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Cap Rushing In Assault Mode


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#101 Evil Ed

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Posted 08 November 2013 - 04:40 AM

I realy like the cap element of assault mode. It at the least add some sort of tactics to something that otherwise would be a very very boring meet-in-the-middle-for-a-team-deathmatch. More capping please, especially on thoose maps that the puggies always use the same tactics (radiotower on Alpine, cheesewheel on Terra, the ring on Tourmaline, elbow of death on Canyon).

I pilot heavies / assaults.

#102 -Muta-

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Posted 08 November 2013 - 05:41 AM

ON canyon I always head to the knee of longetivity to snipe from there and on Alpine since everu\ybody goes to radio tower I usually move to the TV tower.

#103 mouser42

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Posted 11 November 2013 - 08:28 AM

it's not worth get upset about plugs are pugs heck the most popular pug strategy is to split up and get pulled 1 by 1, if you learn anything from it you're ahead of most pugsters:)

#104 Wolf Clearwater

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Posted 12 November 2013 - 06:54 AM

The whole point is still that caprushing wastes the time of everyone else and makes you a troll. It IS that simple. The point of the game is twofold XP and CBILLS, eventually, we will get CW and that will change, until then that is the only point of the game. When some [censored] rushes cap first thing, they waste everyone else's time. [Redacted] I pilot lights primarily and as noted before, there is a place for capping as a tactic. We are not discussing that, we are talking about caprushing. So all of you that keep going back to that are missing the entire point.

On a totally side note, it would be cool if we had an actual base to defend/destroy. That would be alot more fun than standing in the laser fence (like MW4, etc).

EDIT: spelling

Edited by Niko Snow, 13 November 2013 - 10:43 AM.
Promoting Griefing


#105 WarHippy

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Posted 12 November 2013 - 09:01 AM

View PostEnsaine, on 01 October 2013 - 03:45 AM, said:


Thank you for validating ALL of my comments..... no rebuttal needed... just your open mouth........

Thanks again.

That is a compelling argument you have there. :)

#106 Voivode

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Posted 12 November 2013 - 09:18 AM

Capping is fine as a tactic and mechanic but there need to be some changes.

1) Cap time should scale with map size. There's no reason for River City and Alpine to take the same time to cap. Use River City as the base cap timer (T) and say if a given map is Y times the size of River City the cap timer for that map is (T x Y)

2) A law of diminishing returns should be applied to more people standing on a cap. Cap rate is ® for one person, then 2 people on cap is (R x 1.75) and 3 is (R x 2.5) and 4 is (R x 3.25) and so on.

3) Better scouting rewards so light pilots can do things that are good for their bottom line and help the team win besides just capping.

#107 WarHippy

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Posted 12 November 2013 - 09:18 AM

View PostDavidHurricane, on 02 November 2013 - 02:11 PM, said:

Capping is the last option. Starting out capping means the following:

1: You have no combat skills and thus are capping.
2: You may be able to fight, but you are being a coward and are capping.
3: You are a troll and enjoy wasting your time and other people's time.

You can pick which one you are. Now once again, nothing is wrong with capping when you can't fight/it'd be a futile fight (being a light is NOT a futile fight, when you are losing by 4 kills it can be considered a good time to cap). But starting off capping is cowardly. I can get more detailed if anyone would like that.

EDIT: I don't mean like the post I mean challenge an argument I made.

Capping is an option period.

1.If you are being capped unopposed your team made a strategic blunder.
2.You are being bone headed if you don't try to stop the cap, or just oblivious to the fact you are being capped.
3.You are a troll and a bad player if you complain that you got beaten using a viable game mode defining strategy.

If your team does not scout, or you over commit to the attack so that you are out of position and to far away to return to base then you deserve what happens to you. Be better pilots. Be better players. Stop complaining and calling people names to make yourself feel better about your own shot comings.

Edited by WarHippy, 12 November 2013 - 09:19 AM.


#108 Gladewolf

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Posted 12 November 2013 - 09:21 AM

View PostWolf87535, on 12 November 2013 - 06:54 AM, said:

The whole point is still that not scouting or running down random map edges with your whole team wastes the time of everyone else and makes you a troll. It IS that simple. This game not just a shooter, but a tactical combat sim. When some [censored] rushes cap first thing, they should be killed before they even get to the cap. If you do that on my team, I will not tell everyone that I have plans to get banned from the game. I pilot lights primarily and as noted before, there is a place for capping as a tactic. We are discussing that, because the only way to get capped out should be over your teams dead bodies. So all of you that keep going back to that are missing the entire point.

On a totally side note, it would be cool if we had an actual base to defend/destroy. That would be alot more fun than standing in the laser fence (like MW4, etc).

