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Remove Base Capturing In Assault Mode


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#41 Roadbeer

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Posted 12 October 2013 - 06:59 AM

People complained about Assault and wanted a TDM put in.

TDM is getting implemented and people still complain about Assault.

If it helps you, the mode IS a CTF, but since you can't really carry a base around, and I shudder to think what the forums would look like if you could, it is a capture and HOLD version of it.

Disabuse yourself from the PUG mindset, and as the Zergherd starts to lumber farther from the base, take a moment to type "Um, guys, shouldn't we leave one or two behind to watch for basecap?"... it is, after all an attack/defense mode, not Rockem Sockem robots.

Edited by Roadbeer, 12 October 2013 - 07:00 AM.


#42 GoManGo

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Posted 12 October 2013 - 07:04 AM

View PostNoXHeart, on 12 October 2013 - 12:31 AM, said:

Oh hey, this topic again.

Look, if your team doesn't have enough tactical knowledge to keep your base of operations protected, then you deserve to lose.

Don't be decieved by the name, assualt isn't just brain dead pew pew die.


The real problem is getting people to guard the base I have tried it many times solo because no one in the group would Pug or Premade which always resulted in my death as 2-4 OP lights or half there team showed up at our base. Asking other players to help guard the base is a joke they just go HAHAHAHAHAHAHAHA NO!!!!! WAY!!!!! and leave. So I would just ask for some different game modes that's one of the reasons I don't play much CCRRAAPPPYY game modes.

#43 Jman5

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Posted 12 October 2013 - 07:47 AM

Let me just make it clear:

1. You do not need to sit at your base staring at dirt for 15 minutes to prevent a base capture.

Every map has about two major pathways. If you forward position a scout on the alternate path, you can spot a cap rush minutes before they reach your base. If nothing comes you can join the team when the fighting breaks out.

2. Scouting is not a one-way suicide mission.

The faster you are the further you can move away from your team, but you do not have to resign yourself to death just to scout. Look at the maps and position yourself smartly in a way that gives you vision but allows you time to escape or remain unnoticed.

#44 Sug

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Posted 12 October 2013 - 07:51 AM

Why did we build our bases so close to each others again?

#45 Roadbeer

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Posted 12 October 2013 - 07:58 AM

View PostSug, on 12 October 2013 - 07:51 AM, said:

Why did we build our bases so close to each others again?



#46 Screech

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Posted 12 October 2013 - 08:01 AM

View PostDefalus, on 12 October 2013 - 01:26 AM, said:


The team with most mechs alive after 15 minutes wins. Problem solved.



I don't really want to wait 10 minutes for a timer to run out when the other team is in a no win position. I like having the option of capping out instead of hunting if I think the last guy earned it. Why punish a player who got stuck with muppets. At the end of the game I am cap or kill, which is faster? If you can make it not worth my time to find you, then you earned your ticket out.

Also they already said they are in internal testing now for their deathmatch mode, so no reason to mess with assault anymore.

#47 Mystere

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Posted 12 October 2013 - 09:25 AM

View PostDefalus, on 12 October 2013 - 12:19 AM, said:

Having the enemy tin can capture an oil pump won't prevent me from coring his metal heart out.It is purely annoying and does not provide ANY benefits.


I cap for the tears, those deliciously vast flowing rivers of male nerd rage tears.

In other word, leave Assault mode alone and ask for death match instead. Just because you do not like it does not mean you should deprive others who do. Don't be a crab in a bucket.

Also, you can always try to DEFEND YOUR BASE!

Edited by Mystere, 12 October 2013 - 09:28 AM.


#48 Mystere

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Posted 12 October 2013 - 09:30 AM

View PostDefalus, on 12 October 2013 - 01:26 AM, said:

@ Homeless Bill and Hexenhammer

The team with most mechs alive after 15 minutes wins. Problem solved.

Also on terra therma its a pain. Both teams go around until each hits the other's base and just stands there capping GG. And no, pugs will NOT go left to encounter the incoming enemy team EVER.


Well, I'm still going to waste the clock just to spite the eventual winners.

