Concerning Capping And Team Dm
#1
Posted 04 November 2013 - 11:52 AM
But about deathmatch. I have heard conflicting rumours concerning this, the most recent is it will be 1 on 1 ........
I humbly suggest you make it 12 vs 12 PGI. There is a growing sentiment on the forums and in game about the "cap warriors" with said people getting abused and derided via the forums and in-game. Take a look at two of the threads I am involved in-frankly disgusting attitudes on display.
This is manifesting in toxic forum threads and in-game abuse and heckling.
So, why not give them what they want? A 12 vs 12 team deathmatch mode. Then they will be happy and we (rest of us) will be happy. A happy customer base is a paying customer base PGI.
Only caveat would be in my own opinion:
I would like the option to NOT play team deathmatch, and still play the other two modes. I don't want to play in my mediums or lights vs 12 assault mechs.
So how about it PGI, a 12 vs 12 (or even 8 vs 8, 4 vs 4?) TEAM DEATHMATCH mode to make everyone happy.
#2
Posted 04 November 2013 - 11:58 AM
#3
Posted 04 November 2013 - 01:11 PM
At least then, PGI will have tried to help them?
#4
Posted 04 November 2013 - 04:29 PM
kamiko kross, on 04 November 2013 - 01:11 PM, said:
At least then, PGI will have tried to help them?
If I hadn't seen this continuous whining of whatever popular bandwagon it is this patch I might agree with you. Browse the archives some time and see how every time something is changed it is automatic doom and gloom and things should be "fixed" or removed. Some people just want an easy button. Some jsut will never be happy. Some don't WANT to be happy. It will always be something I promise
#5
Posted 05 November 2013 - 11:06 AM
Not surprised really:(
Edited by kamiko kross, 05 November 2013 - 11:06 AM.
#6
Posted 05 November 2013 - 11:37 AM
1.) They lost and are mad
2.) They wanted that extra 20k c-bills because they're a min/max player
#7
Posted 05 November 2013 - 11:57 AM
I don't like capping and rarely do a run through even on Assault mode. I came to fight in giant stompy robots.
My big beef is when I click "launch" it can take a minute or more to get to the ready screen. Then it can take a minute or more to actually launch. Then it can take a minute or more to get to a point to engage the enemy. When someone starts capping to end the game at the 2 minute mark, what's the point? Do you really prefer the launch procedure that much that you want to short the game time?
Whether I am on the winning or losing team, whether it happens at the 1 minute mark (really stupid in my opinion) or the 12 minute mark (only slightly annoying at least), I say the same thing. "Lame".
Wanna cap, play conquest where capping isn't a game ending in the first 5 minutes.
Bring on Deathmatch, fine. What I really have wanted since day one is actually Solaris VII, but I take what I can get.
Edited by RussianWolf, 05 November 2013 - 11:57 AM.
#8
Posted 05 November 2013 - 12:10 PM
However, those that TK, rant, rage, cuss out, complain, QQ, wine, moan, groan, and etc. about capping (which is perfectly legitimate and legal way to win the game) are the ones that I refer to. The, unfortunately, outnumber the sensical and courteous players like you
#9
Posted 06 November 2013 - 10:52 AM
#10
Posted 06 November 2013 - 11:19 AM
kamiko kross, on 06 November 2013 - 10:52 AM, said:
my preference would be a 24 mech (or whatever number) free for all. I would shy away from 1v1 only because the load time would likely be too long compared to the play time.
Right now, I usually treat the game as a 1v12 with 12 opponents against me. No, I will never get 12 kills (either my "teammates" will get some, or I will die first), just the way I tend to approach it.
I could see 4v4 being very popular with the guys who run nothing but 4 man teams though. And I think they should have that option. Still not sure why PGI wants to restrict so much.
I've team up a couple times now in a very loose fashion. No calling targets, just a "okay let's go to the left and see what we find" and "need some help over here. ......Where's here?" kinda thing. okay fun. No one really giving orders.
#11
Posted 07 November 2013 - 05:01 AM
#12
Posted 09 November 2013 - 07:29 AM
kamiko kross, on 05 November 2013 - 11:06 AM, said:
Not surprised really:(
or you know, it could be because the capping in assault as well as ideas to solve the issue are already being discussed here:
http://mwomercs.com/...ing-in-assault/
i don't see your constructive voice in that thread.
not surprised really
edit:
also, team dm was mentioned here:
http://mwomercs.com/...irector-update/
and is being discussed here:
http://mwomercs.com/...atch-is-coming/
maybe you could offer your constructive voice in that thread as well since you are interested in discussing it.
