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"stop Capping, Noob!"


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#81 Klaa

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Posted 21 September 2013 - 06:57 PM

Personally capping is a perfectly fine tactic in Assault. There's always other rounds to get cbills and exp.

#82 Nick REX Trebla

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Posted 21 September 2013 - 10:42 PM

View PostFarix, on 14 September 2013 - 05:29 AM, said:

The c-bill rewards do put too much emphases in combat and hardly any on other roles. But until PGI does a complete overhaul of the rewards system, people will continue to complain about teammates who play smartly rather than thoughtlessly go into battle.


Every light/recon pilot must play smartly. Even more in those small maps we have. Otherwise we'll just come up with a line of Atlas/Catapults sniping at each-other while doing the 1-step-forward-1-step-back dance... horrible.

Edited by Nick REX Trebla, 22 September 2013 - 06:37 AM.


#83 Ashrahm

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Posted 23 September 2013 - 09:28 AM

sorry, but tool bags that wanna play cap wars online need to got play something else, this is mech warrior, i want convoys trucking something, milk for all i care. i make more cash killing 3 team mates and slapping 2 shots on a enemy mech then i do vs cap wars. now if i was dropping in on a 12 vs 12, then hell yeah i'll cap, but in random pugs, that **** no fun.

#84 Nick REX Trebla

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Posted 23 September 2013 - 09:40 AM

Actually I'm getting sick of this, personally. Just ended a match 12vs12 where my team won by cap the enemy base. The usual "good old boys" on the other side starting giving names and such... bah. Does the game gives the chance to capture? Then be at peace and make yourself a reason for it. Will they remove the cap option in future? Nice, nobody will bother to cap anything anymore. Now we play with what we have. If I would have been in those crippled 'mechs that started the capture, with no more working weapons onboard and with Eject not implemented yet I'll have done exactly the same thing. Fullstop.

#85 mikromancer

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Posted 24 September 2013 - 02:02 AM

I feel that the Cap base in Assault should be removed completely. they alredy have a full gamemode based around capturing bases, if you wanna cap early go play that. there are no Cbill benefits to anyone when an early cap is performed.

some people seem to think it only happens occasionally, but it has been happening 4 out of 5 games since "launch" and quite frankly I'm sick of it as I'm trying to master my atlas (which takes all the cbills ever).

and specially for nick just above me, even if all your weapons are gone you can still ram or death from above if you have JJ. A couple matches ago I got two kills whilst critical and out of weapons in my hunchback by ramming into a couple of nearly cored assaults. there is always an option for violence in mechwarrior.

sorry if I sound buttsore about things, but that's just how the mechwarrior online community seems to have evolved. into pointless trolling and flame wars over next to nothing. and hatred towards PGI for little to no reason.

TL:DR I hate you if you cap early cos I'm trying to master my Atlas.

#86 Kaijin

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Posted 24 September 2013 - 02:10 AM

Fast capping is actually the quickest way to get mech XP if you're still working on your skill trees for a mech. So newbies have an incentive to fast cap, get the match over with, rinse and repeat. I have another account that I created back in closed beta to test CB income without a Founders' or premium bonus. This has been my experience working on Jenners with that account lately.

Personally, I don't think capping should even be activated for the first 10 minutes of a match.

Edited by Kaijin, 24 September 2013 - 02:14 AM.


#87 Zarion11

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Posted 24 September 2013 - 05:24 AM

It's not about the rewards. People like to win. Rewards r abit ****. Delay your cap and let everybody brawl for some xp and c-bills then cap for the win.
If your team is 'stupid' and don't notice the nme capping tacticks. You still can make a lot of money camping at your base even if your team lose.

#88 Kaijin

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Posted 24 September 2013 - 09:23 AM

For people who haven't unlocked all of their elites on a chassis, it's all about the rewards. And there is no doubt the 500 XP reward from a 3 minute cap victory, x3 for 1500, is more XP than they'll get doing a single 9 minute deathmatch drop.

#89 Throe

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Posted 24 September 2013 - 10:08 AM

Suffice to say, organization in a PUG is nearly impossible. When you have a group of players who organized prior to the match, they have not only voice communication to effectively change strategy mid-match, but also have a previously agreed upon strategy going into the match.

You're *never* going to get this 100% in a PUG match. Even if you have 8+ players who agree on a 'best strategy' put together with two or three lines of chat at match-start, you'll always have at least 2 or 3 who disagree, don't care, or simply aren't paying attention. If you want to play competitively, play with a group.

#90 MortVent

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Posted 24 September 2013 - 10:12 AM

It's a valid tactic, deal with it.

Simple as that, till they change it then it is a victory.

sometimes it is the means of getting off a bad map, getting away from a bad team, or simply racking up xp faster vs cbills

#91 Nick Makiaveli

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Posted 24 September 2013 - 02:58 PM

View PostTyranum, on 14 September 2013 - 06:03 AM, said:

It isn't deathmatch...I agree with this statement, but it IS ASSAULT so, to me, capping is a last resort. As The Boz said...out of ammo, critical or whatever, hell, even losing the game and the odds are being stacked against you...definitely cap. Win!
But I am that ******* when you dart from the starting location to cap. I worked hard to buy/build this mech and I want to fight with it. I waited in the que for the game to load then start up, and now I've walked halfway across the map looking for someone to shoot...and "you", in your raven (hypothetical example), just ran to the opposite base to cap before the game even started. I'll tell you "DON"T CAP!!"...but I NEVER use the word "noob" that is for idiots and 12 year olds trying to be 'tough'.

A win is NOT a win, but I agree there is a time for capping....absolutely.


