Edited by Eddy Hawkins, 09 July 2013 - 03:09 PM.
Assault Mode Cap Timers
Started by Eddy Hawkins, Jul 09 2013 03:08 PM
8 replies to this topic
#1
Posted 09 July 2013 - 03:08 PM
Make it so bases are immune to capture for the first five minutes in assault matches. That fixes base rushing at the start but still allows for capping like normal later on in the match. Oh and reduce the multiplier that gets applied when several mechs are capping. Doing so will not hurt solo cappers but still give time for the defenders to come back when several are capping. it might also make the cap module more desirable, and will head off a future issue when the games go to 12v12 and three or four mechs are base capping.
#2
Posted 09 July 2013 - 03:14 PM
Shoot one leg off your allied mechs, that will keep them near your base to defend it.
#3
Posted 09 July 2013 - 03:46 PM
Solutions:
1. Don't play a slow assault mech.
2. When you do play an assault mech, play defensively and don't stray too far from base.
3. When you do stray to far from base, make sure you have a fast mech on your team that can return to base in time.
4. When you don't have a fast mech, are straying to far from base, make sure the whole enemy team is accounted for before engaging.
5. When you haven't accounted for the whole enemy team you better cap their base quickly.
When you don't manage to cap their base quickly, haven't accounted for the whole enemy team, don't have a fast mech, have strayed to far from base and insist on playing an assault mech.... Well then, then you deserve to lose by cap.
When I play my Spider I enjoy the hell out of screwing people that way. I used to do it because it would draw mechs away from the front line. If this rate of complaining keeps up I might start doing it just to see people complain about their own incompetence.
1. Don't play a slow assault mech.
2. When you do play an assault mech, play defensively and don't stray too far from base.
3. When you do stray to far from base, make sure you have a fast mech on your team that can return to base in time.
4. When you don't have a fast mech, are straying to far from base, make sure the whole enemy team is accounted for before engaging.
5. When you haven't accounted for the whole enemy team you better cap their base quickly.
When you don't manage to cap their base quickly, haven't accounted for the whole enemy team, don't have a fast mech, have strayed to far from base and insist on playing an assault mech.... Well then, then you deserve to lose by cap.
When I play my Spider I enjoy the hell out of screwing people that way. I used to do it because it would draw mechs away from the front line. If this rate of complaining keeps up I might start doing it just to see people complain about their own incompetence.
Edited by Hauser, 09 July 2013 - 03:54 PM.
#4
Posted 09 July 2013 - 08:11 PM
They should allow recapping of base like conquest mode.
They should also increase the time it takes to cap on "large" maps like alpine/tournaline
They should also increase the time it takes to cap on "large" maps like alpine/tournaline
#5
Posted 09 July 2013 - 08:57 PM
CRY MOAR, MOAR TEARS FOR THE JENNER GODS
#6
Posted 10 July 2013 - 02:44 PM
Asmosis, on 09 July 2013 - 08:11 PM, said:
They should allow recapping of base like conquest mode.
This.
To compare this game mode vs what's effectively the same thing in WoT, defending your base is much more worthwhile because it can be recovered. In WoT, whatever capping that a player has done becomes instantly undone the moment that the player gets hit, which may be too much, but just simple recovery would partially fix the capping defense problem. Note that I said "capping defense". I don't think that capping itself is a problem because an alternate objective is something that can make matches more dynamic.
-Rabbit
#7
Posted 10 July 2013 - 04:52 PM
Grey Rabbit, on 10 July 2013 - 02:44 PM, said:
This.
To compare this game mode vs what's effectively the same thing in WoT, defending your base is much more worthwhile because it can be recovered. In WoT, whatever capping that a player has done becomes instantly undone the moment that the player gets hit, which may be too much, but just simple recovery would partially fix the capping defense problem. Note that I said "capping defense". I don't think that capping itself is a problem because an alternate objective is something that can make matches more dynamic.
-Rabbit
To compare this game mode vs what's effectively the same thing in WoT, defending your base is much more worthwhile because it can be recovered. In WoT, whatever capping that a player has done becomes instantly undone the moment that the player gets hit, which may be too much, but just simple recovery would partially fix the capping defense problem. Note that I said "capping defense". I don't think that capping itself is a problem because an alternate objective is something that can make matches more dynamic.
-Rabbit
That would allow a single spider to defend the base for a long time against overwhelming odds. He could do that by racking his lasers over everybody on base, run away and come back when it's low again.
#8
Posted 10 July 2013 - 09:01 PM
whatever happened to assault just being a placeholder for a "real" gamemode?
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