Cap Times Are Way Way Too Long
#1
Posted 10 August 2013 - 07:14 AM
The cap timers didn't need to be changed.
Nobody wants to play your on-average-way-too-big maps because they are BORING.
Is this a driving game? No. Please remove more delays instead of adding new ones.
#2
Posted 10 August 2013 - 07:17 AM
#3
Posted 10 August 2013 - 07:24 AM
BookWyrm, on 10 August 2013 - 07:17 AM, said:
Like I said before: I'm fairly certain every single one of those who complained meant the ASSAULT mode of the game, not CONQUEST.
With the current changes it is more likely then ever that Conquests will be played as if it was Assault. Granted, that happened most of the times even before the patch. But the logical step would be to do something to encourage capping and not the other way around.
#4
Posted 10 August 2013 - 07:24 AM
The problem I see with the cap time being so slow is that it makes it very hard to take a cap point away in conquest and really hard to get a cap victory in assault.
I'm sure the devs adjusted it because they knew it would be easier to get 4 or 5 mechs on a base now that we run 12 v 12 but I think they overshot the mark.
Capping is not a threat is assault unless there are so many mechs on it you can insta-crush the rest of the team. On conquest once a base is established for one team it is extremely difficult to turn it to the other. Once the first few bases get capped they can be ignored for the most part.
#5
Posted 10 August 2013 - 07:25 AM
GODzillaGSPB, on 10 August 2013 - 07:24 AM, said:
Like I said before: I'm fairly certain every single one of those who complained meant the ASSAULT mode of the game, not CONQUEST.
I agree with this. Changing the cap timer globally COMPLETELY MANGLED the conquest game type and excessively nerfed the battlefield usefulness of light mechs.
#6
Posted 10 August 2013 - 07:30 AM
#7
Posted 10 August 2013 - 07:36 AM
Edited by Tangelis, 10 August 2013 - 07:37 AM.
#8
Posted 10 August 2013 - 07:38 AM
one light mech no longer ruins the game.
#9
Posted 10 August 2013 - 07:55 AM
#10
Posted 10 August 2013 - 08:03 AM
2 minutes to cap 1 node with 1 mech. way to long. the blob is able to move around and ignore bases if they grab 2 fast with scouts, as they take so long to turn over.
#11
Posted 10 August 2013 - 08:10 AM
Ngamok, on 10 August 2013 - 07:55 AM, said:
I would rather have action defending bases than boredom trapped in the zerg, yeah.
#12
Posted 10 August 2013 - 11:03 AM
Lupin, on 10 August 2013 - 07:30 AM, said:
Sir...I demand satisfaction! That is clearly a rip-off of my earlier post, just shorter and more to the point! But the quality of the post does in no way mean...ah sorry I'm wandering from the subject...were was I? Right...plagiarism!!!
#13
Posted 10 August 2013 - 12:15 PM
GODzillaGSPB, on 10 August 2013 - 07:24 AM, said:
Like I said before: I'm fairly certain every single one of those who complained meant the ASSAULT mode of the game, not CONQUEST.
With the current changes it is more likely then ever that Conquests will be played as if it was Assault. Granted, that happened most of the times even before the patch. But the logical step would be to do something to encourage capping and not the other way around.
This is exactly correct. Conquest was fine as it was of the most part. However it was ridiculous that 2 mechs could cap a base in Assault faster than it took to get back from the center of the map. That was what was ruining the game.
#14
Posted 13 August 2013 - 03:43 PM
Just had a game where half of every team was alive. My team held 2 zones with 550 cap points and the enemy 3 zones with 500 cap points at that moment. While me and a comrade were capping from that moment on in two enemy zones and the enemy was only skirmishing with other players from my team... we still lost thanks to cap points. It literally took me the whole rest of the game only to decap the enemy point.
The recent change simply goes to far, from one extrem to the other.
#15
Posted 13 August 2013 - 06:29 PM
BookWyrm, on 10 August 2013 - 07:17 AM, said:
It still is 'ruining the game' because they simply use the new cap time to ignore their base being capped even longer, typically no one moves to defend until its abundantly clear that its a futile maneuver. The status quo is being maintained....
...they just have to ignore what's happening longer before they start crying about it.
#16
Posted 13 August 2013 - 06:50 PM
Ngamok, on 10 August 2013 - 07:55 AM, said:
yes and if you dont want it to happen to you defend the base
Viktor Drake, on 10 August 2013 - 12:15 PM, said:
This is exactly correct. Conquest was fine as it was of the most part. However it was ridiculous that 2 mechs could cap a base in Assault faster than it took to get back from the center of the map. That was what was ruining the game.
then stay and defend so that doesnt happen
#17
Posted 13 August 2013 - 06:55 PM
Now that you have 11 other mechs on your side you should be running around the cap points in a LANCE, not BY YOURSELF.
4 lights with cap accelerators will take down a cap point rather quickly.
Try adjusting your game-play instead of whining when things change...
P.S. That being said, you really should earn points for capping.
Edited by Profiteer, 13 August 2013 - 06:58 PM.
#18
Posted 13 August 2013 - 10:04 PM
The longer cap time makes sense for Assault matches but in a Conquest match the best strategy is to cap all points as fast as you can, then attack the opponent. It's almost impossible for 1-2 cappers to get enough caps back in time to make a difference.
Assault: longer cap time is fine
Conquest: bring back the old cap speed
#19
Posted 13 August 2013 - 10:04 PM
#20
Posted 14 August 2013 - 04:34 AM
for cap mode the script is all wrong: the bases needed to be where they were, it is the cap limit that needed to be rised from 750 to 1000
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