Jump to content

Four Mechs Dead Then Cap


36 replies to this topic

#1 PropagandaWar

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,495 posts
  • LocationCalifornia

Posted 13 July 2013 - 09:34 AM

Set cap timer when 4 mechs are DeD. Doesn't matter which side just in total. This out the gate is just dumb. Yeah we won but man 1 death on each side. Sheesh.

#2 Lord Perversor

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,815 posts
  • LocationSomewhere in New Aragon

Posted 13 July 2013 - 09:44 AM

View PostPropagandaWar, on 13 July 2013 - 09:34 AM, said:

Set cap timer when 4 mechs are DeD. Doesn't matter which side just in total. This out the gate is just dumb. Yeah we won but man 1 death on each side. Sheesh.


What about expand your lines and keep an eye on all directions just to you know be able to defend properly?

I know there is a lot of Rage about base capping rush but it's end in 2 ways either your team is retardly base cap rushing too (then why complain?) or you can return in full force and it becomes a massive 8v8 Brawl.

#3 PropagandaWar

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,495 posts
  • LocationCalifornia

Posted 14 July 2013 - 12:25 PM

View PostLord Perversor, on 13 July 2013 - 09:44 AM, said:


What about expand your lines and keep an eye on all directions just to you know be able to defend properly?

I know there is a lot of Rage about base capping rush but it's end in 2 ways either your team is retardly base cap rushing too (then why complain?) or you can return in full force and it becomes a massive 8v8 Brawl.


That whole protect your base thing is stupid. Again this is for both sides. A lot of times we have guys on our team doing the capping. It's even worse when your teams ahead and teammates cap. All that says to me is they aren't good players. You get next to zero rewards for capping. With that being said mid battle or when the heat is on then sure. I often sit with my group in the backfield for a few waiting for the cap rush. More often than not it puts their team down 1-2 mechs.

#4 StonedVet

    Member

  • PipPipPipPipPipPipPip
  • 593 posts

Posted 14 July 2013 - 12:28 PM

The people capping could care less about dmg or getting kills, they know they are outgunned with the tonnage difference so their #1 priority is W/L so they cap for the win stat. Their breed is known as stat W****S.

#5 PropagandaWar

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,495 posts
  • LocationCalifornia

Posted 14 July 2013 - 07:25 PM

yeah saw a guy yesterday (Hope he reads this post) after I died just go run off with his crap 4 large las hunchback build to hide while two guys who were still up getting beat down fought to the last. He was next to untouched and could have secured a win.I was calling him out on it and he got pissed. Jack-O loser cared more about his kdr. I did high damage that match so he couldn't talk smack. Oh they found and killed him by the way. Canyon maps not that big.

#6 Phemeto

    Member

  • PipPipPipPipPip
  • 160 posts

Posted 15 July 2013 - 07:07 AM

you dont ALL need to defend, thats why you have 1 scout or even a medium mech to watch base and enemy movement; STOP all dropping in heavy/assault mechs.

once your teammate says "their going to cap" you should probably turn around and stop it, dont continue your fight and press forward and complain about losing to cap at the end.

its easy to prevent capping, it just takes some talking.

#7 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,745 posts
  • LocationThe Republic of Texas

Posted 15 July 2013 - 07:57 AM

FFR Base Capping Monkey Teams were out in force this weekend.

#8 hammerreborn

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,063 posts
  • LocationAlexandria, VA

Posted 15 July 2013 - 08:02 AM

Cap should be halfway completed before you can kill anyone.

See I can make dumb ******* ideas too!

Defend your base.

Edited by hammerreborn, 15 July 2013 - 08:02 AM.


#9 blacklp

    Member

  • PipPipPipPipPipPip
  • The Cub
  • 249 posts

Posted 15 July 2013 - 09:29 AM

Capping is a useful tool for creating a diversion
I would much rather be fighting in the furball, but sometimes your getting rolled and cap will lead to a victory.
I think a timer would be nice, something like 5 minutes till capping can begin.

#10 Ronan

    Member

  • PipPipPipPipPipPipPip
  • 654 posts
  • LocationEast Coast, USA

Posted 15 July 2013 - 09:38 AM

Sometimes, a bit of capping is strategy. "I'll just touch their base, draw a lance back to me, and the rest of my team can mop up." Sometimes I get ignored, and have to go engage... then I'm coming at the enemy from their rear flank.