EDIT: spelling

Edit: Content

#109 Terror066

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Posted 12 November 2013 - 09:45 AM

Hello

I havent read the whole thread over 6 pages, but i can´t understand why people are whining about getting capped by the enemy. It IS part of assaultmode. Winning conditions are; Cap the enemy base or kill all enemy mechs. In my opimion its the only way for all Light mech´s (except Spider cheatmechs) to win and stay alive. We are talking about a gamemode and its name is Assault NOT Deathmatch. It´s not implemented yet.

Greetz

#110 PsyberKnight

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Posted 12 November 2013 - 10:13 AM

View PostR Razor, on 29 September 2013 - 11:23 AM, said:

If your focus is on capturing a point then you should play conquest and stop screwing the game up for the folks that want to fight.

Assault mode should have capping disabled for the first 7.5 minutes just so phallic craniums don't rush and are forced to fight.

well disableing cap for a certian time might be ok IF there were tonnage limits. As things stand if your pick up team is heavily out tonned then yes cap their base, if you dont then 9 out of 10 times you lose. I hate seeing teams drop with 8 assaults and 4 heavies.. tell me what what chance does a med and light team have? not much if they try to fight it out. Sure on some maps you have the room and cover to make a good fight but on alot of them you dont. Look at the Lore, about 40% of the mechs are mediums, not assaults.

#111 Fut

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Posted 12 November 2013 - 10:29 AM

View PostWolf87535, on 12 November 2013 - 06:54 AM, said:

The whole point is still that caprushing wastes the time of everyone else and makes you a troll. It IS that simple. The point of the game is twofold XP and CBILLS, eventually, we will get CW and that will change, until then that is the only point of the game. When some [censored] rushes cap first thing, they waste everyone else's time. If you do that on my team, I will TK you, no questions asked. I pilot lights primarily and as noted before, there is a place for capping as a tactic. We are not discussing that, we are talking about caprushing. So all of you that keep going back to that are missing the entire point.


Aren't "Caprushes" even easier to defend than a Cap that takes place half way through the match?
I mean, you're probably a lot closer to your base when the other team caprushes, so turn your little self around, and go fight whoever is assaulting your base.

It is that simple.

#112 Gallowglas

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Posted 12 November 2013 - 11:02 AM

So for anyone who defends a zerg base rush with "a win is a win", I feel compelled to ask: if the game had a hotkey that allowed whoever pressed it first to instantly blow up all the enemy mechs, would that also be okay because "a win is a win"? Just because a game allows a mechanic doesn't make it fun or compelling. Capping should absolutely have its place, but it shouldn't be like this. We either need bases to be locked out for 5 minutes or else have, say, a drop ship guarding them for 5 minutes or turrets which you have to contend with first.

People seem dismissive with their intimations that folks who complain should just "learn to defend". However, particularly on maps like Alpine Peaks, are you cool with just parking your mech on base and twiddling your thumbs on the chance someone might come around to cap it? i get that the fast mechs should be going back to respond to a cap, but sometimes even that's not enough.

I'll admit that for now it is what it is. You either deal with it, or you lose. However, that doesn't mean people can't complain that it's not good gameplay.

Edited by Gallowglas, 12 November 2013 - 11:07 AM.


#113 Jon Gotham

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Posted 12 November 2013 - 12:29 PM

View PostGallowglas, on 12 November 2013 - 11:02 AM, said:

I'll admit that for now it is what it is. You either deal with it, or you lose. However, that doesn't mean people can't complain that it's not good gameplay.

Or alternatively, instead of insulting people and hyper raging they could all come together and pressure the devs to get 12 man team DM up and running.
Which is really what is needed.
It's perfectly good gameplay if you enjoy the elements it provides. If you just want to shoot and smash you won't. So those that want to just kill need to get together and put the pressure on the correct people-hint:not the community:)

Team DM would be the answer to this issue!

#114 Devillin

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Posted 12 November 2013 - 12:35 PM

Here's the problem: Everybody goes the same route, EVERY FREAKING TIME! Caustic Map, as in the video, your entire team went right around the cauldron, then up the slope into the cauldron. The other team went to their right around the cauldron, your left. If you really wanted to fight, you should have gone either straight, or maybe, maybe, go left instead. Alpine Peaks? Straight to the tower. Tourmaline? Crashed dropship. Canyon Network? To the right. Terra Therma? Mount Doom. Try to suggest a different route on any of these maps and people ignore you and keep following the same route, and either walk into an "ambush" or they get base capped.

I had one match in Canyon Network where I told the Company Commander, "Let's go the left valley. Everyone always goes right." He responds, "You can go left if you want." So I went left. The entire company walked right into the "ambush". Between the 11 of them, they got 1 kill. I managed to get 2 before I died, 2 minutes after the CC was the first mech to die.

