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River City Always Caprace


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Poll: Should Base Cap be locked for first 3 minutes? (96 member(s) have cast votes)

Should Base Cap be locked for first 3 minutes?

  1. Yes. Base Capping should be locked for 3 minutes . (38 votes [39.58%])

    Percentage of vote: 39.58%

  2. NO (58 votes [60.42%])

    Percentage of vote: 60.42%

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#21 MustrumRidcully

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Posted 31 October 2013 - 11:49 PM

Try to communicate or coordinate your team if it frustrates you too much. You won't be able to generate some kind of player-agreement here on the boards that we never let RC devolve into a cap race.

View Postaniviron, on 31 October 2013 - 03:58 PM, said:

I read this as "River City always carapace." That would have been a lot more interesting- mechwarriors banding together to fight a giant enemy crab.

King Crab King Crab King Crab.
I made the same mistake.

#22 Slepnir

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Posted 01 November 2013 - 04:36 AM

Actually all the older maps(except mabey caustic) need to be doubled in size for 12V12. there is enough there to work with already just move the out of bounds lines.

#23 xRatas

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Posted 01 November 2013 - 05:50 AM

River city is badly designed map, cap lock does not change that. Changing base locations might help more.

#24 Roadbeer

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Posted 01 November 2013 - 05:55 AM

View PostKazairl, on 31 October 2013 - 08:29 PM, said:

River City ain't what it used to be with pug teams running straight for the cap each time.


I rarely see this, Improve your Elo.

#25 Davers

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Posted 01 November 2013 - 05:58 AM

View PostSlepnir, on 01 November 2013 - 04:36 AM, said:

Actually all the older maps(except mabey caustic) need to be doubled in size for 12V12. there is enough there to work with already just move the out of bounds lines.


OP complains teams miss each other as is and you want the maps to be bigger?

To OP: cap races in RC is due to lack of scouting and general cowardly behaviour on the part of the players. Everyone wants to be a sniper and those builds really aren't that good when fighting between buildings.

#26 Joseph Mallan

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Posted 01 November 2013 - 05:59 AM

Why punish someone for capitalizing on you weakness?

#27 Deathlike

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Posted 01 November 2013 - 06:01 AM

View PostJoseph Mallan, on 01 November 2013 - 05:59 AM, said:

Why punish someone for capitalizing on you weakness?


Because the eyes and brain are OP.

#28 Joseph Mallan

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Posted 01 November 2013 - 06:03 AM

View PostMadCat02, on 31 October 2013 - 04:02 PM, said:


How much more ignorant can you get ?

When every assault game on river city ends in 0-1 death theres a problem .

That is the players fault not the mechanics of the game.

View PostDeathlike, on 01 November 2013 - 06:01 AM, said:


Because the eyes and brain are OP.

Don't forget ears. Betty tells us someone is stealing our stuff!

#29 Deathlike

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Posted 01 November 2013 - 06:05 AM

View PostJoseph Mallan, on 01 November 2013 - 06:03 AM, said:

Don't forget ears. Betty tells us someone is stealing our stuff!


That doesn't always work. The audio+visual cue that the enemy is capping doesn't always go off. This annoys me to no end.

#30 Ngamok

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Posted 01 November 2013 - 06:09 AM

If you can't see the enemy looking from upper to lower, you need a better monitor or get your eyes checked. You even snipe them while they start moving to water side or the few that go upper on the outer edge. Then tell your team which way the enemy went while doing it.

#31 Joseph Mallan

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Posted 01 November 2013 - 06:10 AM

View PostDeathlike, on 01 November 2013 - 06:05 AM, said:


That doesn't always work. The audio+visual cue that the enemy is capping doesn't always go off. This annoys me to no end.

I think its due to ECM. Which would make sense as ECM is supposed to disrupt communication.

#32 Deathlike

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Posted 01 November 2013 - 06:14 AM

View PostJoseph Mallan, on 01 November 2013 - 06:10 AM, said:

I think its due to ECM. Which would make sense as ECM is supposed to disrupt communication.