#49 Mystere

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Posted 12 October 2013 - 09:36 AM

View PostDefalus, on 12 October 2013 - 04:44 AM, said:

Alone in a pug game.


Then go work on your charisma and leadership skills ( :(). There are players out there who are capable of organizing PUGs and then get accused of being a premade after wiping the enemy 12-0.

#50 LauLiao

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Posted 12 October 2013 - 12:06 PM

PGI is adding Deathmatch so you don't have to play Assault anymore.

/endthread

#51 GRiPSViGiL

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Posted 12 October 2013 - 12:40 PM

So basically you are saying you are fine waiting the full 15Min timer to run down when the last few on your team can't find or chase down the last light.

Think about that and now be glad those 3 slow mechs can lumber over to the cap and end the game with a win.

Edited by GRiPSViGiL, 12 October 2013 - 12:40 PM.


#52 Lyoto Machida

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Posted 12 October 2013 - 02:13 PM

View PostBarantor, on 12 October 2013 - 05:36 AM, said:


It is going to be funny when someone caps with lights/mediums and wins planets and we end up seeing fewer assaults and faster less armed/armored heavies.

all win condition != blast team in a firing line


That would be great, actually...there shouldn't be so many assaults like it currently is.

#53 Kazairl

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Posted 12 October 2013 - 03:25 PM

It amazes me when people say "Defend your base". Why would I want to do that? I want to earn cash. The longer you live the more damage you do. The more damage you do the more you earn. You barely earn anything from capping. You earn nothing for martyrdom in your own base. I usually earn more when my base is capped than the other team does.

Edited by Kazairl, 12 October 2013 - 03:30 PM.


#54 AssaultPig

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Posted 12 October 2013 - 07:20 PM

For assault to be CTF, the capturing team would need to carry the 'flag' back to their base. Which would actually be sort of interesting and might make assault games a lot more fun.

Some type of 'capture' mechanic needs to exist to prevent games from turning into snoozefests (shutdown trolls) and force lights to engage slower mechs. But captures should not prevent the teams from actually fighting; it makes zero sense from a gameplay or a lore standpoint to 'capture' an area that still has 500+ tons of enemy mechs stomping around in it.

I think assault would be greatly improved if capture were locked out until half of a team was dead, either by numbers or by tonnage. The problem with base capture currently isn't that it exists, it's that it short circuits the actual battle, especially on large maps.

#55 Sean von Steinike

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Posted 12 October 2013 - 07:22 PM

View PostGRiPSViGiL, on 12 October 2013 - 12:40 PM, said:

So basically you are saying you are fine waiting the full 15Min timer to run down when the last few on your team can't find or chase down the last light.

Think about that and now be glad those 3 slow mechs can lumber over to the cap and end the game with a win.

Thinking is too hard for those raging.

#56 nexus1g

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Posted 12 October 2013 - 08:54 PM

Have one base in the middle of the map to assault. Decrease cap time to make a cap victory a viable strategy. Significantly increase team rewards in C-bills and XP for winning by capping. Fixed Assault game mode.

#57 1Sascha

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Posted 12 October 2013 - 11:36 PM

View PostFarix, on 12 October 2013 - 03:31 AM, said:

Assault is Capture-the-Flag. Learn to play it as such.


Err.. no, it isn't.

Quote

Capture the flag, commonly abbreviated as CTF, is a traditional outdoor game where two teams each have a flag (or other marker) and the object is to capture the other team's flag, located at the team's "base", and bring it safely back to their own base.


If it were CTF, you'd have to reach the base, then return to your own base without getting killed to score a point. At least that's how every CTF-game I've ever played has worked - both in RL (paintball) and on the PC.



And why is everyone talking about preventing an enemy cap/defending base? I don't care what the enemy do, since there's an easy way to punish stupid behavior on their part: Kill them.

The thing that kills it for me are the *friendly* cappers who decide not to fight/help their teammates but to run straight for the enemy cap instead. And no: I'm not talking about a single Light who does this to distract/disrupt the enemy team. That's a viable tactic, IMO. I'm talking about entire lances of heavies and even assaults who will do this.