#115 WarHippy

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Posted 12 November 2013 - 12:36 PM

View PostGallowglas, on 12 November 2013 - 11:02 AM, said:

So for anyone who defends a zerg base rush with "a win is a win", I feel compelled to ask: if the game had a hotkey that allowed whoever pressed it first to instantly blow up all the enemy mechs, would that also be okay because "a win is a win"? Just because a game allows a mechanic doesn't make it fun or compelling. Capping should absolutely have its place, but it shouldn't be like this. We either need bases to be locked out for 5 minutes or else have, say, a drop ship guarding them for 5 minutes or turrets which you have to contend with first.

People seem dismissive with their intimations that folks who complain should just "learn to defend". However, particularly on maps like Alpine Peaks, are you cool with just parking your mech on base and twiddling your thumbs on the chance someone might come around to cap it? i get that the fast mechs should be going back to respond to a cap, but sometimes even that's not enough.

I'll admit that for now it is what it is. You either deal with it, or you lose. However, that doesn't mean people can't complain that it's not good gameplay.

Capping only happens 15% of the time what more do you want? What is so hard about learning better tactics to deal with caps instead of running full speed into the center of the map for a random slugfest?

I would like to see in a situation where if you lose by cap you get nearly nothing in the way of c-bills. No salvage, no bonuses just base pay. After all you have no logistics after your base is gone so why should you be able to collect on those other things. This will force people to defend, and give people the fights that they want while giving people the option to stick it to the enemy team by capping. They should also give large payouts for capping the enemy team so both sides have a reason to fight, but a need to be more careful so as not to over commit their forces and risk being ninja capped.

#116 Gladewolf

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Posted 12 November 2013 - 02:27 PM

View PostDevillin, on 12 November 2013 - 12:35 PM, said:

Here's the problem: Everybody goes the same route, EVERY FREAKING TIME! Caustic Map, as in the video, your entire team went right around the cauldron, then up the slope into the cauldron. The other team went to their right around the cauldron, your left. If you really wanted to fight, you should have gone either straight, or maybe, maybe, go left instead. Alpine Peaks? Straight to the tower. Tourmaline? Crashed dropship. Canyon Network? To the right. Terra Therma? Mount Doom. Try to suggest a different route on any of these maps and people ignore you and keep following the same route, and either walk into an "ambush" or they get base capped.


Exactly this, THIS is the most true anatomy of a base cap, let's stop pretending it's just an annoying fast light doing you in. ENTIRE teams are literally ignoring the location of their enemies, while at the same time claiming they want a fight....PLEASE explain to me how the (insert expletive) you can miss the fact that the enemy team in River City(who cares which) is rotating the opposite direction around the map....oh, YOU DIDN"T EVEN BOTHER TO LOOK. You can see the WHOLE (expletive, sorry) map from the spawn....oh and there are NO STRIPPERS on comm tower hill in Alpine Peaks, I've checked, trust me. Defending your base doesn't mean standing on top of it for the good lords sake, however it does mean you might want to actually take the blinders off for a moment and at least pretend you are interested in your surroundings. Call it scouting, be a rebel...all the cool kids are doing it.......

#117 Helsbane

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Posted 12 November 2013 - 02:29 PM

What I can't fathom is the understanding that people will cap your base, only to be followed by the absolute refusal to defend it. If you know the base is the Achilles heel of your giant stompy robot group, why do you not defend it?!? Is it simply so you can have something to cry about here on the forums?

'I got capped and now I'm mad! WAAAAAAA!!!'

Followed by,

'I got capped again and I'm still mad!!'

You have to be the special imported brand of stupid to not see the pattern and alter your game plan to prevent what you know from experience is coming. That said, until you do, thanks in advance for all the cap victories. You may see them as a hollow event and a waste of your time. I see them as another check in the win column.

Also, "All your base are belong to us!" , because you gave it away.

#118 Devillin

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Posted 12 November 2013 - 11:42 PM

View PostGladewolf, on 12 November 2013 - 02:27 PM, said:

sorry) map from the spawn....oh and there are NO STRIPPERS on comm tower hill in Alpine Peaks, I've checked, trust me.


LOL!!! NO STRIPPERS on comm tower hill !!! :( :) :) :lol: :lol: :lol: :lol: :lol: :lol: :lol:

#119 Mr D One

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Posted 13 November 2013 - 01:11 AM

View PostWarHippy, on 12 November 2013 - 09:01 AM, said:

That is a compelling argument you have there. :(



mmmmm yes.....open mouth indeed...

#120 The Bionic Platypus

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Posted 13 November 2013 - 11:18 AM

Don't forget there's also the "touch and go" strategy that gets used to break up enemy teams. I like doing this, but I become annoyed quickly when one or two people on my team decide to stay.... they completely miss the "go" part.



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