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New Base Defenses - Breakdown


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#81 Sandpit

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Posted 22 November 2013 - 09:10 PM

View PostDarkwolven, on 22 November 2013 - 08:23 PM, said:



The "troll capping"



lol
:P

#82 XtremWarrior

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Posted 23 November 2013 - 03:10 AM

View Postpbiggz, on 22 November 2013 - 03:36 PM, said:

Hey if they do it right, (I.E. short ranged point defenses) all the other team has to do is bring 1 or 2 ppcs, pick em off, and cap. All the turrets really do is slow the lights down, and hopefully, alert the allied team to what is going on at their base before the capping begins. It wont stop capping, nor will it replace defending, and it shouldn't.


Having to take care of any number of turret between 1 and 12 (average of 6 then) before capping while enemy team is well aware of your presence at their base means that capping is lost for Lights, period.

View PostDarkwolven, on 22 November 2013 - 08:23 PM, said:


It definitely needs to be better. Med lasers bare minimum. I am so frustrated tonight. The "troll capping", IE taking half or more of your team and rushing the opposing base purposefully bypassing the enemy to cap right away and then just shredding the other team as they trickle back, has gotten REALLY bad tonight. SO bad that many times I have seen entire teams sit on their base tonight waiting for the other team in more than just a few games I played tonight alone. This can't be what PGI intended with capping. In response you get comments like "blame PGI". I wouldn't put it past Goons trying to break the game because it sure feels like a concerted effort tonight.

PGI needs to fix this for god sakes. Not just a few weapons. Make the base non-cappable for the first 5 minutes or SOMETHING. I don't see how a few small/med weapons is going to help against this and I assume they are going to be destructible. Maybe keep a few lights away, but an entire team? I've played maybe 15 matches tonight and I saw this whole/most team rush cap happen on at LEAST 3 of the 15. Maybe 4 times


Aren't you supposed to scoot the map or, you know, gather intelligences before rushing with your eleven narrow-sighted team-mates straight to the middle of the map? All I read in your post is that you let half a team (6 Mechs!!!) go through your entire formation without any of you (12 Mechs, remember) noticing. And not only once, so you didn't even correct your mistake. Even after 3 games??? But that's not your fault, no sir!
Should you lose for such a big mistake? Definitely.
Should the game be blame for that? No, it's a WAR game.
As a reminder, an hold japanese proverb says: "In love as in war, everything is allowed".
Meditate...

Edited by XtremWarrior, 23 November 2013 - 03:12 AM.


#83 Darkwolven

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Posted 23 November 2013 - 01:02 PM

View PostXtremWarrior, on 23 November 2013 - 03:10 AM, said:


Having to take care of any number of turret between 1 and 12 (average of 6 then) before capping while enemy team is well aware of your presence at their base means that capping is lost for Lights, period.



Aren't you supposed to scoot the map or, you know, gather intelligences before rushing with your eleven narrow-sighted team-mates straight to the middle of the map? All I read in your post is that you let half a team (6 Mechs!!!) go through your entire formation without any of you (12 Mechs, remember) noticing. And not only once, so you didn't even correct your mistake. Even after 3 games??? But that's not your fault, no sir!
Should you lose for such a big mistake? Definitely.
Should the game be blame for that? No, it's a WAR game.
As a reminder, an hold japanese proverb says: "In love as in war, everything is allowed".
Meditate...


Glad that you are so Xtreme that you took the opportunity to throw a superiority complex. Thanks for your valuable input with your ad hominem.

The concept of a firing line is extremely important to this game. Facts: You don't always have lights to scout. Even if you do, they don't always do their jobs if you are pugging. If you don't stay in fairly medium to tight formations, you lose. Sure there are maps that it should be fairly easy to spot a group of mechs heading for your base like Frozen City or Forest Colony. If your team commits to a certain spot on maps like Alpine Peaks, Caustic Valley, Terra Therma or even to a lesser extent Canyon or River City and you have 6 or more enemy mechs rush base and just cap while the rest just tangle you up so you can't get back in an orderly fashion? Forget it, you're done unless they step off. The particular groups I ran into last night had NO intentions of stepping off. They were doing it systematically, I suppose to maximize c-bill and XP per minute. There have been conversations on this forum that suggest that you can do better rush capping if that is your aim to generate c-bills and XP faster. This is not fun for the other team. They are not only taking advantage of the game mechanics. They are ruining the experience for the other team. Since this is a GAME, FUN is important.