I don't believe that's the case actually. It has more to do with "poor server detection" of cap points.

If you haven't seen the occasional "can't cap point" in Conquest (or rarely in Assault), this is a symptom of the problem. I don't mean the ninja-light that's at the cap point but rather oddball occurrence where the game thinks someone is capping when they are not and/or dead.

#33 Joseph Mallan

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Posted 01 November 2013 - 06:31 AM

Fair enough deathlike. Mine is a lose opinion, Your's makes sense as well... maybe even more if I want to think on it a while. :huh: ;)

#34 Purlana

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Posted 01 November 2013 - 06:36 AM

View PostKazairl, on 31 October 2013 - 08:29 PM, said:

Posted Image

Well done. College education finally paying off.


River City ain't what it used to be with pug teams running straight for the cap each time.


PUGs are like zombies. They need some Brainsss...

#35 Joseph Mallan

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Posted 01 November 2013 - 06:43 AM

View PostMadCat02, on 31 October 2013 - 03:50 PM, said:

Well last of my 20 games on river city ended in caprace. Its getting really annoying

Team at spaceship goes upper because its safer......

Team at docks goes lower because its safer.......

Nobody wants to turn around because they want to stick with the team and not die .

I remember the days when you could get up on top the hill over upper city! It was an LRM, Sniper hot spot! I miss those days. :huh:

#36 Doctor Proctor

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Posted 01 November 2013 - 07:54 AM

The problem with River City is simple: It's the players

You can easily see the other team from either base at the start of the match, even at night (as long as you don't have night vision or thermal on). Instead of using this to see where the other team is heading, upper or lower, most teams just pick a random direction. Sometimes they meet up and a firefight ensues, but other times they pick opposite directions and then pass each other.

When two teams pass each other, on just about any map, people will tend to just go for the cap. This applies to River City and Canyon mostly, with it happening on Terra Therma, Alpine and Crimson Strait to a lesser extent. In other words, the big maps where the teams can easily sneak by each other when taking different routes. The reason it doesn't happen on Terra Therma, Alpine or Crimson Strait quite as much as the other two is there's a natural center point that tends to attract people (Mt Doom, the Radio Tower, the upper and lower decks by the Saddleback), which leads to engagements. When people forgo those natural middle points though, then it typically turns into a cap race unless some scouts actually go out and find the opposing team.

As for how to fix it, it's hard to say. Defending usually isn't a great idea since most of the bases are in open areas without a lot of cover. This makes it easier to stop an enemy from capping you, but makes it harder to defend them. Leaving a small force is usually worthless since they'll either get smashed when the whole enemy team shows up because they snuck around, or the bulk of you team dies because they're at a numerical disadvantage if the whole team engages them in the center. About the only effective defense is good scouting, but if people don't listen (Such as when I'm scouting River City and I repeatedly spam "They went the other way! Turn around or they're going to start capping us!" multiple times while my team marches to their cap completely oblivious) then it doesn't do any good.

#37 Stelar 7

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Posted 01 November 2013 - 08:37 AM

View PostMadCat02, on 31 October 2013 - 04:02 PM, said:


How much more ignorant can you get ?

When every assault game on river city ends in 0-1 death theres a problem .


But that is not how every game ends. I have games on RC all the time where we wreck face. Sometimes we don't. If you want to complain about RC complain about how the Dropship team can snipe into the lower base. THAT is a map design issue.

#38 AC

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Posted 01 November 2013 - 08:39 AM

I always thought that the bases should have some form of automated defenses so that sprinting in to cap wasn't possible. You would need to take a more tactical approach.

Also, a win should be the team with the most tonnage left on the field. These tie scenarios because some spider can run away is rather annoying.

#39 Mechteric

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Posted 01 November 2013 - 08:46 AM

Its not like you can't see which direction they're going (like is the case on Terra Therma). You see which side they're going and intercept. Duh.

#40 Maliconus

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Posted 01 November 2013 - 08:53 AM

As soon as I find my pants.....I am going to get so candy





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