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Point Of Capping In Current Game Is....?


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#261 MustrumRidcully

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Posted 03 August 2013 - 04:51 AM

View PostJingleHell, on 28 July 2013 - 09:46 AM, said:


And that still doesn't fix the "I only want to play giant slow stompy robot meatgrinder" attitude,

Does this attitude even need changing?
If people want to play a giant slow stompy robot meatgrinder, why not give it to them?

If they'd add a Team Death Match mode (with respawns or whatever would be needed to make this work), would this game mode be less visited than Assault?

Do we really need to force players - that play this game for fun - into playing a type of game they don't actually enjoy and try to avoid the boring parts?

#262 MustrumRidcully

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Posted 03 August 2013 - 05:08 AM

View PostJingleHell, on 28 July 2013 - 09:46 AM, said:


And that still doesn't fix the "I only want to play giant slow stompy robot meatgrinder" attitude,

Does this attitude even need changing?
If people want to play a giant slow stompy robot meatgrinder, why not give it to them?

If they'd add a Team Death Match mode (with respawns or whatever would be needed to make this work), would this game mode be less visited than Assault?

Do we really need to force players - that play this game for fun - into playing a type of game they don't actually enjoy and try to avoid the boring parts?

#263 Galenit

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Posted 03 August 2013 - 06:52 AM

View PostKhobai, on 27 July 2013 - 11:52 PM, said:

1) Domination Mode on Extra Large Maps only.
2) Each team starts with 2000 reinforcement tickets, first team to get to 0 loses.
3) Five objectives spread out on the map, controlling an objective bleeds 1 ticket per second from the enemy. Each objective also gives a global bonus to your whole team (like controlling a satillite uplink might give your team vision of the entire map)
4) Destroying a mech bleeds 25 tickets from that team, but you respawn at your base after dying.
5) Bases protected by turrets/dropships to prevent spawn camping


I like the idea, but the tickets for a respawn should be based at weight, like weight/4.

And the timer must be upped a lot for this, 15 minutes is to short for a gamemode like this with 12 mechs on each side.

3) Objectives to hold:

- Generators/Powerplants (each is linked to a second objective, you need the generator 1 to activate the uplink or generator 2 for the repairbays, ...)

- repairbays (you can go in it every 90 seconds, if you stay 10 seconds in it, it repairs up to 10 armor on each part pf your mech and gives you 1 ton of each ammo. Maybe it uses tickets too? To prevent abusing you can enter it only every 90 seconds and after the repair you are pushed out of it.)

- sensor network (uplink to see the whole map is a bit to much, the network covers some space, maybe there are more then 1 of this thing and if you have all of them you see the whole map.)

- turretcontrol (a turretcontrol commands the 3 nearest turrets, its placed on strategic places. If forest colony would be larger, the tunnel exit would be a place, it gives the side controlling the turrets an advantage then)

- AMS Umbrella (like 2x ams with 300(?)m range that fires on all enemy missiles)

- Ammoshelter (you go in the thing then it needs 10 seconds to give you 1 ton of all ammo, you can use it only every 90 seconds. Maybe it uses tickes too)

- Barracks (Gives the lanceleader 4 elementals that follow and assist him, after they die, new spawn after 30 seconds at the barracks and go to the lanceleader. When the barracks change sides, the elementals attack the lanceleader they were following.)

- Airfield (Gives the lanceleader 1 airstrike every 180 seconds for some tickets.)

- Arti-Battery (Gives the lanceleader 1 arti-use every 180 seconds for some tickets.)

- Helipad (Gives the lanceleader a heli, that follows him, attacks his targets and works like a uav. After it dies, a new one spawns after 120 seconds at the pad and go to the lanceleader. If the pad changes the side, the heli will attack the lanceleader. May cost some tickets.)

- Mechhangar (second respawn point and 1 free (no ticket costs) respawn for every weightclass for the team taht holds it.)

- Storehouse (generates some extra cbills as reward for every second you hold it. Like 15 cbills for every second you hold it, 10 minutes holding will give every teammember 9000 cbills for it. )

About bleeding tickets:
Holding an objective 1 ticket, holding a generator 1 ticket, holding a combination of both 3 tickets. Maybe some objectives are more tickets worth then other? 2000 Tickets may then be a little less?

Edit:
Can there be a factory, that gives you 1 ticket every 1 second, but do not bleed the enemys?

With all this objectives we need huge maps with landscape and a small city, what we have no its much to small, maybe 2 or 3 times the size of them?

Edited by Galenit, 03 August 2013 - 07:03 AM.


#264 Zolaz

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Posted 03 August 2013 - 10:19 AM

The point of capping in the current game is ... to hear you QQ MOAR!!!! HAHAHAHAHAHAHA

#265 JingleHell

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Posted 03 August 2013 - 11:18 AM

View PostMustrumRidcully, on 03 August 2013 - 04:51 AM, said:

Does this attitude even need changing?
If people want to play a giant slow stompy robot meatgrinder, why not give it to them?

