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


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#1 Aeten

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Posted 20 July 2013 - 03:57 PM

I'm sure you've been in a battle where your tonnage-heavy team is just stomping the **** out of some hapless noobs, when suddenly 2-4 enemy lights jump on your cap and you find yourselves utterly screwed. It probably happened on Alpine.

Except that those enemy lights have screwed themselves as well.

How? They won after all, won't they be rewarded???

NOT AT ALL!

Everyone loses. You get some points for damage and kills, but ultimately it's just not that much. The light mechs get base victory points and not much more. You probably never even see each other. What does this add to the game? In the current state of things, especially on big maps like Alpine, there is no risk and no reward for lights to cap. No one can oppose them, but at the same time, they only get a hollow victory.

This also made me completely give up any chance of buying the $20 Phoenix package just to receive a ****** locust. 20 tons with terrible hardpoints and a small, undercooling engine is just pointless. It would only be good for capping, which, is rather pointless.

#2 Mystere

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Posted 20 July 2013 - 03:59 PM

More wins equals better Elo?

#3 Unbound Inferno

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Posted 20 July 2013 - 04:01 PM

The "I'm too scared to die fighting so I'll cap and win behind you" crowd?

#4 Grand Ayatollah Kerensky

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Posted 20 July 2013 - 04:18 PM

Capping is there so that underweght teams can stand a chance. The reward for capping used to make it worthwhile but then pgi pulled a pgi and took them away.

Edited by Narcisoldier, 20 July 2013 - 04:18 PM.


#5 Taemien

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Posted 20 July 2013 - 04:22 PM

Its good practice. When CW hits, wins will count for more than a few extra cbills. Wins will affect fronts directly and fronts will give bonuses to the factions who control them.

Course the amount of rage it causes the other team is good too. Knowing they're 85+ ton death machines are now utterly useless. See.. this is why everyone secretly wants weight balance. They don't want lights and mediums to be balanced or pose a threat. they want people on their team to stop such base caps so they can keep slugging around in their assaults with impunity and are willing to wait longer queue times to have it.

#6 IceSerpent

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Posted 20 July 2013 - 04:23 PM

Aeten, your main mistake is that you apprently think that people care about c-bill/xp rewards. Only new players do and only for a few weeks. Everybody who has been playing longer than that is practically swimming in those "rewards", so the only thing that matters is win/loss.

#7 Aeten

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Posted 20 July 2013 - 04:37 PM

View PostIceSerpent, on 20 July 2013 - 04:23 PM, said:

Aeten, your main mistake is that you apprently think that people care about c-bill/xp rewards. Only new players do and only for a few weeks. Everybody who has been playing longer than that is practically swimming in those "rewards", so the only thing that matters is win/loss.


Maybe you are swimming in them, but I certainly am not.

XL 255 Engine: (a staple) 4,165,000 (41? Matches)
Centurion Mech: (entry-level mech) 3-8.5 million (30-85 Matches)
DHS: 1.5 million

To name just a few of the expensive components of MWO. I currently have no Assault mechs (too expensive to buy) and no light mechs (too expensive to equip) it's getting pretty old not being able to make very many mechs because I have no C-Bills even after spending $30 on MC so far.

#8 IceSerpent

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Posted 20 July 2013 - 04:43 PM

View PostAeten, on 20 July 2013 - 04:37 PM, said:


Maybe you are swimming in them, but I certainly am not.

XL 255 Engine: (a staple) 4,165,000 (41? Matches)
Centurion Mech: (entry-level mech) 3-8.5 million (30-85 Matches)
DHS: 1.5 million

To name just a few of the expensive components of MWO. I currently have no Assault mechs (too expensive to buy) and no light mechs (too expensive to equip) it's getting pretty old not being able to make very many mechs because I have no C-Bills even after spending $30 on MC so far.


That just means that you don't play a lot. I am currently sitting on almost 100 mil c-bills and I am fairly certain that it puts me squarely into the "poor, qualified for asking for spare change" category in comparison to other veteran players.

