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Conquest Cap Times


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Poll: Conquest cap times (89 member(s) have cast votes)

Old cap timer

  1. To fast (34 votes [38.20%])

    Percentage of vote: 38.20%

  2. Just right (53 votes [59.55%])

    Percentage of vote: 59.55%

  3. To slow (2 votes [2.25%])

    Percentage of vote: 2.25%

Old cap timer with multiple on cap

  1. To fast (53 votes [59.55%])

    Percentage of vote: 59.55%

  2. Just right (35 votes [39.33%])

    Percentage of vote: 39.33%

  3. To slow (1 votes [1.12%])

    Percentage of vote: 1.12%

New cap timer

  1. To fast (1 votes [1.12%])

    Percentage of vote: 1.12%

  2. Just right (10 votes [11.24%])

    Percentage of vote: 11.24%

  3. To slow (78 votes [87.64%])

    Percentage of vote: 87.64%

New cap timer with multiple on cap

  1. To fast (3 votes [3.37%])

    Percentage of vote: 3.37%

  2. Just right (21 votes [23.60%])

    Percentage of vote: 23.60%

  3. To slow (65 votes [73.03%])

    Percentage of vote: 73.03%

Which cap timer do you prefer

  1. Old cap timer (27 votes [30.34%])

    Percentage of vote: 30.34%

  2. Something in between (50 votes [56.18%])

    Percentage of vote: 56.18%

  3. New cap timer (12 votes [13.48%])

    Percentage of vote: 13.48%

Vote Guests cannot vote

#1 -Natural Selection-

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Posted 06 August 2013 - 11:36 AM

Please understand this is for Conqest mode

This poll is to see how everyone feels about the old and new cap timers for conquest. Comments and/or concerns are appreciated. If you oppose the new timer please follow your vote with an possible solution to correct it.

Please try to use the poll to reflect your opinion and comments to offer a sollution. Thanks

Edited by Dozier, 06 August 2013 - 11:47 AM.


#2 Burakumin1979

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Posted 06 August 2013 - 11:37 AM

Hopefully cap timers get to be huge. Anything that forces the playerbase to fragment into in game lances and move as separate units will be good for gameplay. hell hopefully now in 12v12, someone will stay with me on cap defense in Assault.

#3 -Natural Selection-

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Posted 06 August 2013 - 01:03 PM

On conquest Alpine, by the time I got to closest base (at 150kph to kappa from high side) there were 3 lights there before the cap went from neutral to basely ours. That isnt going to work. Time needs to be somewhere in between where it was and is now. At least reduce the time from neutral to cap.

#4 Khanublikhan

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Posted 06 August 2013 - 01:17 PM

Too fast before; too slow now.

Once a cap is captured, the new 'too slow' rate makes it useless to attempt to recapture them back (from observing Tourmaline).

#5 -Natural Selection-

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Posted 06 August 2013 - 02:11 PM

8mins it takes to get 1st cap, and uncap 2nd then cap it (on Terra). In a 15 min map, it makes it poinless to cap after first. But only to try and kill other team before cap run out.

#6 sneakolai

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Posted 07 August 2013 - 11:15 AM

I loved conquest mode. Loved loved loved.

Note the past tense, there.

Played after the change; took one base from neutral and one from enemy cap. It took something like three and a half minutes.

Bored crapless.

Way to drive off a new player, devs.

#7 Belorion

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Posted 07 August 2013 - 11:23 AM

I had just checked just right on everything till I got to the last question. This poll isn't answerable to me.

Its not that I don't care, its that I adapt. Both speeds had pluses and minuses. Both are fun in their own way.

People get too hung up on what they think SHOULD be the way it is, and less about what way it is.

Embrace the now people. Try out the way it is. Try and accept the way it is. If you still feel strongly the other way, then lobby to get it changed in a rational manner.

Everything else is just QQ'in.

#8 Bront

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Posted 07 August 2013 - 12:13 PM

12 v 12 Conquest adjustment should have been 25% at most, but the old timer would have been fine. You'd end up with more fighting at the points, and it's already dangerous to cap a point in 12v12 now.

#9 Levi Porphyrogenitus

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Posted 07 August 2013 - 04:08 PM

For Conquest mode, capturing should be fast.

What needs to be slowed down is time-to-win via capture. There are two ways to do this:

1 - Increase the point limit. This has the bonus effect of increasing potential winnings, which in my opinion have long been rather low for a Conquest objective victory. Bump the smaller maps up to 1000 points, the medium maps up to 1250, and the huge maps up to 1500. Reward players for playing the objectives, especially on those maps where the objectives are less convenient and harder to grab.

2 - Decrease the resource extraction rate. This would freeze potential winnings at the current 750 mark, but would allow PGI some very fine control over potential match duration on each map. They could set each map individually to whatever rate best gives players time actually to play the match. Larger maps would extract resources more slowly, while smaller ones would do so faster.

Either way, having the capture process in Conquest be a slow and painful one disincentivizes playing the objectives. It should be relatively fast and easy to do, which encourages fighting over the points and keeps the objectives in play far more effectively.

#10 MacKoga

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Posted 07 August 2013 - 10:22 PM

The poll's options don't do it for me.