This is not a war simulator. It is a GAME. Anything that detracts from the playability or the fun for everybody is generally frowned upon. Up until now, PGI has been relying on the "good will" of the players, but lately players are learning that you can do better in your win count, your c-bill generation and your XP on average if you exploit capping and that is exactly what is going on. How many times have you heard people complaining about the frequency of getting Terra Therma? I didn't hear it ONCE last night and I had that map several times. What I heard were a lot of complaints about cappers last night. Even in games where people didn't cap right off the start. In my perception, starting this weekend, rush capping has become a bigger nuisance to many people than how many times they get Terra. Did you play last night?

Edited by Darkwolven, 23 November 2013 - 01:07 PM.


#84 Sandpit

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Posted 23 November 2013 - 01:48 PM

View PostDarkwolven, on 23 November 2013 - 01:02 PM, said:



The concept of a firing line is extremely important to this game. Facts: You don't always have lights to scout. Even if you do, they don't always do their jobs if you are pugging.

So hold up, you're pugging with complete strangers in a game, you use poor strategy and tactics (by your own admission) regardles of whether you did them yourself or it was because your "team sucked" and that somehow translates to "PGI needs to "fix" capping because I don't like it when my team doesn't do their job and we get capped early"?

Even all of that aside, all you have to do is stick to your side of the map so you can RTB just in case reagrdless of how slow you are.

Even all of THAT aside, you could just as easily set up in your base to defend if you're really that concerned about it.

So even with all these ideas, strategies, counters, and tactics that would completely make a cap irrelevant that a player and their team choose to ignore. Even putting aside the fact that there's a deathmatch mode coming. Even disregarding all of this, you're still willing to say that I shouldn't cap in a cap mode because you don't like it?

#85 Roadbeer

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Posted 23 November 2013 - 01:52 PM

View PostSandpit, on 23 November 2013 - 01:48 PM, said:

So hold up, you're pugging with complete strangers in a game, you use poor strategy and tactics (by your own admission) regardles of whether you did them yourself or it was because your "team sucked" and that somehow translates to "PGI needs to "fix" capping because I don't like it when my team doesn't do their job and we get capped early"?

Even all of that aside, all you have to do is stick to your side of the map so you can RTB just in case reagrdless of how slow you are.

Even all of THAT aside, you could just as easily set up in your base to defend if you're really that concerned about it.

So even with all these ideas, strategies, counters, and tactics that would completely make a cap irrelevant that a player and their team choose to ignore. Even putting aside the fact that there's a deathmatch mode coming. Even disregarding all of this, you're still willing to say that I shouldn't cap in a cap mode because you don't like it?

Really puts the mindset of some players into perspective, doesn't it?

#86 XtremWarrior

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Posted 23 November 2013 - 04:17 PM

View PostDarkwolven, on 23 November 2013 - 01:02 PM, said:

Did you play last night?


hehehe, the only light i had before the Phoenix package was the Raven (the 3 variants) and i really don't use them very often (guess you know why, only the 3L is worth something), so no, i'm not one of those cappers you hate so much.
I happened to get capped by the enemy team but sometimes -guess what?- the entire enemy team took a strange path and/or let its base totally uncover and my team capped it. Are we wrong? I don't think so. They made a big mistake, they pay for it.
For your information, i only do pugging (i have no MWO friends... sigh), so i know how hard it is to have a solid formation but you can speak to your mates. Asking lights or even fast mediums (no, ****) to scout... Incredible, right?

All I was saying is that capping is a valid strategy, especially for Lights or crippled Mechs, and that those turrets that will cover all bases will make those Mechs kind of useless since they can't fight and fighting is the only way to get anything here.

And, yes, i feel so damn superior because... huh... why? Was that the japanese saying? You beat me by using Latin, enjoy!
Btw, you were the one making this thread something personnal; remember your post, complaining about your last games?

Quote

I am so frustrated tonight.
I guess you still are. Oh, and wasn't your reply ad homine as well?

PS: "war-game" already include the word "game". Thanks for trying.

Edit: sorry, i drifted out off topic.

Edited by XtremWarrior, 23 November 2013 - 04:24 PM.






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