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Koth And Weight Limits Done Correctly


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Poll: Koth And Weight Limits Done Correctly (6 member(s) have cast votes)

Do you like the idea of us getting the choice of weight limits?

  1. Yes (2 votes [33.33%] - View)

    Percentage of vote: 33.33%

  2. No (3 votes [50.00%] - View)

    Percentage of vote: 50.00%

  3. Read post below (1 votes [16.67%] - View)

    Percentage of vote: 16.67%

Do you like the idea of only making caps count if the time runs out?

  1. Yes (1 votes [16.67%] - View)

    Percentage of vote: 16.67%

  2. NO (4 votes [66.67%] - View)

    Percentage of vote: 66.67%

  3. Write answer below (1 votes [16.67%] - View)

    Percentage of vote: 16.67%

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#1 Fajther

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Posted 18 August 2013 - 05:39 AM

I was listening to a NGNG the other day and they were talking about a king of the hill match. In that someone said that there had to be re-spawns to do it correctly. Also they said that the weight limits were going to happen. I am sure that everybody has their own ideas about how these two things should be done. Please post your ideas below mine.

Weight limits. Give us the ability to make our own match-ups. It is that simple. Then the DC from each team can argue about how big or small it is. That simple. Putting a hard limit on it will get a lot of qq from everybody who doesn't agree with the exact number. Then... you get the never ending flow of add numbers. 499 tons. 427 tons. Let each case pic.

King of the hill. I watched a documentary about the west point paintball challenge. It is decided by base capping. The base is only counted when the time limit is reached. You can own it for the whole time and then lose the base in the last second. Call it secure the drop zone. Use the conquest maps. A random capzone is chosen from the current set of bases. Replace the base with a dropship landing pad. Both teams move forward and spend the time fighting. If/when the time limit is reached who ever owns the base will win the game. Make the time limit shorter to make sure that people have the pressure to cap the base, but long enough for assaults to do a little maneuvering. Caps happen almost instantly. The cap is given to the team that has the most mechs in base.

#2 Randalf Yorgen

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Posted 18 August 2013 - 06:45 AM

Although I like new ideas coming into the game and I like the Dropship landing zone idea I have to say that I find some, not all, of what comes from NGNG to be suspect and I really put little effort or time into paying any attention to it. There are other weight limit threads out here but yours does have a poll.

With regards to the landingzone battles, two 8 minute battles, each team gets a chance at attacking and defending and the team with the best performance at the end should be given the win. That way if the defenders get rumblestomped in the first round they have a chance to do it right back in the next when they are attacking, and who knows, maybe they will do it better.

#3 Navy Sixes

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Posted 18 August 2013 - 07:59 AM

I voted no on both.

While I wouldn't be against PGI providing several tonnage "brackets," the ultimate goal of limiting tonnage is to reduce the number of heavy/assault mechs on the battlefield. It would be neat to think that most players would chose lower tonnage limits to foster variety, but let's be honest. Most players would set the tonnage high enough that the battles would look exactly the way they do now, with almost everyone fielding a heavy/assault. Changing the current stale meta=good. Anything that provides a loophole that short-circuits that change=bad.

How often does a match go the full fifteen before one side is dead? I know it happens, but it's the exception, not the norm. Any med/light that goes for the fast cap is going to be ignored until everyone else is dead with plenty of time to RTB and gang-pound them. Let's call this poll what it is: Yet another cry to nerf capping and turn assault into gladiator death-match. *yawn* It is silly for PGI to devote time and money to fixing your capping problem... I say "your" problem because the truth is many MWO players don't have any problem at all with the capping rules as they stand, and also because the solution is within your power to solve. In the mechlab. Right now.

Build a faster mech.

You want to kill mechs? Start with figuring out how to kill the one capping your base. It happens to all of us, and gosh-darn it, it sucks to get outmaneuvered every now and again. Oh well, on to the next battle. But if it's happening to you enough that you feel a need to start a poll about it, well, maybe it's time to reassess your build/tactics before you ask PGI to change something most of us don't mind.

http://mwomercs.com/...e__show__st__60

I believe that capping, both as a means to fast victory and as a feint to disrupt the enemy (you really can't have the latter without the former) is a valid and essential aspect of assault play. With larger maps (which I believe will be the norm now that 12v12 is here... say goodbye to Forest Colony-type "battles in a shoebox") come larger roles for lights/mediums, both in executing fast caps and in executing enemy mechs trying to fast cap you.

Which is a good thing, since tonnage limits will force your team to field more of them.

I think that over the years PGI has wised-up to the fact that many will QQ no matter what they do. This poll is ultimately QQing about capping and weight limits right now. To their credit, the OP has at least offered alternatives to the things he is complaining about, but I don't think they're good alternatives.

Edited for grammar.

Edited by Tycho von Gagern, 18 August 2013 - 08:02 AM.






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