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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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#61 Roadbeer

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Posted 10 November 2013 - 03:55 PM

View PostDeathlike, on 10 November 2013 - 03:51 PM, said:

... I guess some people want maps where the enemy spawns in front of you amirite?


This is where I'd usually put in the ad for Rock'em Sock'em robots from the 60s, but I just used that the other day, and I don't want to over-play that card. So if we just take it as read that I posted it, we can all have a good laugh and move on. OK?

#62 Sandpit

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Posted 10 November 2013 - 04:10 PM

View PostRoadbeer, on 10 November 2013 - 03:55 PM, said:


This is where I'd usually put in the ad for Rock'em Sock'em robots from the 60s, but I just used that the other day, and I don't want to over-play that card. So if we just take it as read that I posted it, we can all have a good laugh and move on. OK?

Posted Image
There you go Road. Pretty much sums 90% of the posts on the forums.

#63 Bagheera

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Posted 10 November 2013 - 10:45 PM

Something we've all forgotten to mention. You don't really even have to scout River City to know where the opfor is going. Just take a moment to watch the common crossing point (bridge on the high side, water to behind the factory on the low side) and it's pretty easy to see how many go where.

#64 GRiPSViGiL

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Posted 11 November 2013 - 01:40 AM

It is not "always" a cap race.

#65 KinLuu

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Posted 11 November 2013 - 04:46 AM

View PostBagheera, on 10 November 2013 - 10:45 PM, said:

Something we've all forgotten to mention. You don't really even have to scout River City to know where the opfor is going. Just take a moment to watch the common crossing point (bridge on the high side, water to behind the factory on the low side) and it's pretty easy to see how many go where.


The winning move is not to move.

Camping at base. Proven concept since 1999.

#66 Bagheera

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Posted 12 November 2013 - 06:56 AM

View PostKinLuu, on 11 November 2013 - 04:46 AM, said:


The winning move is not to move.

Camping at base. Proven concept since 1999.


You barely have to camp. Both sides have a clear view to the other side's common crossing. 30 seconds or so into the match it's evident where the bulk of the opfor has gone.

#67 Jman5

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Posted 12 November 2013 - 10:28 AM

YOU CAN LITERALLY SEE EACH OTHER FROM YOUR SPAWN LOCATION! HOW DO PEOPLE GET SURPRISE CAP-RUSHED ON RIVER CITY?! IT IS LITERALLY THE EASIEST MAP TO SCOUT.

/breathe

Ok look even on river city night you can see clearly enough to watch which way they are heading. From Upper spawn you can watch the waterway between their base and citadel and see who is moving there. If they go to upper side, you can see them moving into it. From lower spawn, you can see people crossing into upper if you look. All you need to do is stop for 5 seconds at the beginning and watch. Don't just lemming off whichever direction you see the herd moving.

Also, can we agree as a group to stop rushing into upper from upper spawn? It is the dumbest move you can make and yet 90% of my games I have to lasso my team back to base because the enemy almost always goes lower. Seriously though, what possible reason do you have for going upper just to sit back there waiting for god knows what because the enemy is all behind the citadel and much closer to our base than you are to theirs. That position has very little strategic value for the upper spawn team aside from 1 or 2 very long range snipers getting good angles on base approach.

Edited by Jman5, 12 November 2013 - 10:30 AM.


#68 VikingN1nja

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Posted 12 November 2013 - 10:30 AM

It's up to the team on the upper base to defend it as they have the best chance of doing so. Yea the cap race gets a bit old but what can you do? Bases are to be defended.
A new game mode would fix all for non cappers or a mode where if one base is taken over you get c-bills for it like 20,000 but still have to fight it out.

Edited by omegaorgun, 12 November 2013 - 10:31 AM.


#69 BlackIronTarkus

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Posted 12 November 2013 - 11:37 AM

PUGS ALWAYS CIRCLE RIGHT ON ANY MAPS. You always have to force people to go left, or straigh... its a real pain.

#70 Navy Sixes

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Posted 12 November 2013 - 04:05 PM

Dropped into River City the other night. Asked if anyone had a plan.

"Don't die."
"Kill Everyone."
"We should build a little house for our mechs to live in."
<Insert 3 or 4 other snarky responses>

Mechwad goes upper to the enemy base uncontested. Enemy mechwad goes lower to our base uncontested. Cap race ensues...

<Insert cap grief from the very same people that thought asking for a plan means time to wax sarcastic.>

You let them cap, you get capped. Quit asking PGI to provide "fixes" that will compensate for p!ss-poor play.

#71 Sandpit

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Posted 12 November 2013 - 04:46 PM

View PostTycho von Gagern, on 12 November 2013 - 04:05 PM, said:

Dropped into River City the other night. Asked if anyone had a plan.

"Don't die."
"Kill Everyone."
"We should build a little house for our mechs to live in."
<Insert 3 or 4 other snarky responses>

Mechwad goes upper to the enemy base uncontested. Enemy mechwad goes lower to our base uncontested. Cap race ensues...

<Insert cap grief from the very same people that thought asking for a plan means time to wax sarcastic.>

You let them cap, you get capped. Quit asking PGI to provide "fixes" that will compensate for p!ss-poor play.

this





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