pretty much the complaint against rush cappers - the mechanic is being abused. Sure, they reduced the rewards, but unfortunately the in-game rewards are not what's driving toxic player capping.
I am, on 15 May 2013 - 03:38 AM, said:
That's a really fancy way of saying, I don't feel like defending my base, so you shouldn't capitalize on teh fact that I don't feel like defending my base.
[description of play in a different game]
What you have here is the deathball crying, don't exploit the tactical hole we left in our strategy, which is so big you could drive an Atlas through it. You mention 4 Ravens, in a 4 man. Sure is harder when half the enemy team is of alike mind and specialize to cap you out, but that's a 4 man premade issue, that is a "allowing half a pub team to be comprosed of a single group of pals singing the same tune on ts" issue. Don't confuse the two. At least that, is a valid complaint.
So this is your response to being informed that the current tactic of massing fires is in place because it's necessary? First, misrepresent what you're told in order to ridicule the opinion by straw man fallacy (also called "lying.") Then, tell an anecdotal story about another game to muddy the waters. Finally, wrap it up with another misrepresentation, making ad hominem attacks and hedging your bets. "Oh, well, partial premades are
different." I hate to tell you, but PGI told us that
most players play in groups at least part of the time. Most matches you're in likely have multiple partial premade teams with them. My use of a clear-case example (4-raven premades) doesn't alter the fact that many people are abusing the mechanics of capping - particularly on Alpine and Tourmaline
Kentiah, on 15 May 2013 - 12:54 AM, said:
Hold up, you're saying it's unfair to have a mech that can't match in straight firepower and reduces the amount of straight firepower on his team, to make some of the enemies firepower fall back to help balance/tip the odds in his teams favor? Maximum stupid. Typical assault player, etc.
MaddMaxx, on 15 May 2013 - 05:46 AM, said:
Just note where it is he calls home. LOL! We call that stuff he wrote Make-No! btw. Not hyperbole.
(Actually, it's called "reductio ad absurdum," and is a valid and time-honored method of exposing stupidity in an idea. But you don't care about that.)
More straw men and ad hominem attacks - in other words, name-calling and lies. I wish I were surprised, but I can't claim to be shocked that the trend from word one has been followed out to page fifteen. Those who value their own desires and opinions above truth simply do not change their stripes because you give them logical reasons to do so.
So, one more time for the record: no one cares if you cap in order to break up enemy formations or pull victory out of defeat when your team is losing the firefight. Where the vast majority of the player population will hate you for capping is when you avoid combat to cap as your primary means of victory. This hatred is justified for a variety of reasons:
- As has been pointed out here several times, it is not feasible to simply leave a force back to camp the base in most matches. All things being equal, doing so will dilute your combat power, often causing a loss if there are no CapWarriors on the other team.
- CapWarriors screw over everyone else on both teams. This is why players from both teams tend to yell at them. Capping costs most of the other players on the team experience, c-bills, and most importantly fun. We are playing a MechWarrior game - a game of armored combat. The draw of this game is to match your skills against others - not to play Super MechWarrior Kart off by yourself.
All the rhetorical
horsecarp that's being thrown around in here by the CapWarriors attempts to obscure the issue. They try to say that they're just playing the game as it was oh-so-obviously intended to be played, and that the mean people comprising some made-up "Assault Racket" is engaging in widespread social engineering to force them to play at a disadvantage. When challenged, they resort to smear tactics and misrepresentation of the facts (the above examples are just the tip of the iceberg.) After all, anyone who disagrees with them
must be a mean "Assault Racket" player!
The truth is that massed fire tactics are not crippling to a light pilot - lights are valuable contributors to massed fire tactics. Further, once the fighting starts, they serve a unique and important role as harassers and on-call QRF (that's Quick Reaction Force, for those who don't know the jargon.) That means chasing down wounded enemies who flee, harassing and jamming enemy 'Mechs, and yes, capping at times in order to break up formations and occasionally pull victory from the jaws of defeat. None of this requires the main body to diverge from the ineptly characterized "Assault blob." But that's what the OP and others in this thread want to happen - because they don't feel like they can
get kills if the heavier 'mechs stay together. That's the core of this: they're accusing everyone else of doing what
they want to do: forcing others to play against the Light's strengths instead of making use of their own. Certainly, it's hard to do the Newbie Circle Strafe to kill a larger 'mech if they have teammates to shoot at you - but the answer is to
stop using that bad technique, not to encourage bad tactics so you can circle isolated opponents unmolested.
Don't be drawn in by the hypocrisy, gentle readers. Don't be decieved by the lies. As for me, I'm going to take my own advice at last, and stop feeding the trolls.
Edited by Void Angel, 15 May 2013 - 12:43 PM.