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Cap-Time In Conquest
Started by Dawnstealer, Aug 13 2013 08:48 AM
11 replies to this topic
#1
Posted 13 August 2013 - 08:48 AM
As someone that regularly flips between Lights and Assaults, I've been on both sides of the cap-coin: flitting into the enemy base for a second or two to get a few of the enemy to peel off, and being the slowly trundling Assault lumbering back to base as the blue bar melts away.
In Assault, a long cap-time makes sense. I'm all for that as a counter to a last-Spider-standing in a 0-11 sweep sprinting off to the base to win the thing after the rest of the two teams brawled it out in the middle. It should be hard, it should take a while to give a side a chance to respond.
The opposite is true in Conquest. Conquest is supposed to be a fast-moving game of moving from point to point while occasionally battling it out with other lances trying to do the same thing.
Yesterday, in a Spider moduled with a cap-accelerator, I sat on a neutral cap point for over two minutes. Watching it flash yellow. Finally, I had to abandon the point and go help out my team. In two and a half minutes, only a tiny sliver of blue had appeared.
That's ridiculous. Not sure if that was a glitch or not, but even with multiple scouts on a point, it takes forever. Sitting and watching a bar go down or up is not fun.
I get it in Assault, but the times should be bumped down for Conquest.
In Assault, a long cap-time makes sense. I'm all for that as a counter to a last-Spider-standing in a 0-11 sweep sprinting off to the base to win the thing after the rest of the two teams brawled it out in the middle. It should be hard, it should take a while to give a side a chance to respond.
The opposite is true in Conquest. Conquest is supposed to be a fast-moving game of moving from point to point while occasionally battling it out with other lances trying to do the same thing.
Yesterday, in a Spider moduled with a cap-accelerator, I sat on a neutral cap point for over two minutes. Watching it flash yellow. Finally, I had to abandon the point and go help out my team. In two and a half minutes, only a tiny sliver of blue had appeared.
That's ridiculous. Not sure if that was a glitch or not, but even with multiple scouts on a point, it takes forever. Sitting and watching a bar go down or up is not fun.
I get it in Assault, but the times should be bumped down for Conquest.
#2
Posted 13 August 2013 - 08:53 AM
I agree. It kind of makes lights capping redundant. Since by the time lights even begin to cap solo the other team is dropping on you like a ton of bricks!
But one good strategic point is that it makes everyone cap earlier... you cant really depend on smashing the enemy team and then cap later as sometimes there is just not enough time!
Maybe shorten it a little, but not as fast as it was previously sounds like an interesting balance.
But one good strategic point is that it makes everyone cap earlier... you cant really depend on smashing the enemy team and then cap later as sometimes there is just not enough time!
Maybe shorten it a little, but not as fast as it was previously sounds like an interesting balance.
Edited by Mike W, 13 August 2013 - 08:53 AM.
#3
Posted 13 August 2013 - 09:07 AM
Ya, they should not have changed the cap time on conquest.
#4
Posted 13 August 2013 - 09:08 AM
Agree, the conquest cap times are too long. I think they lengthened them thinking that with more units on the field, that would mean more mechs in the cap point. The problem is that you can't know squad makeup beforehand (unless you're dropping 12 mans), and so you could be fielding the only light on the team. In that case, it's hard to have a capping buddy because everything is a LOT slower than you.
I think that for conquest what they should do is reduce the cap time to where it was before, but up the number of cap points required to 1000. This would basically make it so that lone scouts can take points like before, but the higher cap makes it so that controlling those points for a long period of time still remains the focus since 33% more points are required for the win.
I think that for conquest what they should do is reduce the cap time to where it was before, but up the number of cap points required to 1000. This would basically make it so that lone scouts can take points like before, but the higher cap makes it so that controlling those points for a long period of time still remains the focus since 33% more points are required for the win.
#5
Posted 13 August 2013 - 09:09 AM
Mike W, on 13 August 2013 - 08:53 AM, said:
I agree. It kind of makes lights capping redundant. Since by the time lights even begin to cap solo the other team is dropping on you like a ton of bricks!
But one good strategic point is that it makes everyone cap earlier... you cant really depend on smashing the enemy team and then cap later as sometimes there is just not enough time!
Maybe shorten it a little, but not as fast as it was previously sounds like an interesting balance.
But one good strategic point is that it makes everyone cap earlier... you cant really depend on smashing the enemy team and then cap later as sometimes there is just not enough time!
Maybe shorten it a little, but not as fast as it was previously sounds like an interesting balance.