If they'd add a Team Death Match mode (with respawns or whatever would be needed to make this work), would this game mode be less visited than Assault?

Do we really need to force players - that play this game for fun - into playing a type of game they don't actually enjoy and try to avoid the boring parts?


The problem is, with matchmaking being a mess, Big Stompy Robot Meatgrinder totally screws half the mechs in the game. So yeah, something that forces a little bit of tactical flexibility is a good thing until and unless we get a separate game mode for all-out heavy+ brawling.

#266 The Wolfpack75

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Posted 03 August 2013 - 05:21 PM

View PostJaguar Prime, on 21 July 2013 - 08:35 AM, said:

"learn to defend your base"


I rarely cap, but I agree with the above quote of a quote.

Assault is not Team Deathmatch, there are two ways of winning/losing. I know that is an obvious statement but it seems everyone wants Mechwarrior Online to just be another FPS with a standard Deathmatch mode.

If you want to believe there is only one way (destroying the enemy mechs) go ahead and play that way but you will become frustrated by losing.

Though I prefer to win via mech destruction I see nothing wrong to winning or losing by base cap.

If I win by it that is because someone else initiated the cap. I would prefer to get the win via mech destruction because it nets me more Cbills and XP. But most people who cap usually start it after their team is down a few mechs. It is very rare for people to base rush (at least that I see in my games).

The cap via Base Rush is what annoys me, but then I see that as a failure in my team for leaving our base undefended.

Either you need to adjust your play to the Assault mode or live with being frustrated as a light caps your base. Perhaps at some point in the future PGI will create a simple deathmatch mode for people who don't want to play defense and offense. But I really hope they concentrate on more important items before wasting their time on that.

#267 JingleHell

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Posted 03 August 2013 - 06:51 PM

View PostRioWolf75, on 03 August 2013 - 05:21 PM, said:


I rarely cap, but I agree with the above quote of a quote.

Assault is not Team Deathmatch, there are two ways of winning/losing. I know that is an obvious statement but it seems everyone wants Mechwarrior Online to just be another FPS with a standard Deathmatch mode.

If you want to believe there is only one way (destroying the enemy mechs) go ahead and play that way but you will become frustrated by losing.

Though I prefer to win via mech destruction I see nothing wrong to winning or losing by base cap.

If I win by it that is because someone else initiated the cap. I would prefer to get the win via mech destruction because it nets me more Cbills and XP. But most people who cap usually start it after their team is down a few mechs. It is very rare for people to base rush (at least that I see in my games).

The cap via Base Rush is what annoys me, but then I see that as a failure in my team for leaving our base undefended.

Either you need to adjust your play to the Assault mode or live with being frustrated as a light caps your base. Perhaps at some point in the future PGI will create a simple deathmatch mode for people who don't want to play defense and offense. But I really hope they concentrate on more important items before wasting their time on that.


Don't forget the totally valid tactic of starting a cap to get the enemy into a conga line that's easier to beat down.

#268 Mystere

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Posted 03 August 2013 - 07:45 PM

View PostRioWolf75, on 03 August 2013 - 05:21 PM, said:

I rarely cap, but I agree with the above quote of a quote.

Assault is not Team Deathmatch, there are two ways of winning/losing. I know that is an obvious statement but it seems everyone wants Mechwarrior Online to just be another FPS with a standard Deathmatch mode.

If you want to believe there is only one way (destroying the enemy mechs) go ahead and play that way but you will become frustrated by losing.

Though I prefer to win via mech destruction I see nothing wrong to winning or losing by base cap.

If I win by it that is because someone else initiated the cap. I would prefer to get the win via mech destruction because it nets me more Cbills and XP. But most people who cap usually start it after their team is down a few mechs. It is very rare for people to base rush (at least that I see in my games).

The cap via Base Rush is what annoys me, but then I see that as a failure in my team for leaving our base undefended.

Either you need to adjust your play to the Assault mode or live with being frustrated as a light caps your base. Perhaps at some point in the future PGI will create a simple deathmatch mode for people who don't want to play defense and offense. But I really hope they concentrate on more important items before wasting their time on that.


If and when I go for an early cap, it is to rattle the enemy and see what else their reaction would be. But if they do not send someone back to come and get me, they will lose. It's as simple as that.

And I couldn't care less about the low c-bill and XP rewards. I use a different currency: tears. Those tears are really delicious.

#269 StaIker

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Posted 03 August 2013 - 07:48 PM

Anyone who sees avoiding combat to win by cap as "playing Mechwarrior" has sadly missed the point of the game.

#270 Keifomofutu

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Posted 03 August 2013 - 07:57 PM

View PostStaIker, on 03 August 2013 - 07:48 PM, said:

Anyone who sees avoiding combat to win by cap as "playing Mechwarrior" has sadly missed the point of the game.


Well to listen to them tell it they get paid in QQ currency. The "capping is fine" crowd really does a good job of painting themselves into a corner as a bunch of ******** and trolls.

