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Game Theory: Capping Will Ruin Assault


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#21 Viral Matrix

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Posted 05 August 2013 - 12:44 AM

I havent seen this happen, where two teams just sit at base. But that doesnt mean Assualt mode is good. I dont understand why you would have a gamemode with mechs that, stock, are aprox. 3 times faster than other mechs.

......If only there was a DEATHMATCH MODE, with NO CAPTURE......
^^Should be my sig. I end up sayin some variation of it in nearly every post.

#22 Keifomofutu

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Posted 05 August 2013 - 08:41 AM

Game needs a king of the hill mode. Deals with the "hidden spider" boogieman nicely while encouraging teams to advance to take the objective rather than camp at spawn.

#23 Lugh

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Posted 05 August 2013 - 09:26 AM

View PostGierling, on 30 July 2013 - 08:33 AM, said:

James you don't seem to be getting what I'm trying to express here.

The capping mechanic + Starting the teams in the base basically removes lights mobility as a factor.

You know where the lights are going to go, so it makes sense to just stand there. The fact that you start there makes it even easier.

This is the future of Assault because the mechanic basically makes it the best way to win.

Why are you assuming I'm FOR "assault warrior" when I'm complaining about things that are pushing the game in that direction?

The teams you are playing on are doing it wrong then. A light's first job is to scout and show enemy position. His second job is to harass and kill lone mechs.

We ran a couple of 4 light matches last night and tore up opposing teams with hit and run tactics and intermittent 'base capping'

A lone faster mech would come to stop the cap. Swarm, it dies. the word gets out OMG there's 4 lights there and the rest start over, and don't maintain unit cohesion, isolate, swarm, kill. over and over again.





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