#9 The Strange

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Posted 20 July 2013 - 04:50 PM

View PostAeten, on 20 July 2013 - 03:57 PM, said:

I'm sure you've been in a battle where your tonnage-heavy team is just stomping the **** out of some hapless noobs, when suddenly 2-4 enemy lights jump on your cap and you find yourselves utterly screwed. It probably happened on Alpine.


That's the rub right there. People all jump in their assault mechs and then expect the guys that take lights to just come out and die for them. If you are too slow to make it back to base, that's your problem. Personally, I think that lights and mediums should get a cap bonus.

How are light and medium mechs supposed to win against a "tonnage heavy team" except by capping?

#10 DamnCatte

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Posted 20 July 2013 - 04:57 PM

I still cap win when the opportunity arises, especially in instances involving multiple youknowwhat kind assault snipers. At which point... I do it because it's hilarious.

#11 Felicitatem Parco

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Posted 20 July 2013 - 05:02 PM

Cap Warfare is training for Community Warfare, where each victory you achieve will contribute toward your Affiliate's holdings.

The various Factions of the Inner Sphere will be rewarding those who prove their Loyalty to them by defeating their enemies, and those rewards will go beyond just your End-Mission reward. Mercenary Units will be involved with fighting for possession of planets or sections of planets (I don't know exactly how a "Territory" will be defined, or how many "attacks" it takes to claim an entire planet), and Capping FTW is a way to ensure that your Organizational Goals are met. Those who fight in the House Armies will be rewarded with prestige and discounts on in-game weaponry & stuff depending on who you're Loyal to and where the Manufacturers are located.

There will be new game-modes eventually that will have different payout schemes, too. Also... Capping is a great way to pull victory from the Jaws of defeat. When your team is down 1-5, and you can sneak off & cap for the win, then you are awesome (!) and deserve congratulations for contributing toward victory like that.

Edited by Prosperity Park, 20 July 2013 - 05:04 PM.


#12 John Decker

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Posted 20 July 2013 - 05:04 PM

Ok guys this is getting seriously ridiculous. I agree with the OP. What is the point of capping in game? I try to think of it from as many perspectives as I can and I don't see any. Here are a few:

Best Point so far:(still rather poor imo)

#1
As a tool to balance light teams vs heavy teams. Yes, it's true heavy teams 'tend' to stomp light teams , but there is a chance. (Umm why is the match maker making these incredibly mismatched teams again?) Better matchmaking would solve that problem completely. Personally I think the point system needs to be revamped.

#2
As a method to bring a long game to an end. Admit it if you run after a Spider long enough in Tourmaline you can relate to this. But, the game has a timer, maybe install a conflict timer and if both sides don't shoot at each other soon enough then end the damn thing. Or if running after the spider is driving you crazy just wait for the conflict timer to time you out and distribute the scores.

#3 As third point, this is about supposed game and story. The story goes you are dropped with your team on this point, this is your base, if you base is destroyed , then your drop-ship can't pick you up right? Well why not make bases something more significant with some self defense. If you wish to retain the idea at all. Maybe give it 4 automated towers that need to be taken out or something and re-spawn after some time. Another idea is , well if they are on your base, and you are on their base it's a standoff...now neither team can 'get home.' I even thought of a mini game where when the mechwarrior 'dies' you get to fire at the other team trying to take your base from the drop ship ...give you something to do instead of standing around waiting and bitching at people playing.


Finally I'd like to say I for one am getting tired of the same old day in day out of the base capture dynamic. Definitely need something to spice it up in my opinion.

#13 Aeten

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Posted 20 July 2013 - 05:43 PM

View PostThe Strange, on 20 July 2013 - 04:50 PM, said:


That's the rub right there. People all jump in their assault mechs and then expect the guys that take lights to just come out and die for them. If you are too slow to make it back to base, that's your problem. Personally, I think that lights and mediums should get a cap bonus.

