

How To Solve Premature Capulation "cappers"
#21
Posted 22 September 2013 - 10:36 AM
Winning > *.
#22
Posted 23 September 2013 - 04:18 AM
Dirus Nigh, on 22 September 2013 - 07:16 AM, said:
Most of you missed the point, look at the problem as stated originaly. There is little compensation to defending the base. That is what I would like to see made "better".
I'll try to restate if for you mech Jochs that have been in one to many battles

If I stay behind and defend I am not compensated for my efforts unless the other team tried to cap and I can squeeze out a few kill assists and component destruction. I make more C-bills fighting in the "middle of the field" and losing to cap than if I sit and defend the base, it just seems like there would be a better solution to this.
Is there no way to talk/resolve that issue without a religious war of name calling?
#23
Posted 23 September 2013 - 04:31 AM
Heffay, on 22 September 2013 - 10:36 AM, said:
Winning > *.
and the thing I enjoy is that you get to play anyway you want. I just want some rewards for defending against you.
Maybe make a lance responsible for defending and only compensate them on that role, this way they get something for defending win or lose. There are many ways to make it better that do not involve cry and and name calling.
Again as stated, there seems to be no way the Dev team wants to make it better until they have different game modes. And that ok, Dev does what Dev wants but we can talk about it cant we?
#24
Posted 23 September 2013 - 04:36 AM
SnowdogJJJ, on 22 September 2013 - 05:46 AM, said:
Since you think there is no issue then you will not have a solution. Your voice has been heard but I think you are in a small minority.
It's the wrong attitude. Capping is the primary mission objective. Killing your opponents, the Icing on the cake. However PGI has the rewards reversed. Even on Conquest, you are rewarded more for killing the enemy than for collecting the ore. That is stupid.
#25
Posted 23 September 2013 - 05:07 AM
SnowdogJJJ, on 23 September 2013 - 04:31 AM, said:
Your reward is stopping the cap and killing me, thus extending the match and providing you more opportunities to earn c-bills.
#26
Posted 23 September 2013 - 05:27 AM
You are free to choose whichever mech you want. If you choose an Assault and lumber out to the middle of the map and find that you are too far away from your own base when this happens, then maybe you might want to thinks about choosing a lighter mech (even a heavy can usually get back fast enough to save a cap).
Capping means either teh whole team is there and your teams scouting has failed to find where they went, or a small team of lights (between 1 and 3 mechs usually) just wants to split your team so that the others can have an easier time at the main battle... someone is sure to run back to check what is up with the cap point (The more split off, the easier it is for their own brawler/sniper group).
#27
Posted 23 September 2013 - 06:04 AM
Joseph Mallan, on 23 September 2013 - 04:36 AM, said:
If it was some engaging objective I'd have no problem with the way cap works. Standing next to a box hiding behind the likely key avenue of approach isn't a very fulfilling victory, especially when its done two minutes into the match start.
If I'm 11 'Mechs and there's a lone Commando at my base when the countdown stops, why can't I go back and kick his teeth in? Or, why can't I just stand next to his oil thingy since I'm only a gridsquare away?
#28
Posted 23 September 2013 - 09:33 AM
Joseph Mallan, on 23 September 2013 - 04:36 AM, said:
Except standing in a square is boring as hell. With the newer slower caps... sigh...
So many games are anti climactic with "chase the SDR" or RTB to get that last useless enemy.
People say it's wonderful bc it adds a layer of complexity to the tactics. And while that's valid there are a million other and better ways to achieve a complexity that is beyond 'deathmatch'. Ways that involve more than standing next to a oil rig for 3 minutes to move a timer bar. And then adding the insult to injury... this tremendous complexity some of you sooo appreciate doesn't pay that well.
PEEFsmash, on 22 September 2013 - 09:36 AM, said:
See, now i'm pretty sure some people would still be running around like monkeys on crack in those perfectly balanced and not-buggy-at-all SDR's...
Edited by sokitumi, 23 September 2013 - 09:37 AM.
#29
Posted 24 September 2013 - 12:45 PM
#30
Posted 07 October 2013 - 01:08 PM
Joseph Mallan, on 23 September 2013 - 04:36 AM, said:
While I certainly respect your interpretation of the game purpose in Assault, you are grammatically not correct.
The win conditions/win rules state (look at the start up screens for this detail):
- "Capture enemy base"
- "Destroy all enemy players".
The start up sequences do not state "win options" it states "win conditions" on the first screen and "win rules" on the second. Look at the start up screens.
the noun condition means: "the circumstances affecting the way in which people live or work"
the noun rule means: "one of a set of explicit or understood regulations or principles governing conduct within a particular activity or sphere"
the noun option means: "a thing that is or may be chosen"
The latter noun is what the Assault game is determined by. Change that from an "or" state to an "and" state and make allowances for that wicked light on the "losing" side who goes off and shuts down - like after 10 seconds after shut down, the opposing "winning" team wins by default and the losing team incurs penalties, like 10% drop in winnings.
Edited by Gremlich Johns, 07 October 2013 - 01:11 PM.
#31
Posted 07 October 2013 - 02:32 PM
SnowdogJJJ, on 22 September 2013 - 05:55 AM, said:
Exactly my idea. Prereq of 6 dead on your team before cap can be attempted. I just played one just minutes ago that the cap was started at 2-0 and they had half their team on our base. Just absolutely DUMB.
#32
Posted 07 October 2013 - 02:39 PM
Joseph Mallan, on 23 September 2013 - 04:36 AM, said:
No it's not, or they would give much better rewards for capping with fewer or no casualties. Rewards for kills and damage are MUCH higher, so obviously that is what they are encouraging. Also, if it was just a cap game, it wouldn't be much of a game at all. Contrary to what you are saying, there is NOTHING in the game that indicates that capping is the primary objective AT ALL.
#33
Posted 07 October 2013 - 03:11 PM
Darkwolven, on 07 October 2013 - 02:39 PM, said:
Rewards on assists are even higher than kills, would you say tagging is the intended playstyle that was intentionally designed?
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