Sometimes you're the only one left, and under-tonned by a wide margin. Worth a try for cap and win rather than die and lose.

The situation that gets me is nearly untouched assaults that you get to spectate thru. Didn't engage. Could have swayed the outcome. Or any weight class that runs and hides at the end. Sorry, there's no payout for living. At least TRY. SOMETHING. Cap. Attack. Hiding gets you nothing.

#11 PropagandaWar

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,495 posts
  • LocationCalifornia

Posted 15 July 2013 - 05:23 PM

View Posthammerreborn, on 15 July 2013 - 08:02 AM, said:

Cap should be halfway completed before you can kill anyone.

See I can make dumb ******* ideas too!

Defend your base.

Glad you can too.

#12 Danish Fury

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 48 posts
  • LocationDetroit

Posted 15 July 2013 - 05:41 PM

View PostPropagandaWar, on 14 July 2013 - 12:25 PM, said:


That whole protect your base thing is stupid.

Team deathmatch! Why has no one thought of this?! :)

#13 Axehilt

    Rookie

  • Overlord
  • Overlord
  • 3 posts

Posted 16 July 2013 - 01:49 AM

I agree with the problem the OP brings up. Assault just feels poorly-conceived at the moment. Conquest currently plays far better, due to the slightly more balanced value of lighter 'mechs.

I don't really feel a straight-up TDM mode (or modified version, like Assault; or Assault with a 4-kill requirement) does justice to Battletech. You want something where 'mech strengths are more emphasized, since 'mechs are inherently less varied than the playstyles offered in other games (playing Shen vs. Malphite in LoL is a massive playstyle difference, whereas playing an Atlas vs. Awesome is a much smaller difference.)

So for a simulated assault game mode in MWO I'd be more interested in something like:
  • The two teams are Attackers and Defenders.
  • Attackers win if they capture the single capture point.
  • Defenders win if they hold out until the time limit.
  • Other capture points exist. They're completely optional but provide powerful benefits, like a Comstar Sensor Array which provides considerable sensor coverage, a Jammer Interlink which dramatically increases ECM radius, and several fixed artillery emplacements which automatically shell spotted enemies (preventing defense from being too static.)
Basically it's a game mode which will force one good fight, without making light 'mechs feel too useless because they're better at controlling the surrounding optional objectives.

Of course if the devs were even more ambitious they could create really epic fights with multi-stage maps where you get to bring all 4 of your readied 'mechs in succession -- basically like a modern version of RTCW:Enemy Territory or ET:Quake Wars, whose objective-driven maps remain some of the most interesting multiplayer FPS maps I've ever played on.

Edited by Axehilt, 16 July 2013 - 02:08 AM.


#14 Ghost Rider LSOV

    Member

  • PipPipPipPipPipPip
  • The Raider
  • The Raider
  • 272 posts
  • LocationGreece

Posted 16 July 2013 - 03:01 AM

View PostPropagandaWar, on 13 July 2013 - 09:34 AM, said:

Yeah we won but man 1 death on each side. Sheesh.


2 weeks back:
Canyon Network, both teams went the opposite way and never met.
Ended in a cap race with 0 shots fired (on enemy at least). :D

#15 Sagamore

    Member

  • PipPipPipPipPipPipPip
  • The Blood Bound
  • The Blood Bound
  • 930 posts
  • LocationCanada

Posted 16 July 2013 - 03:07 AM

Big Game Hunters, no rush 15 minutes.

#16 ApolloKaras

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,974 posts
  • LocationSeattle, Washington

Posted 16 July 2013 - 03:22 AM

This is why you have to have a scout who knows what they area doing. I mean it takes 15 seconds to run from one side of canyon from c2 - d4 @ 150 kph with seismic to see where they are headed..... Or he can be dumb as a stump as long as he/she can relay that information over to the rest of the team lol.

#17 BillyM

    Member

  • PipPipPipPipPipPipPip
  • 530 posts

Posted 16 July 2013 - 04:43 AM

...but my teams lights are too busy rushing the outskirts to get to the opposing team's cap to actually fulfill their roles of scouting or communication.