How are light and medium mechs supposed to win against a "tonnage heavy team" except by capping?


I totally agree with you. My favorite mech is my 127 kph Cicada-3M. A cap bonus is needed so people learn to defend their bases. As the game stands, there is no reward for capping, so it is a pointless euthanization of many a perfectly good match.

#14 Tyler Durden

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Posted 20 July 2013 - 05:46 PM

I think you ask the wrong question. It isn't so much "why do you do it" as "why don't we get more space bucks for winning by cap?"

#15 Unbound Inferno

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Posted 20 July 2013 - 05:52 PM

View PostProsperity Park, on 20 July 2013 - 05:02 PM, said:

Cap Warfare is training for Community Warfare, where each victory you achieve will contribute toward your Affiliate's holdings.

The various Factions of the Inner Sphere will be rewarding those who prove their Loyalty to them by defeating their enemies, and those rewards will go beyond just your End-Mission reward. Mercenary Units will be involved with fighting for possession of planets or sections of planets (I don't know exactly how a "Territory" will be defined, or how many "attacks" it takes to claim an entire planet), and Capping FTW is a way to ensure that your Organizational Goals are met. Those who fight in the House Armies will be rewarded with prestige and discounts on in-game weaponry & stuff depending on who you're Loyal to and where the Manufacturers are located.

There will be new game-modes eventually that will have different payout schemes, too. Also... Capping is a great way to pull victory from the Jaws of defeat. When your team is down 1-5, and you can sneak off & cap for the win, then you are awesome (!) and deserve congratulations for contributing toward victory like that.

That may sound good, but in the grounds of assault where the point is killing mechs - which is the best reward there - being cheated from a fight by being capped by a bunch of lights is pathetic.

#16 Davers

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Posted 20 July 2013 - 05:52 PM

Assault and heavy pilots are the first to cry out `Lights and mediums shouldn`t be able to fight one on one with heavier mechs!`Then they complain, `Capwarrior Online!`when lights and mediums don`t line up like clay pigeons for them.

#17 John Decker

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Posted 20 July 2013 - 06:26 PM

Sorry for the double post but I dont think this can be said enough. Lights and medium can win against a heavy and assaults, one on one medium or light vs a heavy heavy or assault its all about the pilot and often the lighter pilot can win..As far as teams go the teams just need to be balanced better. I can't figure out why I get a team with 5 lights and the other team has 5 heavies? wth? This is just matchmaker folks.

#18 Roland

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Posted 20 July 2013 - 06:31 PM

The worst is when your team has a bunch of lights who run around and cap, so you end up having the rest of your team get gutted.

Then the lights get gutted, and you lose anyway.

#19 Mystere

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Posted 20 July 2013 - 06:40 PM

View PostAeten, on 20 July 2013 - 03:57 PM, said:

I'm sure you've been in a battle where your tonnage-heavy team is just stomping the **** out of some hapless noobs, when suddenly 2-4 enemy lights jump on your cap and you find yourselves utterly screwed. It probably happened on Alpine.


Do you really expect lights, "noobs" at that, to fight toe-to-toe with a team of heavy hitters? It looks like they used their brains and won. :(

And here's another one for you ...

I myself cap for the tears, the vast flowing rivers of male nerd rage tears. This thread proves that it still works marvelously. :lol:

Edited by Mystere, 20 July 2013 - 06:42 PM.


#20 OneEyed Jack

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Posted 20 July 2013 - 07:12 PM

View PostTyler Durden, on 20 July 2013 - 05:46 PM, said:

I think you ask the wrong question. It isn't so much "why do you do it" as "why don't we get more space bucks for winning by cap?"

Because bigger rewards just lead to entire teams actively attempting to dodge the enemy and rush the base. Even the ***** trolls who get their rocks off by telling themselves they are doing anything more than boring people to death with base-rushing would get quickly bored of it when it's all anyone does in 75% or more of matches.





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