

I Am Going To Say It Again
#1
Posted 09 August 2013 - 06:30 AM
It makes no sence to me that a group of big slow guys would complain about the timers, and then just do the same damn thing they did before.
You want slow timers so you can be part of the capping or saving it? Then do it! If you arent, then put it back and let the others who enjoyed the fast pace of things go back to it. Or just go plant your butt in assault in one spot the whole game.
#2
Posted 09 August 2013 - 06:44 AM
#3
Posted 09 August 2013 - 06:45 AM
#4
Posted 09 August 2013 - 07:41 AM
As for Conquest, I never played a lot of conquest but I did notice on the bigger maps (like Alpine) that unless you were a light or fast moving Medium, you spent most of the match running to a base you could never get to in time.
#5
Posted 09 August 2013 - 08:00 AM
#6
Posted 09 August 2013 - 08:13 AM
Dozier, on 09 August 2013 - 06:30 AM, said:
Who would have thought that making maps with gigantic high ground directly in the center would lead to everyone racing there?

#7
Posted 09 August 2013 - 08:16 AM
Chavette, on 09 August 2013 - 06:44 AM, said:
Agreed - the slower cap speed makes capping nearly worthless now.
Combine that with 50% more mechs on the field, and it is nearly impossible to "run off and cap" anymore. Now, I get how folks don't like having their base capped, but the addition of 50% more mechs along should have more than fixed that - the slower time wasn't needed. I guess the theory was that we'd have hordes of light mechs capping things at super-speed... but that ignores the additional mechs on the enemy team who would stop that cap or who also be capping.
Long story short, capping is nearly pointless now, sadly, and this makes mediums and lights even less useful - well, that and eating more sniper hits to the face from 50% more enemy mechs.
Edited by oldradagast, 09 August 2013 - 08:17 AM.
#8
Posted 09 August 2013 - 09:59 AM
oldradagast, on 09 August 2013 - 08:16 AM, said:
Combine that with 50% more mechs on the field, and it is nearly impossible to "run off and cap" anymore. Now, I get how folks don't like having their base capped, but the addition of 50% more mechs along should have more than fixed that - the slower time wasn't needed. I guess the theory was that we'd have hordes of light mechs capping things at super-speed... but that ignores the additional mechs on the enemy team who would stop that cap or who also be capping.
Long story short, capping is nearly pointless now, sadly, and this makes mediums and lights even less useful - well, that and eating more sniper hits to the face from 50% more enemy mechs.
For every 1 upset player, there is 50 happy ones

I disagree really. The longer timer was needed, however I think it is a straight time increase across all maps. I really wanted to see the larger maps have longer timers and the smaller maps stay the same.
In anycase, I have still seen base cap wins since this patch, so I don't think the light base rush is dead.
#9
Posted 09 August 2013 - 10:56 AM
oldradagast, on 09 August 2013 - 08:16 AM, said:
Combine that with 50% more mechs on the field, and it is nearly impossible to "run off and cap" anymore. Now, I get how folks don't like having their base capped, but the addition of 50% more mechs along should have more than fixed that - the slower time wasn't needed. I guess the theory was that we'd have hordes of light mechs capping things at super-speed... but that ignores the additional mechs on the enemy team who would stop that cap or who also be capping.
Long story short, capping is nearly pointless now, sadly, and this makes mediums and lights even less useful - well, that and eating more sniper hits to the face from 50% more enemy mechs.
What I can`t understand is that from what I gathered during my 12v12 tests (and from the feedback) was that capping was practically a non issue compared to 8 mans. From my own experience if you ran off alone you almost always ran into a nasty surprise, and even in a 4 man wolfpack it was no longer a given that the match would be a win...
This and the C-bill nerfs were completely uncalled for IMO... the combination of the 2 has made trolling the only real reason to take out a light, and a mech like a streakcat or a fast medium that`s designed primarily to hunt or troll lights is really now just cannon fodder for heavies and assaults with effectively no other real battlefield purpose,
I thought they wanted to make lights more viable? I don`t see how reducing the speed at which we can strike home (cap bases) as well as our earning is supposed to accomplish this, even with potential faction bonuses from CW....
But if a dev would like to explain it I will gladly listen with an open ear.
Edited by Zerberus, 09 August 2013 - 10:58 AM.
#10
Posted 09 August 2013 - 11:40 AM
And I can assure you that the 50 people that are happy, are the ones that do nothing but herd to the middle. At a whopping 50kph marching like lemmings to the middle to stand behind a rock the whole game. And if anything is done to make them move from that safespot they are going to *****. Any I will bet you that if those people spawned on the same side of the map every game they would never know what the other side looks like.
Edited by Dozier, 09 August 2013 - 11:40 AM.
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