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Assault - Please Disable Base Capping For First 3 Min


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#1 Woozle

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Posted 24 June 2013 - 06:53 PM

Capping is a valid tactic. But a rush of the cap point by 3-4 lights in the first minute of the match is just lame.

#2 aniviron

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Posted 24 June 2013 - 06:58 PM

Assault: Please disable mechs over 50 tons from being able to damage mechs under 50 tons for the first three minutes.

Killing other mechs is a valid tactic. But 3-4 assaults tearing into an undertonned team of lights in the first minute of the match is just lame.

#3 Woozle

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Posted 24 June 2013 - 07:29 PM

Ah, childish mocking. You must pilot a light mech. I have a Jenner and a Raven. Perhaps you should suck less? Then you wouldn't have to worry about the mean ol' assault mechs. Pobrecito.

#4 aniviron

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Posted 24 June 2013 - 07:43 PM

Ah, childish assumptions. You must pilot an assault mech. I have an Awesome. Perhaps it is not I who sucks.

#5 Bhael Fire

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Posted 24 June 2013 - 07:47 PM

Ah, I farted.

#6 Jestun

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Posted 25 June 2013 - 02:55 AM

View PostWoozle, on 24 June 2013 - 07:29 PM, said:

Ah, childish mocking. You must pilot a light mech. I have a Jenner and a Raven. Perhaps you should suck less? Then you wouldn't have to worry about the mean ol' assault mechs. Pobrecito.


You create a thread whining that lights win the match instead of having a standing gunfight with assaults, and then accuse someone else of sucking and worrying about other people's mechs?

Amusing.

#7 Typhoon Storm 2142

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Posted 25 June 2013 - 03:32 AM

View PostWoozle, on 24 June 2013 - 06:53 PM, said:

Capping is a valid tactic. But a rush of the cap point by 3-4 lights in the first minute of the match is just lame.


What if 5-6 light will rush the cap. Still lame? What about 7-8 lights rushing the cap? Lame?

Why 3-4 only?

How about only 1 or 2 lights rush the cap point?

What am I doing here? Wasting my time with this crappy thread. OP should be banned.

#8 Mudhutwarrior

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Posted 25 June 2013 - 04:03 AM

It is in the game and like others have said "Defend your Base" . Your issue is balance because way too often one team will have for lites and the other none.

#9 Woozle

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Posted 25 June 2013 - 06:54 AM

View PostMudhutwarrior, on 25 June 2013 - 04:03 AM, said:

It is in the game and like others have said "Defend your Base" . Your issue is balance because way too often one team will have for lites and the other none.


Wow, an intelligent response. Too bad the immature dolts appear to be the majority around here. No wonder the game-play stinks, if this forum is indicative in any way of the player base for this game.

Edited by Woozle, 25 June 2013 - 06:56 AM.


#10 Bhael Fire

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Posted 25 June 2013 - 07:00 AM

View PostWoozle, on 25 June 2013 - 06:54 AM, said:


Wow, an intelligent response. Too bad the immature dolts appear to be the majority around here. No wonder the game-play stinks, if this forum is indicative in any way of the player base for this game.


The reason is, many of the people here are very tired of this topic; it's been driven into the ground, beating to death, and then beaten some more. The general consensus is: DEFEND IT OR LOSE IT.

#11 Woozle

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Posted 25 June 2013 - 07:04 AM

View PostJestun, on 25 June 2013 - 02:55 AM, said:

standing gunfight with assaults


Let me put it in your vernacular: "LOL, wut?"

You lack basic reading comprehension skills. I said no such thing.

Considering that it takes even a balanced team (i.e., one with some fast/light mechs) a few minutes to get away from the base, move into a somewhat decent tactical position and conduct some quick scouting, how do you propose that we get engaging, fun game-play when some people insist on winning games in 2 minutes flat by cap-rushing?

Even some automated base defenses that have to be eliminated before capping would be an improvement. I think even the people doing the cap-rushing would agree that would be more fun than standing in a red square.

View PostBhael Fire, on 25 June 2013 - 07:00 AM, said:


The reason is, many of the people here are very tired of this topic; it's been driven into the ground, beating to death, and then beaten some more. The general consensus is: DEFEND IT OR LOSE IT.


Ah, so what happens when both teams do this? I don't think standing around for 15 min to achieve a 0-0 tie game is very fun.

#12 Xeno Phalcon

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Posted 25 June 2013 - 07:06 AM

Cap rushing is pretty counter productive, sure you win but you also generally get less cbills then if you had lost unless you mow down some poor defender.

That being said some day we are supposed to get base defense items like turrets. (Pesky canopy turrets anyone?!) which should make defending the base much more practical with the added fire support.

#13 Bhael Fire

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Posted 25 June 2013 - 07:31 AM

View PostWoozle, on 25 June 2013 - 07:04 AM, said:

Ah, so what happens when both teams do this? I don't think standing around for 15 min to achieve a 0-0 tie game is very fun.


A smart team does not run too far away from their base...just far enough to engage the enemy and get back to the base in time if they rush it. If you position all your units too far away too soon, you deserve to be capped...especially if you're mostly heavies and you know they have lights.

#14 Curccu

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Posted 25 June 2013 - 07:48 AM

I play all weight classes (yeah even now with this stupid ppc assault mechs only flavor of the month... or is it 4-5th month already?) and capping is fine, not being able to defend your base is bad.

#15 oldradagast

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Posted 25 June 2013 - 08:29 AM

I do feel that "capping only games" should be fixed - games where the teams simply walk right past each other, few, if any shots are exchanged, and nobody dies. This only really happens on Alpine, so maybe the problem is just with that map... Or, maybe you can only cap a base 95% until one mech on the enemy team has been killed, then allowing the full cap.

#16 Mudhutwarrior

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Posted 25 June 2013 - 09:12 AM

View Postoldradagast, on 25 June 2013 - 08:29 AM, said:

I do feel that "capping only games" should be fixed - games where the teams simply walk right past each other, few, if any shots are exchanged, and nobody dies. This only really happens on Alpine, so maybe the problem is just with that map... Or, maybe you can only cap a base 95% until one mech on the enemy team has been killed, then allowing the full cap.


Seen it on every map, frozen city was a big one with trains in the tunnel som time back. The crap dies down when the novelty is over or it is countered too often. In Alpine brawlers are toast when snipers abound so capping is an alternative,. Part of strategy. Used to dislike it but now I just laugh when it happens. Never fun to be causgt with you pants down. Besides some of the best fighting is in defense of being capped.

#17 Haradim

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Posted 25 June 2013 - 09:17 AM

A timer won't stop people who try to win by capture ASAP. They'll just get as close as they can, hide, then shut down until captures are permitted. Nor will any other trigger work.

If you don't want capture wins\losses, you would be better off requesting the removal of this objective. It's the only solution that will work if you are not willing to have people play defensively.

#18 Petroshka

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Posted 25 June 2013 - 12:24 PM

Stop trying to mess with Assault mode, ask them to implement a new deathmatch mode instead.

#19 Green Mamba

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Posted 25 June 2013 - 12:37 PM

MOAR EPEEN

#20 Jestun

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Posted 26 June 2013 - 01:22 AM

If some of the big tough assaults realised it was not a deathmatch they might defend the objective...





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