

Base Rushing: Two Possible Solutions
#1
Posted 02 June 2013 - 03:45 PM
'Then leave someone behind to guard the base!' you say. Really, how many of you out there would want to park at the base and miss out on the action? And even if someone was willing to 'take one for the team' and play babysitter, think how losing 12% to 25% (1 or 2 people) of your force 'just in case' would affect the situation out in the battlefield when you encounter the enemy. If they haven't left anyone behind, then you're out numbered.
So, here are my proposals for fixing this:
The first is more straight forward but not my favorite: make base capture impossible for the first 5 (or possibly 10) minutes of the game. I don't have a problem losing to base capture, especially if the other side uses it as a strategy to turn the tide of a battle they're losing. That's a good game to me and I'll tip my hat to those who out maneuvered us. It's just the damn early rushers who win the game without any effort that tick me off.
The second option is the one I personally like more: On the assault maps, make the 'base' a destroyable object. Heavily armored and needing a lot of hits, I think it would change the balance of base assaults in some interesting ways. First, lights could base rush still, but they'd actually be at a disadvantage for winning since they (usually) lack seriously heavy firepower. It would take them longer to destroy the base than a heavy or assault mech that lumbered all the way across the map. Second, the assaulter would have to think strategically while trying to capture: do they attack conservatively? Or go all out and burn up their ammo/heat, risking putting themselves in a bad situation if the defenders return? A little tweaking of the maps would probably be needed, basically making sure there was some sort of terrain around about 180 degree arc to prevent super long range sniping. But personally, I think it would make base capture interesting and even exciting. And make it a *lot* harder to rush capture and ruin a match before it even starts.
There may be other options out there, but these are my suggestions for now.
#2
Posted 02 June 2013 - 03:49 PM
#3
Posted 02 June 2013 - 04:14 PM
Even if your try and reform the game mode what your suggesting is a poor idea. Simple reality is your drastically buffing heavies and assaults the two most powerful classes in the game and your drastically reducing the ability of lights and mediums to have any effect on the game. In other words your invalidating 50% of the mechs in the game straight off the bat because you don't like getting capped
The real issue is the vast majority of pugs don't want to actually mentally engage with the game and think about there actions. Subsequently when they don't think or care about defending the base there only reaction is "lame caps" or "you guys scared of a fight" to hide the fact they know they just got outsmarted.
Long story short your ideas won't work because the game mode is flawed. If you want a more enjoyable experience play conquest
#4
Posted 02 June 2013 - 04:20 PM
#5
Posted 02 June 2013 - 04:23 PM
You do not have to put someone behind to stop base rushing, all you need is a scout/spotter. Just like having one guy watching the tunnel in Frozen City to alert the team of a tunnel rush. Or finding out if the enemy is going lower or upper city in River City.
It's called "Information Warfare".
Edited by senaiboy, 02 June 2013 - 04:23 PM.
#6
Posted 02 June 2013 - 04:27 PM
As it stands now, if you base cap at the start of a match, you are basically just trolling the other 15 players in the match.
In regards to the OP, I do not like either suggestion, I would rather people just get rewarded for winning, even if the win is a base cap.
#8
Posted 02 June 2013 - 05:11 PM
1) Kill the other team.
2) Capture their base.
Complaining about your opponents taking door number 2 while you don't bother to defend your base is frankly ridiculous.
Edited by Narcissistic Martyr, 02 June 2013 - 05:25 PM.
#9
Posted 02 June 2013 - 05:12 PM
#12
Posted 02 June 2013 - 05:53 PM
The whole camp your base suggestion falls apart when you realize both main forces are 5 kilometers from each other on certain maps. I wouldn't complain about being capped on forest or frozen. On tourm or alpine if I'm heavier than a medium I won't even bother with the objective. Congrats you capped tourm. Your 150km/h clearly makes you more skilled amirite?
Lights from both teams tend to ignore their own base and somehow expect the 60km/h assault to go 2km back and defend. That's the big hypocrisy that all the defend the basers tend to share. They ignore their own base just as much as assaults do many times.
Edited by Keifomofutu, 02 June 2013 - 07:20 PM.
#13
Posted 02 June 2013 - 06:43 PM
#14
Posted 02 June 2013 - 06:55 PM
it means leave a heavier mech there to defend, or have faster mechs nearby to defend it if needed.
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Base capture needs an overhaul, true- stamping your feet and grinding your teeth because people capped behind your slow mech is absurd. (as has been repeatedly stated in multiple ways, NOT just in this thread.)
#15
Posted 02 June 2013 - 06:57 PM
#16
Posted 02 June 2013 - 07:10 PM
Its the fact that you're in a RANDOM pug team, that will run off and do whatever it feels like.
As a result, even if you do defend the base, you'll either get killed by a lance of good light pilots who decided to basecap, or your team will die horribly, then you get killed 7 on 1 or something.
Base capping never happens in proper 8v8. Eiher the teams agree not to basecap, or there is a clear understanding that it is a tactic that will be used and people plan and play accordingly.
Without this, it becomes like the OP says an incredible annoyance, and a frustrating team-based mechanic that grates because there is a distinct lack of 'team' in pugging for the most part.
#17
Posted 02 June 2013 - 07:16 PM
#18
Posted 02 June 2013 - 07:30 PM
#19
Posted 02 June 2013 - 07:33 PM
Make our bases more defensible, then I bet we'd see more players thinking about keeping it safe.
#20
Posted 02 June 2013 - 07:39 PM
Really, people, how hard is it to play the objective? Got a team of just slow mechs? Be defensive, try to force a fight near your own base. If you can get a lead on kills, then you can maybe split your team into attack and defense lances.
To put it frankly, you should only lose your base to capture if you gamble on a base race and lose, or if your base defenders got murdered by whoever they sent to cap you. If you win a battle except for one light mech, and he beats you by capture, then you deserve the loss and he earned the victory.
To misappropriate a common saying, amateurs study tactics, professionals study logistics. The base (and the control points on Conquest) represent your logistics. If you only pay attention to tactics and ignore the base, then you aren't doing it right.
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