

Four Mechs Dead Then Cap
#1
Posted 13 July 2013 - 09:34 AM
#2
Posted 13 July 2013 - 09:44 AM
PropagandaWar, on 13 July 2013 - 09:34 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.
#3
Posted 14 July 2013 - 12:25 PM
Lord 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
Posted 14 July 2013 - 12:28 PM
#5
Posted 14 July 2013 - 07:25 PM
#6
Posted 15 July 2013 - 07:07 AM
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
Posted 15 July 2013 - 07:57 AM
#8
Posted 15 July 2013 - 08:02 AM
See I can make dumb ******* ideas too!
Defend your base.
Edited by hammerreborn, 15 July 2013 - 08:02 AM.
#9
Posted 15 July 2013 - 09:29 AM
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
Posted 15 July 2013 - 09:38 AM
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.
#13
Posted 16 July 2013 - 01:49 AM
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.)
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.
#15
Posted 16 July 2013 - 03:07 AM
#16
Posted 16 July 2013 - 03:22 AM
#17
Posted 16 July 2013 - 04:43 AM
--billyM
#18
Posted 16 July 2013 - 08:27 AM
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
Posted 16 July 2013 - 12:16 PM
oldradagast, on 16 July 2013 - 08:27 AM, said:
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
Posted 16 July 2013 - 01:39 PM
PropagandaWar, on 13 July 2013 - 09:34 AM, said:
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.
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