I would like to see the current cap speed could be kept, but have the speed to capture radically increase for multiple mechs on a point, callibrated so that a lance of 4 could capture points almost instantly. This would balance the loss of having forces missing from the main group, and also balance against having one rouge mech running around capturing points all match.

#11 Bront

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Posted 08 August 2013 - 09:27 AM

View PostLevi Porphyrogenitus, on 07 August 2013 - 04:08 PM, said:

For Conquest mode, capturing should be fast.

What needs to be slowed down is time-to-win via capture. There are two ways to do this:

1 - Increase the point limit. This has the bonus effect of increasing potential winnings, which in my opinion have long been rather low for a Conquest objective victory. Bump the smaller maps up to 1000 points, the medium maps up to 1250, and the huge maps up to 1500. Reward players for playing the objectives, especially on those maps where the objectives are less convenient and harder to grab.

2 - Decrease the resource extraction rate. This would freeze potential winnings at the current 750 mark, but would allow PGI some very fine control over potential match duration on each map. They could set each map individually to whatever rate best gives players time actually to play the match. Larger maps would extract resources more slowly, while smaller ones would do so faster.

Either way, having the capture process in Conquest be a slow and painful one disincentivizes playing the objectives. It should be relatively fast and easy to do, which encourages fighting over the points and keeps the objectives in play far more effectively.

I think moving to 1000 would be fine for all maps. Any more and you're basically going to have a death match, but right now it's hard to ever catch up, and 1000 would give you time to turn the tide in combat AND recover on cap.

#12 Deathlike

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Posted 09 August 2013 - 02:48 PM

While Conquest was previously on one OK-ish extreme in 8v8, it is on the terribad extreme in 12v12.

Instead of just need 1 mech to cap (which was kinda too quick in some cases), now you need 3-4 (a lance) to effectively cap a point reasonably effectively. Given that the MM doesn't properly distribute speedy mechs in favor of ELO, the fact that some people try to cap solo is a generally a wasted effort. Now it's TOO MUCH of a team effort to cap consolidate. It's just bad for the mode and made WORSE on maps on Alpine where you are held to the cap like a hostage at a bank robbery. It's just way too long and just terrible as currently constituted.

#13 arghmace

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Posted 09 August 2013 - 02:54 PM

Yes the new cap time is way too long. I would maybe strike the dead center in between old and new. Another thing to think about is the speed in which a capped resource gives points in conquest. Especially in bigger maps the flow of points from a cap point should be slower, I feel. But to return to the poll, nothing is more boring than sitting many minutes of your battle just trying to make the bloody cap change color.

#14 80sGlamRockSensation David Bowie

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Posted 09 August 2013 - 11:49 PM

Too* slow

#15 Dirus Nigh

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Posted 11 August 2013 - 05:49 AM

Way to slow.

Im not sure what the devs had in mind with the new cap rate. Whas it to make sure that the pug player in an atlas could get back in time even if he was on the opposite side of the map?

I am glad that the devs are making adjustments, but I think its time they start putting things on the test server first, before putting in on the live server.

#16 Bhael Fire

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Posted 11 August 2013 - 08:23 AM

It's pointless to try to cap in Conquest now. SO basically, it's just a low-yield Assault mode now.

#17 Bront

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Posted 13 August 2013 - 11:27 AM

View PostBhael Fire, on 11 August 2013 - 08:23 AM, said:

It's pointless to try to cap in Conquest now. SO basically, it's just a low-yield Assault mode now.

Uh, what?

Conquest generally has a higher yield of cash, particularly if you lose (resource bonus), so there's incentive to cap for both teams. It's very important on many of the larger maps still. It's just annoying to solo-cap now.

#18 Bhael Fire

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Posted 13 August 2013 - 11:32 AM

View PostBront, on 13 August 2013 - 11:27 AM, said:

It's just annoying to solo-cap now.


That's was my point. The only way to make more in Conquest is to cap. Since they slowed down capping in Conquest, it's often easier to just kill the other team, rather than try to out-cap them.

I'm really glad they slowed the capping time in Assault, but in Conquest it makes very little sense to slow the cap times since capping was never an issue.

Edited by Bhael Fire, 13 August 2013 - 11:33 AM.


#19 Kell Commander

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Posted 13 August 2013 - 07:10 PM

Experience on canyon network that shows too slow.

I am cored and we are losing by points so I stand in epsilon at full enemy to take it. I see a teammate getting shot by 3 Atlai at kappa. They kill him and STILL had enough time to get to epsilon before it turned blue. An ATLAS. What should be the slowest mech can make it to a cap point on small maps before someone can actually steal it. FAIL.

#20 SmokinDave73

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Posted 15 August 2013 - 12:54 AM

All that needs to be done now for conquest is the resources need ton be increasd from 750 to 1000 atleast or 1250 so Conquest games just dont come down to who stands on the caps for several minutes not actually getting to enjoy the game just to win the game for there team. This reason alone is why conquest mode is a joke right now, no one really wants to be that person that sits on a cap for over 2+ minutes(based on 1-2 mechs on cap) so instead people just ignore them and your team loses because of it and nothing but frustration gets achieved. I really hope PGI does somthing about this because they have 4 weeks until launch and iif they launch the game with to poor excuses of game modes this game will crash and burn very quickly.

I really dont want that to happen I want this game to succeed........





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