The Cap Hate
#1
Posted 23 October 2013 - 09:44 PM
Which, quite frankly, the game is severely leaning towards the assault/heavy favoritism already. To say to get rid of caps because everybody is too stubborn to turn back or make a defensive plan is...childish.
They already appeased you once. YOU HEAVIES (talking to the slow-*** mechs who do nothing but complain about caps) already stated that "Cap times were too fast"
Now...I can give you an increased cap time (although I think it kind of killed conquest mode)
But that wasn't enough, was it? You STILL don't take the time to rush back and defend...that is why I cap you. When you are too stubborn to ignore one objective...I feel you deserve to be capped. QQ all you want, it makes me smile.
I have heard the idea of "put a single cap in the center of the map". That, again, just leans favoritism towards the assaults, so you battle it out in the center more.
Sorry for the rants...I tend to think of myself as a "light mech pilot" and the hate is just...aggravating.
#2
Posted 24 October 2013 - 05:33 AM
Many players just want to shoot it out, when the match is a cap race, it feels like a waste of time; less c-bills and XP are gained from a cap win. The matchmaker frequently sets up highly weight imbalanced teams, and while it makes sense for the underweight team to eke out a cap win, it is ultimately unsatisfying.
I don't care for the whining either, but I hope you can understand that cap races just aren't any fun, and are for the most part totally unrewarding.
#3
Posted 24 October 2013 - 06:19 AM
#4
Posted 24 October 2013 - 06:28 AM
Hold the line at your base... silly goofs
Most starting locations have great defensive options and choke points.
#5
Posted 24 October 2013 - 06:36 AM
last night we played a match where a lance all but completed capping the enemy base, and set up to defend it. If the opposing team tried to cap ours they'd loose to capping, but as they attacks our teams lance, they had the defensive advantage. (The map was Canyons, which is the ideal example)
#6
Posted 24 October 2013 - 09:45 AM
Silentium, on 24 October 2013 - 05:33 AM, said:
this is purely subjective though. It may very well be fun for some to do a cap race. I know when I jump in one of my squirrels sometimes it's fun to run straight for the cap and force the enemy forces to at least partially split up to push me off giving my team less focused firepower to deal with in the big firefight. With that said I understand perfectly that some players want to just stomp around and shoot the hell out of the enemy which is fun also. The issue I have is when people jump on the forums and make statements like "remove capping it's not fun and killing the game" (see my link in my signature if you want to see just how ridiculous some of the remove requests are) as if because they didn't have fun with caps that no one else possibly could. That doesn't mean I don't think it would be cool to have a game mode where it's more focused on the combat sometimes though. Sometimes I want nothing more than to just stomp around and pew pew pew everything in may path but that doesn't mean I want other game modes and mechanics completely removed from the game
#7
Posted 24 October 2013 - 10:12 AM
Father Tork, on 24 October 2013 - 06:36 AM, said:
last night we played a match where a lance all but completed capping the enemy base, and set up to defend it. If the opposing team tried to cap ours they'd loose to capping, but as they attacks our teams lance, they had the defensive advantage. (The map was Canyons, which is the ideal example)
My buddy and I usually try to do that. We like having the cap in because it's good at dispersing the other team. We'll usually attempt to bring the enemy base down to a thread for an insurance policy in the event fighting goes south. Although I do understand those that find it annoying. There are currently only two games modes, both are similar, except one has multiple points and counts the other way. A lot of people just want a pure death match mode, and why this does not currently exist is pretty silly.
#8
Posted 24 October 2013 - 10:34 AM
#9
Posted 24 October 2013 - 10:47 AM
The most logical way for assault to be played would only require them to remove ""ONE"" base and let one team ASSAULT while other defends. Someone over complicated and under thought how this mode would cause such issues with no communication.
KOTH? Take conquest and remove all nodes except THETA. Reduce win timer to 150-250 (whatever number works best) and BAMM "king of the hill".
2 dang modes work almost entirely off mode mechanics already built. But years here we are in the same ole threads.
#10
Posted 24 October 2013 - 11:17 AM
#11
Posted 24 October 2013 - 11:50 AM
If you don't plan for BOTH the objectives in Assault mode, deal with another check in your loss column...
#12
Posted 24 October 2013 - 11:54 AM
Curccu, on 24 October 2013 - 11:17 AM, said:
And I've managed to Command/Guide PUG's to.... wait for it!!...
BASE DEFENDING VICTORIES!!
It is quite satisfying when a team of PUG's comes together, 4 matches in a row!
Alas it doesn't always work, sometimes a lance will wander off anyway for suicide. The 4 man may or may not be organized enough to succeed alone.
Helsbane, on 24 October 2013 - 11:50 AM, said:
If you don't plan for BOTH the objectives in Assault mode, deal with another check in your loss column...
Thats great when you have a 12 man, but in PUG life its hard enough to plan for capping or defending, trying both usually ends bad.
#13
Posted 24 October 2013 - 11:56 AM
#14
Posted 24 October 2013 - 12:08 PM
Then, when called out for it in team chat, you know, when they have plenty of corpse time on their hands, they always reply "don't tell me how to play!"
#15
Posted 24 October 2013 - 03:47 PM
#16
Posted 24 October 2013 - 04:33 PM
Wookiemart, on 24 October 2013 - 06:28 AM, said:
Hold the line at your base... silly goofs
Most starting locations have great defensive options and choke points.
Ah, but their logic assumes that the enemy team (you know, the ones that ALWAYS cap) will then themselves always defend, and nobody will ever move from base.
While it boggles the mind how one could rationalize this in this form, for them it appears to be the easiest task ever.
#17
Posted 24 October 2013 - 04:49 PM
#18
Posted 24 October 2013 - 04:54 PM
Edited by GRiPSViGiL, 24 October 2013 - 04:55 PM.
#19
Posted 25 October 2013 - 04:49 AM
Audlyn, on 23 October 2013 - 09:44 PM, said:
Yea, but you dont mind that conquest "leans favoritism towards the lights". You can fight as you want and cap as you want. You lights want to have complete advantage over more heavy mechs in everything and thats it. You dont want balance in combat effectiveness/objective effectiveness - you want both and have both. And you want to play with more heavy mechs with that advantage - you dont want them to have their mode - no, you dont want to play you conquest with other lights on equal terms - all you want is to troll heavies. Thats why hate - not because youre so GOOD PILOTS as you think, lights.
#20
Posted 25 October 2013 - 04:57 AM
I could understand it more if flags had to be capped in sequence on conquest as a representation of pushing forward the battle line of your forces, however with a game where respawns aren't logical this is arbitrary.
I just wanna see more in depth gamemodes, not these 8min fragfests and cap races, I want a battle not a shootout.
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