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.