Base Cappin Monkey Teams
#1
Posted 14 July 2013 - 07:37 PM
Why waste time even trying to play this game if some monkey thinks it's funny to run straight
to the opposing cap.
Yeah yeah I know base defense blah blah heard it before.
Valid tactic yeah heard that too, so save it.
Splitting the the opposing team, gee really clever huh.
Non of that is what i'm talking about.
Nothing like being on a team with a monkey lance gigling about ******* off the other team by early capping.
Not freaking funny.
More than one match where people were so pissed off they resorted to team killing in frustration.
So PGI let do something about this okay?
I know my frustration is high.
#2
Posted 14 July 2013 - 07:42 PM
That's... stupid.
#3
Posted 14 July 2013 - 07:50 PM
#5
Posted 14 July 2013 - 07:54 PM
#6
Posted 14 July 2013 - 07:55 PM
#9
Posted 14 July 2013 - 08:05 PM
FupDup, on 14 July 2013 - 07:59 PM, said:
True, but at least ya don't have be bothered with 4 cap accelerator mechs ending the game in a minute or two.
Seriously does anyone except for the FFR clowns like this?
It just aint funny.
#10
Posted 14 July 2013 - 08:08 PM
Why don't they put a single base in a random position, determined by their metrics IDing their traffic/combat hotspots, to play a tug-of-war style capture scheme?
For new maps, they can estimate the positions based on previous designs and traffic habits the playerbase has established by now.
That way, there's no whining about back-capping and assault becomes the TDM game it's meant to be, and no one loadout, in the deep dark future after balance changes roll out, will be king-robot since the capture point will change position every new game.
Edited by Erata, 14 July 2013 - 08:09 PM.
#11
Posted 14 July 2013 - 08:12 PM
Erata, on 14 July 2013 - 08:08 PM, said:
Why don't they put a single base in a random position, determined by their metrics IDing their traffic/combat hotspots, to play a tug-of-war style capture scheme?
For new maps, they can estimate the positions based on previous designs and traffic habits the playerbase has established by now.
That way, there's no whining about back-capping and assault becomes the TDM game it's meant to be, and no one loadout, in the deep dark future after balance changes roll out, will be king-robot since the capture point will change position every new game.
"I like it."
You my friend are wise and intelligent man.
#12
Posted 14 July 2013 - 08:42 PM
FupDup, on 14 July 2013 - 07:55 PM, said:
I would.
Seriously, I'm really baffled that they haven't created a simple deathmatch mode yet.
Yes, I understand there are all kinds of terrible things that could potentially happen in deathmatch. I'll take the risk. If it's terrible, then everyone stops playing it, and we're exactly where we are today. It should take, essentially, zero effort to implement it and let us play it.
#13
Posted 14 July 2013 - 08:55 PM
Capping is a tactical way to make a win, stop being so heavy, have a scout run around and see where they are going. Your frustration is misplaced. Had you known where the enemy was you could have made changes to your route to intercept them at cap. I dont see why you are frustrated at the capping mechanic and not at your own team.
#14
Posted 14 July 2013 - 08:59 PM
As a light pilot all I have to say is that if your lights don't do their job and stop me or if you don't choose to rtb once I get there you get what you deserve.
#15
Posted 14 July 2013 - 08:59 PM
#16
Posted 14 July 2013 - 09:24 PM
And the world continues to turn.
#17
Posted 14 July 2013 - 09:32 PM
Basically there is only ONE game mode in this game no matter how you want to slice it.
#18
Posted 14 July 2013 - 09:38 PM
Just because you probably want to play high alpha Heavy/Assault mechs doesn't mean that other players have to. They have learnt how to adapt to your play style, how about you adapt to their style as well
Cheers!
Eboli
#19
Posted 14 July 2013 - 10:38 PM
#20
Posted 14 July 2013 - 10:40 PM
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