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Assault And Base Rushing
#1
Posted 29 September 2013 - 05:33 PM
I've also noticed that having to cap a base while being attacked can be a recipe for disaster anyways, as there is usually little cover at the base and little room to move making mechs easy to pick off. So having one team camp a base hoping to get an easy 4 kills and start capping might not work out most of the time.
Any thoughts? Maybe a good question for Ask the Devs?
#2
Posted 29 September 2013 - 05:39 PM
#3
Posted 29 September 2013 - 05:50 PM
#4
Posted 29 September 2013 - 06:19 PM
#5
Posted 29 September 2013 - 07:06 PM
#6
Posted 29 September 2013 - 07:45 PM
Quote
Case closed.
EDIT: I've said it in dozens of these threads. 9 times out of 10 base caps are entirely preventable, most of the time even very easily predictable.
Why the main force that's only 300m away from the base couldn't be bothered to look back when the base is being capped and push to the middle of the map is beyond me, but I see it happen time and again.
IMHO, if the loosing team earned 1/4 rewards, that might fix things. The only thing that seems to motivate people is Cbills or the lack thereof.
Edited by TB Freelancer, 29 September 2013 - 07:50 PM.
#7
Posted 29 September 2013 - 08:19 PM
Darth Bane001, on 29 September 2013 - 05:39 PM, said:
I would agree with this
If they had it set where there would be some...say...2 assault mechs, 3 heavy mechs, 5 medium mechs, and 2 light mechs per drop.
I hate to say it, but when it is dropped with some 6 assault mechs, and only 1-2 light mechs per round, there's no real option a light can do but cap in order to be of some greater value (I'd say they can scout, but why bother, no cbills or experience in it).
#8
Posted 29 September 2013 - 08:21 PM
Frequently the only viable strategy for a team down 3-4 mechs is to cap.
So if it's just to difficult to pay attention to two objectives I just don't know what to tell you.
#9
Posted 29 September 2013 - 09:07 PM
/thread
#10
Posted 29 September 2013 - 09:33 PM
TB Freelancer, on 29 September 2013 - 07:45 PM, said:
EDIT: I've said it in dozens of these threads. 9 times out of 10 base caps are entirely preventable, most of the time even very easily predictable.
Why the main force that's only 300m away from the base couldn't be bothered to look back when the base is being capped and push to the middle of the map is beyond me, but I see it happen time and again.
IMHO, if the loosing team earned 1/4 rewards, that might fix things. The only thing that seems to motivate people is Cbills or the lack thereof.
I would agree with this, I really would, except...
I mainly pilot an Atlas these days. If I reach the murder ridge from the north spawn on Alpine Peaks and two enemy lights pop into base, I literally can not go back in time before they finish capping. On some maps, I am 100% dependent on my team not screwing me over. No amount of "rtb", "time to defend" or similar chat comments ever work.
Losing in such a way that my mech doesn't take damage, fire a shot, and literally can't even do anything about the loss is infuriating.
So while your argument does work in a full or even partial premade, or in a TT/RTS type of environment, it completely becomes a crapshoot with 12v12 randoms.
Edited by The Boz, 29 September 2013 - 09:35 PM.
#11
Posted 29 September 2013 - 09:42 PM
We need something else, how about a simple attack/defend the base(1 not 2)?
#12
Posted 29 September 2013 - 09:53 PM
Nryrony, on 29 September 2013 - 09:42 PM, said:
We need something else, how about a simple attack/defend the base(1 not 2)?
Its in development. However, there are alot of things in development.
This issue has been beat into the ground. The reality is that they are too busy working on other things.
A safe bet would be that we wont see any change in rewards or modes until CW is implemented. And then we will probably see a revamp of the rewards system.
#13
Posted 29 September 2013 - 10:00 PM
#14
Posted 29 September 2013 - 11:14 PM
#15
Posted 30 September 2013 - 06:02 AM
#16
Posted 30 September 2013 - 06:06 AM
#17
Posted 30 September 2013 - 06:17 AM
Bilbo, on 30 September 2013 - 06:06 AM, said:
If the enemy team manages to cap with zero kills, and my team earns any number of kills...
...I get more XP,
![](https://static.mwomercs.com/img/ui/custom_icons/cb_icon.jpg)
![](https://static.mwomercs.com/img/ui/custom_icons/cb_icon.jpg)
I'd argue that the game mode itself it a flawed pos that should be removed in place of either TDM or a static base defend/assault mode, with actual base walls and turrets. But hey, what do I know. Regardless if I won or lost, I came to enjoy myself. For me, that is earning
![](https://static.mwomercs.com/img/ui/custom_icons/cb_icon.jpg)
Edited by mwhighlander, 30 September 2013 - 06:19 AM.
#18
Posted 30 September 2013 - 06:23 AM
#19
Posted 30 September 2013 - 06:24 AM
mwhighlander, on 30 September 2013 - 06:17 AM, said:
If the enemy team manages to cap with zero kills, and my team earns any number of kills...
...I get more XP,
![](https://static.mwomercs.com/img/ui/custom_icons/cb_icon.jpg)
![](https://static.mwomercs.com/img/ui/custom_icons/cb_icon.jpg)
I'd argue that the game mode itself it a flawed pos that should be removed in place of either TDM or a static base defend/assault mode, with actual base walls and turrets. But hey, what do I know. Regardless if I won or lost, I came to enjoy myself. For me, that is earning
![](https://static.mwomercs.com/img/ui/custom_icons/cb_icon.jpg)
The times that I've done it recently, I have to say I thoroughly enjoyed reading the chat as I sat there. Since I have no real need for XP or c-bills, an actual win is a win for me.
#20
Posted 30 September 2013 - 06:29 AM
Quikshotmofo, on 29 September 2013 - 05:33 PM, said:
It doesn't make sense. What's the realistic reason for this? Many times when PGI has done something, people have complained about it being unintuitive and band aid. So could we please not ask them for such "improvements"?
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