It definitely makes sense for Assault - it was endlessly frustrating to use superior tactics, just barely beat a team into the ground, and then watch as the other team "wins" by capping you out with their last mech or two.
But yeah, for Conquest, even running with a pair or more of other Lights, the cap points drop so slowly that you just sit there. And of course everyone can see you capping it, so in a few moments, the enemy will be on you. Since you're in a Light, you pretty much have to bail.
Repeat across the map and by then, you're completely superfluous and you should have just gone and attacked with the rest of the crowd.
#6
Posted 13 August 2013 - 10:50 AM
Agreed, with one caveat. I think a small bump in cap time, on the order of 20% over the old values, would be acceptable for Conquest on the larger maps. Due to size of maps and increased numbers of mechs I think that would be reasonable.
#7
Posted 13 August 2013 - 10:54 AM
Leave cap times as is and make Cap Accelerator 50-100% instead. Why give everyone a bonus to capping instead of just the people who purposefully spec for it.
This only builds more "role warfare" IMO which is a good thing.
This only builds more "role warfare" IMO which is a good thing.
#8
Posted 13 August 2013 - 10:56 AM
Dawnstealer, on 13 August 2013 - 08:48 AM, said:
As someone that regularly flips between Lights and Assaults, I've been on both sides of the cap-coin: flitting into the enemy base for a second or two to get a few of the enemy to peel off, and being the slowly trundling Assault lumbering back to base as the blue bar melts away.
In Assault, a long cap-time makes sense. I'm all for that as a counter to a last-Spider-standing in a 0-11 sweep sprinting off to the base to win the thing after the rest of the two teams brawled it out in the middle. It should be hard, it should take a while to give a side a chance to respond.
The opposite is true in Conquest. Conquest is supposed to be a fast-moving game of moving from point to point while occasionally battling it out with other lances trying to do the same thing.
Yesterday, in a Spider moduled with a cap-accelerator, I sat on a neutral cap point for over two minutes. Watching it flash yellow. Finally, I had to abandon the point and go help out my team. In two and a half minutes, only a tiny sliver of blue had appeared.
That's ridiculous. Not sure if that was a glitch or not, but even with multiple scouts on a point, it takes forever. Sitting and watching a bar go down or up is not fun.
I get it in Assault, but the times should be bumped down for Conquest.
In Assault, a long cap-time makes sense. I'm all for that as a counter to a last-Spider-standing in a 0-11 sweep sprinting off to the base to win the thing after the rest of the two teams brawled it out in the middle. It should be hard, it should take a while to give a side a chance to respond.
The opposite is true in Conquest. Conquest is supposed to be a fast-moving game of moving from point to point while occasionally battling it out with other lances trying to do the same thing.
Yesterday, in a Spider moduled with a cap-accelerator, I sat on a neutral cap point for over two minutes. Watching it flash yellow. Finally, I had to abandon the point and go help out my team. In two and a half minutes, only a tiny sliver of blue had appeared.
That's ridiculous. Not sure if that was a glitch or not, but even with multiple scouts on a point, it takes forever. Sitting and watching a bar go down or up is not fun.
I get it in Assault, but the times should be bumped down for Conquest.
i agree. give us the old conquest timers back and lets see how it plays.
#9
Posted 13 August 2013 - 11:15 AM
100% agree. Assault should be slow. Conquest should be dynamic and allow for a team of two lights to get an upper hand with capture points without having to stand around for several minutes. And this is coming from someone that hates capturing in general and just wants TDM.
#10
Posted 13 August 2013 - 11:22 AM
Yeah conquest cap time needs to go down. It used to be more of a fight it out -sort of thing, but now it's all about cap. Even if you maul the enemy in battle you have little chance of winning as long as there's one fast guy running away from you. Recapping simply takes too long even if you control the field, which is just wrong.
#11
Posted 13 August 2013 - 11:57 AM
I have the feeling that the cap rate is controlled by the same variable. Not sure how much effort it would take to alter to code to make each mode have its own rate variable.
#12
Posted 13 August 2013 - 12:52 PM
Rather than forcing players to sit on the cap point longer, they should have just required more "tickets" to win. Bump it up to 1000 rather than ending the game at 750.
Lights used to get to cap a little and fight a little. Now capping takes so much time that it's just not work "taking one for the team" and therefore I'm playing lights even less than before.
Lights used to get to cap a little and fight a little. Now capping takes so much time that it's just not work "taking one for the team" and therefore I'm playing lights even less than before.
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