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Cap Speeds


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#1 Corvus Antaka

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Posted 06 August 2013 - 04:06 PM

Happy with the Assault cap speed changes so far.

Not so happy with the conquest changes. speed it up by 50% at least again, it seems to take you out of the battle way to long capping with a full 4 man lance compared to the loss of 4 men in the blob, thus currently conquest promotes the blob or whoever gets there first more...tuning.

#2 Caswallon

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Posted 06 August 2013 - 04:12 PM

agreed. Lone scouts will still be doing a lot of the capping on Conquest despite our speed why should we miss all the fun doing our duty as resource point cappers?

And/or lower the cost of a cap accelerator mod so those that want to specialize in fast cap strikes can spend their GXP to do so.

#3 Troutmonkey

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Posted 06 August 2013 - 05:45 PM

Decrease Conquest cap times. Takes way to bloody long, meaning there's no epic last minute cap races anymore. No fun standing on cap while your team urgently needs your help

#4 Pirate2Ninja

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Posted 06 August 2013 - 06:19 PM

Agree

#5 Roland

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Posted 06 August 2013 - 06:37 PM

I think the cap speeds currently are pretty much perfect.

#6 Troutmonkey

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Posted 06 August 2013 - 06:48 PM

View PostRoland, on 06 August 2013 - 06:37 PM, said:

I think the cap speeds currently are pretty much perfect.


I think you are mistaken, and that you don't often pilot lights or fast mediums. Capping points in conquest used to be viable with 2 man teams. It also used to be viable to try and cap towards the end of a game to turn it around. Now? Not at all

#7 Serapth

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Posted 06 August 2013 - 07:15 PM

Nerfing cap time on Conquest made no sense at all. The assault change I agree with completely.


That said, its a simple fix... turn off Conquest, it's crap anyway... more work, less reward, more so now.

#8 Vanguard319

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Posted 06 August 2013 - 10:19 PM

I agree it kills tactics, and makes it unlikely that a team can win via cap if they lose most of their team.

#9 Nebelfeuer

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Posted 06 August 2013 - 10:30 PM

/signed
Conquest needs lower captimes - could even be lower then before for more dynamic matches.
Assault seems ok but could work better with a limit(say max 4) of mechs able to contibute to a basecap

#10 Rugarou

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Posted 06 August 2013 - 11:15 PM

Sorry guys, capping speeds are fine imo for both assualt and conquest. Makes us fast mech pilots have to think a bit whether we want to commit to a cap or support our team in a fight. It makes it a tactical decision.

Oh and I pilot 100+kph QD's btw.

#11 Rippthrough

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Posted 07 August 2013 - 05:53 AM

Perfect for assault, although I think somewhere halfway between the two would be better for conquest.

#12 C E Dwyer

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Posted 07 August 2013 - 06:09 AM

Cap speed for assault is pretty much where it should be now


Conquest its two slow, small maps now reduce the point in scouts capping with 12v12 now its just extremely hard and penalising them far to much to compensate for the longer distances between bases, of the new maps

Edited by Cathy, 07 August 2013 - 06:10 AM.


#13 Troutmonkey

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Posted 07 August 2013 - 06:27 AM

So I did some test: 1 person capping - 50 seconds to uncap (to Neutral), another minute to cap from neutral. 2 persons makes it 30sec uncap/50sec cap. 4 people takes about 20sec uncap/30sec cap. That is a long time to be standing around. You really don't stand a chance if the enemy is nearby with LRM/PPC fire coming at you.

#14 Pataine

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Posted 07 August 2013 - 07:47 AM

So PGI has made it clear they don't want players in fast mechs. Between the enlarging of hit boxes on Ravens and Jenners, host state work only for those with high ping and now nerfing capping in all modes it is abundantly clear PGI only wants Heavy and Assult mechs so ppl can just stand toe to toe and punch each other in the mouth. They want an old school boxing match where we light pilots want an MMA match.

#15 Modo44

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Posted 07 August 2013 - 07:54 AM

I like that one light can not just run in to clear/tap a cap point. Now you actually have to come in force/to an undefended place to get it.

I do not like that the points accumulate as fast as in 8vs8. There seems to be much randomness in who makes it in time/kills that stray Raven.

#16 oldradagast

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Posted 07 August 2013 - 08:30 AM

The few Conquest games I played yesterday demonstrated the problem so badly that there was almost no point to trying to cap. Just follow the "Murderball of Mechs" and cap anything right next to it. Don't travel to cap, and don't play anything under 50-tons.

#17 Le Goat

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Posted 07 August 2013 - 10:07 AM

View Postoldradagast, on 07 August 2013 - 08:30 AM, said:

The few Conquest games I played yesterday demonstrated the problem so badly that there was almost no point to trying to cap. Just follow the "Murderball of Mechs" and cap anything right next to it. Don't travel to cap, and don't play anything under 50-tons.


THIS. conquest is the new team death match where no one caps and the easiest way to win is by killing.

#18 MrJolly

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Posted 07 August 2013 - 01:05 PM

View PostTroutmonkey, on 07 August 2013 - 06:27 AM, said:

So I did some test: 1 person capping - 50 seconds to uncap (to Neutral), another minute to cap from neutral. 2 persons makes it 30sec uncap/50sec cap. 4 people takes about 20sec uncap/30sec cap. That is a long time to be standing around. You really don't stand a chance if the enemy is nearby with LRM/PPC fire coming at you.


And above all - those 1,5-2 minute caps won't have much impact on the game (during that first minute you only get closer to losing), and sending away about half your remaining force to cap is completely nuts. You might not win the game even if you get the cap, and four players firing at the enemy for 1 minute + travel time is so much more useful it's not even in the same ballpark.

If the problem is hyperfast capping with lots of players, then capping shouldn't be linear. You could have it so that each new person at the same cap only caps at 1/n speed. So two players is 1 + 1/2 = 1,5x speed. Three is 1 + 1/2 + 1/3 ~= 1,83x speed and so on. That would still enable single mech capping without having 12 mechs cap in an instant.





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