--billyM

#18 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 16 July 2013 - 08:27 AM

I still say that there should be 1 kill on the enemy team before a cap can be complete. 90% until then, sure, but this would absolutely prevent "walking simulator" battles where the 2 teams miss each other entirely and cap out. Yes, one can say "protect your base" but are you really going to leave a big mech behind on a big map "just in case" a cap happens? Of course not. As for racing back to prevent a cap, I've done that plenty of times in my Hunchbacks, but it is hard to pull off when you're 90% of the way across Alpine or Canyon and why bother if both teams have missed each other? Even if I could teleport back to base, I'd just be facing down their whole team and would die in 5 seconds. Then, the only option is base-rush, and win or lose, that's boring.

Anyway, just my ideas - allow 90% cap until you've killed 1 guy on the other team, then you can cap out. I don't mind cap wins, but games with basically no combat are rather lame and against the spirit of the game.

#19 hammerreborn

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,063 posts
  • LocationAlexandria, VA

Posted 16 July 2013 - 12:16 PM

View Postoldradagast, on 16 July 2013 - 08:27 AM, said:

I still say that there should be 1 kill on the enemy team before a cap can be complete. 90% until then, sure, but this would absolutely prevent "walking simulator" battles where the 2 teams miss each other entirely and cap out. Yes, one can say "protect your base" but are you really going to leave a big mech behind on a big map "just in case" a cap happens? Of course not. As for racing back to prevent a cap, I've done that plenty of times in my Hunchbacks, but it is hard to pull off when you're 90% of the way across Alpine or Canyon and why bother if both teams have missed each other? Even if I could teleport back to base, I'd just be facing down their whole team and would die in 5 seconds. Then, the only option is base-rush, and win or lose, that's boring.

Anyway, just my ideas - allow 90% cap until you've killed 1 guy on the other team, then you can cap out. I don't mind cap wins, but games with basically no combat are rather lame and against the spirit of the game.


That changes nothing. The large majority of matches that end in 0 caps is because of river city or canyon setups, one side circles the map and the other team the other.

Making a single kill limit would just make each team sit on the others base until some random pug that isn't paying attention walks into the line of fire, dies instantly, and then the base is capped.


Or you could just defend your base, but we all know that's not a valid concept to you whiners.

#20 Ramien

    Member

  • PipPipPipPipPipPipPip
  • 734 posts
  • LocationToledo

Posted 16 July 2013 - 01:39 PM

View PostPropagandaWar, on 13 July 2013 - 09:34 AM, said:

Set cap timer when 4 mechs are DeD. Doesn't matter which side just in total. This out the gate is just dumb. Yeah we won but man 1 death on each side. Sheesh.


Do you mean no capping advancement at all, or just set a limit on how much capping can be done until the 4 death limit?

The problem with waiting for 4 'Mechs to die for any capping to occur is that it can effectively deny the losing team a chance to recover at all. If a majority of the losses are one side and no capping has occurred yet, then the race to cap is overwhelmingly in the leading side's favor - they can devote more 'Mechs to cap or to defend the cap and still have parity.

I do understand the frustration that happens when both sides miss each other and no shots are fired. I've seen it happen most on Alpine and early Canyon (Canyon's gotten better). What I'd recommend is the following :
  • (Assault Only) Cap progression limited based on number of destroyed 'Mechs - 50% max, with 10% more per 'Mech destroyed. This both prevents early caps and gives cappers incentive to move on and take part in the larger battle.
  • (Assault Only) Allow partial recapture. Half of any capping damage done can be recovered by the defending force. This provides more incentive for at least some base defense.
  • (All maps, Conquest and Assault) Cap speed limited to the equivalent of two 'Mechs equipped with Capture Accelerators. This becomes very important with the coming 12v12 matches, as it will help prevent instacapping.
  • (All maps) Bases provide detection of enemy 'Mechs - if an enemy is within LOS of Base, they can been targeted by any friendly 'Mech, just as if they had been targeted by an ally. This gives both advance warning, and a way for slower 'Mechs to help on defense instead of watching completely helplessly.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users