

"stop Capping, Noob!"
#1
Posted 14 September 2013 - 05:13 AM
These guys.
Lost my three games in a row because of ******* like these.
How do you convince people that Assault is not team deathmatch? That you're critical, out of ammo, and would rather cap than fight because you can't fight any more? That we are at a disadvantage in combat because our Stalker disconnected? That it's smarter to cap if we're 100m away from it, then spend the next ten minutes searching around the map for the two Jenners, while risking them capping us?
I blame the humongously ******** Cbill reward system for this. Because tagging enemies with machine guns helps the team more than starting to capture the enemy base and causing half their mechs to turn around and get disorganized.
A win is a win is a win.
...Morons.
#2
Posted 14 September 2013 - 05:29 AM
#3
Posted 14 September 2013 - 05:35 AM
If you are solo dropping, don't bother to try to convince them.. just do it. Half the time you will get a team that understands the value, the rest of the time... well you know.
#4
Posted 14 September 2013 - 05:52 AM
Errinovar, on 14 September 2013 - 05:35 AM, said:
If you are solo dropping, don't bother to try to convince them.. just do it. Half the time you will get a team that understands the value, the rest of the time... well you know.
I try to do this, but when I cap 60% of the base and then die because my entire torso was critical, my arm was lost, and my laser was gone, the capless team rejoices because the capping noob got himself killed. And then they die one by one. And then I am the one who lost them the game, because I refused to participate in combat with a full critical Atlas that only has one ERLL left...
#5
Posted 14 September 2013 - 06:03 AM
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.
#6
Posted 14 September 2013 - 06:06 AM
In capwarrior matches nobody wins cBills. NOBODY. It's plain waste of time and i don't like to waste my time. I don't play the game to stand on a square, because that's no fun. I don't use mechs made to stand in a square, i usually use mediums or heavies and i equip them for combat, not for cap.
Now... If my team is losing (let's say 10 x 5 or worse), then i agree that capping is probably the only solution. PLUS, if you're that hurt and you're the only one capping and the match is still in the beggining or going well for your team, your probably better off capping about 90% and then leaving the cap alone, since your team mates have a better chance of getting more xp and cBills fighting than completing the cap.
#7
Posted 14 September 2013 - 06:26 AM
I also announce this in team chat before starting the cap, but yes there's nothing more annoying than 3 mins of game time passed and being in the middle of a great battle, to see some random cap the base for a win / loss.
#8
Posted 14 September 2013 - 11:47 AM
When you shouldn't Cap. You are the Atlas who went Tunnel to avoid combat and are now sitting on the Base. You are that group of heavys on one of the smaller maps that also avoided combat. Now to both of these you do know there is more than enough time for the Red team to beat down the rest of us and kill you since you stationary in a small little square.
#9
Posted 14 September 2013 - 02:45 PM
Tyranum, on 14 September 2013 - 06:03 AM, said:
I worked hard to buy/build this mech and I want to fight with it.
A win is NOT a win, but I agree there is a time for capping....absolutely.
...and the primary objective of assault is to capture the enemy's base. If the enemy all just stood there and let you shoot them for the win, is that your fault? So why is it the capper's fault if the other team lets them cap for the win?
You need to work harder. Build it faster. If it's taking you forever to get halfway across a map, RTB is out of the question, and the enemy can disengage and reengage with you at will, your mech is waaaay to slow. And as far as I'm concerned, players who chose to play slow have almost no grounds to complain about alternate play-styles. Basically, you chose to drop a tiny engine in your heavy/assault so you could shoehorn-in that extra AC20/UAC/ERPPC/whatever. Now you're zipping around the battlefield at about 40kph, suggesting that it's wrong for anyone to win the game in any way that doesn't involve them giving you a chance to shoot them. That's weak tea, my friend.
The time for an early, easy cap is when the enemy's planning or lack thereof makes an early, easy cap possible.
#10
Posted 14 September 2013 - 04:50 PM
Tycho von Gagern, on 14 September 2013 - 02:45 PM, said:
The time for an early, easy cap is when the enemy's planning or lack thereof makes an early, easy cap possible.
Tiny engine? Even with an upgraded engine and an elite Assault mech you are lucky to get over 60kph, that is still not enough to beat a cap rusher due to the insane capping speed when enough mechs get in there.
As for "lack of planning" how exactly do you plan for a cap rush in a random game? Often it's pure chance that a cap rush pays off, you end up walking opposite sides of the map and hey presto, only the lighter faster mechs can go back to defend, and they will die because there is too much firepower to face, it doesn't help that mech types can be extremely randomized on each team.
The times you try to stay back and defend as an assault or heavy mech, you are losing a lot of firepower on the frontlines (when you don't know if the enemy is even gonna try and cap your base). If the enemy doesn't cap, well that means you turn up a few minutes late to the battle, which makes your contribution for defense null and void.
#11
Posted 14 September 2013 - 06:25 PM
Its especially bad if your trying to take advantage of your daily bonus, nothing says doh like burning your 2x XP win on a cap zerg game.
#12
Posted 14 September 2013 - 07:02 PM
Shooting things is fun.
Capping things is not fun.
That is why you should not do it.
#13
Posted 14 September 2013 - 10:20 PM
#14
Posted 14 September 2013 - 11:01 PM
Edited by Mao of DC, 14 September 2013 - 11:02 PM.
#15
Posted 14 September 2013 - 11:20 PM
The Boz, on 14 September 2013 - 05:13 AM, said:
These guys.
Lost my three games in a row because of ******* like these.
How do you convince people that Assault is not team deathmatch? That you're critical, out of ammo, and would rather cap than fight because you can't fight any more? That we are at a disadvantage in combat because our Stalker disconnected? That it's smarter to cap if we're 100m away from it, then spend the next ten minutes searching around the map for the two Jenners, while risking them capping us?
I blame the humongously ******** Cbill reward system for this. Because tagging enemies with machine guns helps the team more than starting to capture the enemy base and causing half their mechs to turn around and get disorganized.
A win is a win is a win.
...Morons.
Just tell them, they are lucky, because they don't have to play anylonger than needed with you.
Ask them, if they are capable of reading the rules and their abstract thinking ability is devolped enough to come up with some tactics that are more complex than "shot what's under triangle, ugha, ugha".
Or do what i do, just cap the **** out of them and enjoy their tears.
I'm glad those brainless exists in MWO, makes me a better man in RL, when I can make babys cry online.