I will admit it. When I started reading your post I already started planning how I was going to shred your argument etc. But then you went and got all semi-logical on me. ;)

You have a point. However, base rushing is a viable tactic, and it does offer a bonus reward, albeit a small one. Capping at the very beginning, by one or two lights, can cause the enemy team to fracture. Several times I've sat there and capped a quarter of the base by myself to suddenly find a couple of Assault mechs trying to gank me (I hate when I forget a given mech doesn't have BAP). Sure they get a kill quite often, but they just spent all that time walking here, and will either hang out or walk back. Either way you guys should have a numerical advantage or at least a weight advantage.

If they don't come push me off, I personally will step off before capping unless I see we are about to lose or there is only 1 or 2 enemy mechs left so I get the bonus.

#92 Ixion

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Posted 24 September 2013 - 07:03 PM

a win is a win.. yah I guess if you get a sense of victory from it, go for it. I just don't care about bases anymore. I won't even go back to defend a base unless that happens to be the closest enemy targets to kill. I understand doing it if your totally out of weapons or 1 glancing shot from a mlas anyway from death. But For me, a cap isn't anything more or less than match over, time to load a new match. And of course, if you run off and cap the first time things look bad, you can't do things like this-

Posted Image

Yah, I was in a 40 ton mech. But I chose to drop that mech to fight with it, not to run away and stand in a box. If I had run off to cap when it became clear we were in trouble, I would have missed out on one of the most exciting matches I've played.

#93 Screech

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Posted 24 September 2013 - 08:25 PM

When the most damage done in the game is like 80, I think a cap victory is largely a waste of everyone's time.

#94 -Muta-

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Posted 25 September 2013 - 11:46 AM

Agree with you... I still don't get the fun part of a cap win.

#95 Throe

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Posted 25 September 2013 - 03:20 PM

A cap win isn't necessarily about winning, or how we won, it's about the rewards. A cap win results in more rewards per minute of time played when:

You can complete four or five cap wins in the same times as an "All Enemy 'Mechs Destroyed", *and* you can cap win more reliably simply because there are so many people who feel like a cap win is "cheap", "honorless", "noobish", or whatever excuse they want to use to justify their Modern Warfare Team Deathmatch mentality.

Because:
A cap win is worth a *minimum* of ~30k CBills, and ~350 Exp *each*.

A "Team Deathmatch" win, by comparison, takes 4 - 5 times as long, and rewards not even near 4-5 times as much in CBill or Exp.

And as long as the rewards are more important to players than the game play itself is(and it likely will be at least until CW comes out), players will continue to try to win in the most productive way they know of.

#96 RiotHero

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Posted 25 September 2013 - 10:47 PM

I've noticed that most people aren't smart enough to turn around and head back when they hear the base is being capped warning. They all just stay in the middle area and never move. I think this is why capping is so enticing, people just don't care and never even try to defend it or stop it. It's basically a sure win every time if you get there unharmed.

Even trying to get someone to counter a cap with another is impossible. Yesterday I watched people walking in and out of the cap points without capping them on conquest lol. We lost by such a slim margin too. They just get kill greedy and lose any and all common sense.

#97 Kaijin

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Posted 25 September 2013 - 11:54 PM

Part of the problem is the cap warning can be missed due to the incoming missiles warning or the critical damage warning, all 3 of which share the same space. Maybe the vaunted UI 2.0 will solve this problem.

#98 Magna Canus

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Posted 26 September 2013 - 12:00 AM

Sometimes I encounter groups that come across as "cap masters". Usually a SD-5D is sent out to find out where we are going and when the blob goes in one direction the enemy follows their AS7-D-DC on some long treck across the board towards our base.

By the time everybody realizes that the enemy is going to cap it is too late; either the group splits up with half trying to cap and half trying to defend or the entire group decides to "counter cap" which of course does not work because the other side had a head start and is sitting with 12 guys on our base.

When the steam of comments in chat like "Lame" and "cap-babies" starts flowing at the end of the drop the enemy team usually just says "well, defend next time". Those games are a serious waste of time and that particular tactic needs to stop.

#99 Madd Dawg

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Posted 26 September 2013 - 03:52 AM

This is a strategy game not a shooter. There are two objectives kill the enemy team or cap. If your team is not willing to defend your assets then you will lose. A win is a win regardless of how we got there. If you don't like capping in the game maybe you should try another game. When their capping your base why are you not running back to defend it? I am glad there are two objectives in the game and I would actually like to see three or more. Teamwork is the key to this game. If you type in chat RTB and people return to base then everything is fine or you loose in a good fight at the base.

#100 Ixion

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Posted 26 September 2013 - 04:59 AM

The problem is that we don't all play the game the same way. Some people hate capping, some think its exactly as valid as killing the enemy, and some people like me just don't care. If they introduce a true deathmatch mode, the problem will be solved because everyone can play the game the way they want to.

If that happens though, how many people are going to go from assault only to deathmatch only? If I was a cap warrior, I'd be thinking about that before I set out to turn every match into a cap race. The devs might not do it because they don't want to fragment the player base, but if it gets to the point that the capping is costing them players, they might change their position.

In some ways I think it would be unfortunate if that happened- like I said before, I think capping serves a purpose by giving a mech with no weapons or armor a way out. If the game treated it like a retreat instead of a win, or limited how soon teams can go for the cap, assault mode would be better than deathmatch IMO.

For now though, we have assault as it is, so whatever your position on capping, at least try to see not everyone likes to play the same way you do. So if we all just do our thing without the trash talk and accept that if a match does end by capping, its all good- you can load another that will hopefully go better. And if 11 people on your team want to fight and your the only one interested in capping, maybe skip it that match and save us all some QQ.



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