Edited by Wil McCullough, 09 November 2013 - 07:37 AM.
#13
Posted 09 November 2013 - 08:34 AM
Wil McCullough, on 09 November 2013 - 07:29 AM, said:
or you know, it could be because the capping in assault as well as ideas to solve the issue are already being discussed here:
http://mwomercs.com/...ing-in-assault/
i don't see your constructive voice in that thread.
not surprised really
edit:
also, team dm was mentioned here:
http://mwomercs.com/...irector-update/
and is being discussed here:
http://mwomercs.com/...atch-is-coming/
maybe you could offer your constructive voice in that thread as well since you are interested in discussing it.
Looks like some one is very sore.
You know why this thread was made and here you are, intentionally derailing it.
But, challenge accepted! I'm not too proud-though it seems you are as you have yet again failed to be reasonable:(
Where was your constructive voice on this thread? Instead you tried to smear my character..AGAIN.
Oh and mr reading fail man, something you like to point out the no shows were from the threads this thread was reffed in. ALL of the ragers in those threads failed to come here, but instead-like you, continued to abuse.....
So I invite you ONCE AGAIN, follow Russian Wolf's good example, have your say?
Edited by kamiko kross, 09 November 2013 - 08:44 AM.
#14
Posted 09 November 2013 - 08:40 AM
Sandpit, on 04 November 2013 - 04:29 PM, said:
Honestly. I rather hope this is more of an Idea Generator Location then a "I demand this"
It should be a location for Players to say "hey, this is a cool Idea.". And for other uses to Look at that idea, Come up with better ways of doing it and over-all making the idea better.
((I admit I shoot down a lot of ideas myself.))
The entire time PGI members should be looking over these Ideas and considering them in the future.
It should be a pool of Ideas for the game, Not a deathbed. Although I do wish the same ideas didn't pop up all the time.
(I'd give my left foot to see Clans show up as random encounters and the Salvage as take home Equipment. Just fighting to find that random Clan Mech drop. But I don't think we will see that. Despite the Multiple Threads about it.)
#15
Posted 09 November 2013 - 08:54 AM
This proposed Team DM mode needs to be done right first time. It needs to be at least 4 v4, if not 12 v 12.....
I think 8v8 and 12 v 12 would be ideal as maps would need less tweaking then.....
Will there be some kind of tick box option for game type in UI 2.0? I'm not averse to playing team DM...but I don't want to do it in my Raven....
#16
Posted 09 November 2013 - 09:02 AM
Edited by Egomane, 09 November 2013 - 10:11 AM.
watch your language
#17
Posted 09 November 2013 - 09:11 AM
Only really bad teams lose to quick caps.
In terms of mid-fight caps, it's not very annoying to win by cap when you have the battlefield advantage as I see it because Community Warfare will be all about the victories, and a victory by Cap works for me, even though I might lose out on a little combat bonuses. It's all about the territories, baby.
#18
Posted 09 November 2013 - 09:16 AM
Prosperity Park, on 09 November 2013 - 09:11 AM, said:
So much this. With maps as simplistic as they are defending from a couple of insta-capping lights should be a no brainer. If the whole enemy team rushes, even better because they are rarely there all at once. You don't even need to camp really, because the routes taken are essentially predictable. Just focus them down as they come around the corner/over the ridge/whatever. Cap rush randoms rarely stay close together because they are all going flank speed, and all their flank speeds are different enough to spread them out.
Prosperity Park, on 09 November 2013 - 09:11 AM, said:
If you can't defend your territory, you're going to have a bad time.
Edited by Bagheera, 09 November 2013 - 09:18 AM.
#19
Posted 09 November 2013 - 09:22 AM
Prosperity Park, on 09 November 2013 - 09:11 AM, said:
Only really bad teams lose to quick caps.
In terms of mid-fight caps, it's not very annoying to win by cap when you have the battlefield advantage as I see it because Community Warfare will be all about the victories, and a victory by Cap works for me, even though I might lose out on a little combat bonuses. It's all about the territories, baby.
So, would a 12 v 12 Team DM be of interest to you?
Would you think weight limits would be needed?
#20
Posted 09 November 2013 - 10:12 AM
Stay friendly with each other. I cleaned up some posts in here and you sure don't want me to do it again.
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