Time and again I've fought and died against locally superior forces, wondering "how can this even happen? we're 2, 3, 4 Mechs up!" Only to find out after I died that even though my team had the numbers, 2 - 4 of those friendlies weren't actually in any sort of fight, but standing around on cap or getting there.
And when asked about this, these people will respond with "don't complain - we won".

Yeah.. right.


S.

Edited by 1Sascha, 12 October 2013 - 11:39 PM.


#58 nexus1g

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Posted 13 October 2013 - 02:36 AM

View PostRoadbeer, on 12 October 2013 - 06:59 AM, said:

People complained about Assault and wanted a TDM put in.

TDM is getting implemented and people still complain about Assault.

If it helps you, the mode IS a CTF, but since you can't really carry a base around, and I shudder to think what the forums would look like if you could, it is a capture and HOLD version of it.

Disabuse yourself from the PUG mindset, and as the Zergherd starts to lumber farther from the base, take a moment to type "Um, guys, shouldn't we leave one or two behind to watch for basecap?"... it is, after all an attack/defense mode, not Rockem Sockem robots.


Then the rewards need to reflect that. Instead, people are awarded for leaving the base and fighting in the middle of the map. Those who stay behind get nothing if their team wins short of 25k C-bill for playing.

I really like this game. However, it's become clear to me that the developers just don't know what they're doing. How could they make an objective-based game where actually doing the objective gives you little-to-no reward? It makes no sense.

Those defending the base should be rewarded the same as those on the front lines fighting, but there's such a huge disparity that no one wants to sit at the base picking lint from their bellybutton while everyone else is out there earning mad C-bills and XP.

The game is fundamentally flawed, and the way people play and what they complain about reflects those flaws.

Edited by nexus1g, 13 October 2013 - 03:02 AM.


#59 Farix

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Posted 13 October 2013 - 04:13 AM

View PostAssaultPig, on 12 October 2013 - 07:20 PM, said:

For assault to be CTF, the capturing team would need to carry the 'flag' back to their base. Which would actually be sort of interesting and might make assault games a lot more fun.

View Post1Sascha, on 12 October 2013 - 11:36 PM, said:

If it were CTF, you'd have to reach the base, then return to your own base without getting killed to score a point. At least that's how every CTF-game I've ever played has worked - both in RL (paintball) and on the PC.


Mechs cannot carry objects, so the base capture mechanic was put in it's place to simulate the time it takes to run back to "home base". The interesting fact is that it actually takes longer to capture a base on most maps than it would for a mech to run form one end of the map to the other.

View Postnexus1g, on 12 October 2013 - 08:54 PM, said:

Have one base in the middle of the map to assault. Decrease cap time to make a cap victory a viable strategy. Significantly increase team rewards in C-bills and XP for winning by capping. Fixed Assault game mode.


That is an entirely different game, King of the Hill. Assault is set up as Capture-the-Flag and should be made more robust with the appropriate rewards, not changed into a different mode. And without some sort of respawn, King of the Hill would quickly become boring as it would be the same battle over and over again on the same part of the map or turn into something like "who reaches theta first wins". Those of you who frequently play Conquest know exactly what I mean.

#60 nexus1g

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Posted 13 October 2013 - 04:29 AM

View PostFarix, on 13 October 2013 - 04:13 AM, said:

That is an entirely different game, King of the Hill. Assault is set up as Capture-the-Flag and should be made more robust with the appropriate rewards, not changed into a different mode. And without some sort of respawn, King of the Hill would quickly become boring as it would be the same battle over and over again on the same part of the map or turn into something like "who reaches theta first wins". Those of you who frequently play Conquest know exactly what I mean.


At least it would have the objective of assaulting something. Instead, this is just conquest with two spots at opposing spawns, not CTF. It could not be any less CTF. If there were a Hero 'Mech that the others had to protect, that would at least be something. And while a 'Mech may not be capable of carrying anything, it could be getting data from the enemy base and returning it safely to your base to upload. That would at least be a CTF-like game. No, as it is, it's pretty much just a really bad version of conquest. Thankfully enough of the community realizes how bad it is and treat it like a DM anyway.





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