#16
Posted 15 September 2013 - 12:34 AM
Tyranum, on 14 September 2013 - 06:03 AM, said:
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 just felt like commenting on this, because when I am piloting my X-5 I am thet darting guy.
The reason I do it: I rather have the enemy lights fighting me than making my heavy and assault teammates go on a foolish and stupid squirrel hunt. And if the enemy doesn't bother to defend it is hardly my fault that no combat happens as they know EXACTLY where to find a fight.
Any ***** claiming that capping is cowardly and noobish is just some stupid *** expecting the enemy team to play according to his plans and being so nice to let him use the advantage of the fighting place he chose.
With the enlegthened cap timer there is NO excuse anymore to not go back and defend an early cap PERIOD. Actually not going back and defending because that would mean granting the enemy the chance to chose where to fight is the true act of cowardice.
#17
Posted 15 September 2013 - 12:34 AM
I stopped when I started playing on teamspeak and I really try to ignore it with the severe childness that goes on in chat now.
Play your game your way and remember IT IS A GAME.
#18
Posted 15 September 2013 - 01:38 AM
#19
Posted 15 September 2013 - 02:33 AM
Each to their own after all. Provided the Win condition was say:
"Destroy enemy team before time limit is up"
I'd play it. No really I would and I'd laugh as the companies of Heavy/Assaults FAILED to bring down the last light mech and so only got a tie...
Oh yes I know there HAS been a bit of a movement for pure deathmatch before anyone points it out to me. I am just saying it would have been a bigger one if the thunderdome warriors had put all their effort into hyping it rather than complaining about Cap in assault.
TheNose, on 14 September 2013 - 11:20 PM, said:
Ask them, if they are capable of reading the rules and their abstract thinking ability is devolped enough to come up with some tactics that are more complex than "shot what's under triangle, ugha, ugha".
Seriously I think Nosey here has hit on the real reason that we havn't (and prolly won't) get a death match is because of the new target demographic of the game is tactically primitive button punchers that can't hold onto the idea of more than pew pew pew Boom! Such folks try a FTP game for a while and mostly drop out as such a one dimensional approach gets stale faster that even what we have now.
Oh I am not actually trying to be offensive here. Those that want to take Cap out of assault or add in a pure death match by their passion have shown they care more about the game, than the folks The Nose and I, are really worried will enter the game in numbers.
But this is all just a guess, PGI when ya get a minute can you shed some light on this maybe? Making a Death match out of Assault is simply pulling the bases and tweaking the win condition. Its a popular idea WHY haven't you done it..? Unless its for this reason and it would damage your revenue flow later on.
I am not actually out to annoy people when I cap. I just want to win by any means quiaff? The business of a warrior is to achieve victory for his side by whatever means they have. At least with cap in assault we have got these die-hard death match fans engaged in the debate they are still here in MWO making their feelings know and campaigning for a better game in the way they see it. The fact that I disagree with their premise doesn't matter, I appreciate they have feelings and have taken the time to express them.
#20
Posted 15 September 2013 - 06:37 AM
Earl White, on 14 September 2013 - 04:50 PM, said:
The times you try to stay back and defend as an assault or heavy mech, you are losing a lot of firepower on the frontlines (when you don't know if the enemy is even gonna try and cap your base). If the enemy doesn't cap, well that means you turn up a few minutes late to the battle, which makes your contribution for defense null and void.
Two points quick points:
First, as a light / medium guy, the solution to your question of planning is to have a light (or a fast medium with more firepower) hang back and "roam" the backfield near the base for a bit. It's a way to avoid flankers, as well as ID an early cap.
If it's just one or two enemy cappers, your medium should be able to handle them / scare them off / delay them long enough to get more fast support back at base.
I agree that leaving a heavy or assault at base as defense is a bad idea. In the current state of the game, taking an assault off the line really hurts your chance of winning. (And, it should be noted, if your team has an assault disconnect right at the start...better think about capping, or you probably will take a loss...)
Second, to emphasize what others are saying, from the light pilot's perspective, capping and harassing are the two most significant ways I can positively influence the match. If you've never piloted a light in 12v12, try it. Try to fight. You will most likely be torn apart in the first alpha barrage that hits you.
So, what does a light pilot do? We run to the cap (or flank and take annoying pokes at the enemy). This is especially effective in uncoordinated pug matches. A single light capping the base could get two or three (or more!) enemy 'Mechs to turn around and head to base... Perfect time for you to make a push and slam into their nice, soft back armor, getting some of those C-Bill earning kills

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