#271 StaIker

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Posted 03 August 2013 - 08:02 PM

The community is divided into two groups. Those who want to play Mechwarrior and those who don't. The ones who don't really have no interest in this game as a Mechwarrior product, only an entertainment product. If you replaced Mechs with horses or dirt bikes it would have zero impact on their play, it's just a vehicle to get them to the cap zone.

#272 Zylo

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Posted 03 August 2013 - 08:25 PM

Could there be some sort of connection between hating capping and preference for assault mechs?...


Something tells me that those who hate capping love their all assault sync-drop exploit teams. Anyone refusing to fight them is obviously a coward!

#273 Mystere

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Posted 03 August 2013 - 08:50 PM

View PostZylo, on 03 August 2013 - 08:25 PM, said:

Could there be some sort of connection between hating capping and preference for assault mechs?...


Something tells me that those who hate capping love their all assault sync-drop exploit teams. Anyone refusing to fight them is obviously a coward!


Nah. Some just prefer winning by using their well-buffed muscles while others prefer to win by using their brain. (ooohhhh! :()

#274 Tragos

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Posted 03 August 2013 - 09:05 PM

And the result of this "incredible" tactic is visible on Terra Therma - Assault. Noticed quite often how one team simply stays in their base in fear of cap. Great. The point is - and I pilot every weightclass - those who play assault mainly do it so they can "shoot mechs". I personally stopped it, since I simply don't play this game to watch red bar vs blue bar. I have especially no idea why some lights deem it useful to cap, when their own team is LEADING 4:1, 3:0 and so on. A cap victory at that time makes absolutely no sense...but at least on the testserver the problem seems to be fixed a little.

Therefore for those who hate capwarrior online, 4 options remain: 1. don't play assault - in conquest you will fight more :(
2. if you do play assault, take a fast mech
3. or defend your base
4. or live with the occasional "yawn...we lost but we didn't lose a mech and neither did they...how...exciting. Next match."

#275 Mystere

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Posted 03 August 2013 - 09:14 PM

View PostTragos, on 03 August 2013 - 09:05 PM, said:

those who play assault mainly do it so they can "shoot mechs"...


If all I ever wanted to do was "shoot mechs", I can just fire up my old single-player copies of MW4, Mechcommander, and Heavy Gear 2. No, I play MWO to shoot mechs and/or pit my wits against other players', depending on my mood.

Those people deciding to camp their base because they're afraid of being capped just shows they're losing the battle of wits. :(

Edited by Mystere, 03 August 2013 - 09:17 PM.


#276 StaIker

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Posted 03 August 2013 - 09:17 PM

If "pitting wits" against other players is defined as avoiding them entirely then I think you misunderstand the point of competition. I'm the greatest chess master in the world, given that I have "pitted wits" against all other champions by avoiding playing them.

#277 Tragos

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Posted 03 August 2013 - 09:21 PM

Exactly. Just had a round (on alpine) where we lost to cap - at the count of 7:6. Perfectly viable tactic. Jenner legged our last fast mech, therefore we could not reach him in time. Perfect display how to cap, while gaining money and actually "winning". If you really think it bothers the enemy for more than a few seconds that they lost by cap...yeah. Speaking for myself, I get way more annoyed by players who simply do "stupid" stuff and therefore do their best to sabotage the teamfight, than losing due to a cap. Yeah...so we lost. Sucks. Next match.

#278 Mystere

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Posted 03 August 2013 - 09:26 PM

View PostStaIker, on 03 August 2013 - 09:17 PM, said:

If "pitting wits" against other players is defined as avoiding them entirely then I think you misunderstand the point of competition. I'm the greatest chess master in the world, given that I have "pitted wits" against all other champions by avoiding playing them.


By avoiding playing with the chess masters, you're not really winning in chess, are you?

But in MWO, if I am playing with other players' minds, that means I am still playing. And by capping, I am also winning. :(

So no, your analogy is invalid. But, I give you half a wormy apple for trying though.

Posted Image

:)

#279 John Decker

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Posted 03 August 2013 - 11:59 PM

Trolls..it's like feeding the animals as the zoo...very dangerous. Screwing with people's minds is the main thrust of people like Mystere and apparently it's an approved by MWO activity. The inane nature of such an argument should in my opinion make it invalid. If I play to make other's game experience miserable, then I'm a troll fit to be banned, but since it's part of the game mechanic It's walking right on the line of exploiting and griefing. Awesome troll activity.

#280 Mystere

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Posted 04 August 2013 - 12:09 AM

View PostJohn Decker, on 03 August 2013 - 11:59 PM, said:

Trolls..it's like feeding the animals as the zoo...very dangerous. Screwing with people's minds is the main thrust of people like Mystere and apparently it's an approved by MWO activity. The inane nature of such an argument should in my opinion make it invalid. If I play to make other's game experience miserable, then I'm a troll fit to be banned, but since it's part of the game mechanic It's walking right on the line of exploiting and griefing. Awesome troll activity.


War is not limited to the physical, but also extends to the psychological ... hence Psychological Warfare.

And just in case people have forgotten, we are playing Mechwarrior Online.

Edited by Mystere, 04 August 2013 - 12:09 AM.






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