Every time I see this topic, I assume (possibly wrongly ... I know what that does) that the complainers are the ones who carry (in my opinion) too many weapons and not enough engine ... lumber along at less than 50 kph hoping for the enemy to magically appear in their reticule and think that one-shot killing with a 60-point alpha is the only form of skill. You then wonder why, when a smart fast pilot sees you first, he doesn't want to get in range of you, and will maneuver around until he can find an advantage and go for the win.
Now, that said, I dislike accidental misses (we went one way, you went the other) that turn into cap races.
I love piloting lights ... I rarely play assault when I PUG because of the base cap mechanic. It doesn't make it any less valid, but without good teamwork ... scouting, maneuvering to engage the enemy in a position that favors you, covering each other, etc. ... the base cap mechanic can make it frustrating.
If I'm in a light with a team, and I spot a 6-7 mech blob clustered in one place, I'm going to report it and avoid you ... if I don't encounter any resistance, you're damn right I'm going to cap ... ideally just as my team mates are in a good position to attack.
IMO, when our base starts getting capped, the most of the team should start a tactical withdrawal back to the base (not turn tail and run, but use terrain and covering fire to maneuver back). One light RTBing is taking a huge risk. Often I have been the first back to base to find a streak cat (or a similar light mech killer) waiting to ambush, or to find myself seriously outnumbered.
I think it should take longer for the cap mechanic to work, but I also think a balanced and coordinated team should be able to handle it. If they can't they need to re-evaluate their tactics.
Edited by Kageru Ikazuchi, 04 June 2013 - 04:49 AM.