

Solution To Capwarrior Online
#1
Posted 06 November 2013 - 03:07 PM
Could either do 4 team mates dead, enemy cap unlocked or 6 team mates dead, enemy cap unlocked.
I can just imagine 4 team mates suiciding and then a team of 8 spiders capping XD
What are your thoughts?
#2
Posted 06 November 2013 - 03:16 PM
Edited by Farix, 06 November 2013 - 03:16 PM.
#3
Posted 06 November 2013 - 03:19 PM
#4
Posted 06 November 2013 - 03:28 PM
Jazzbandit1313, on 06 November 2013 - 03:07 PM, said:
Could either do 4 team mates dead, enemy cap unlocked or 6 team mates dead, enemy cap unlocked.
I can just imagine 4 team mates suiciding and then a team of 8 spiders capping XD
What are your thoughts?
No .unlocking capping once a team is half dead is pointless. The team with the greater numbers would be able to split their forces between defending their base and finishing off the rest of the weaker team. There are better ways of dealing with cap warrior.
#5
Posted 06 November 2013 - 03:31 PM
Fabe, on 06 November 2013 - 03:28 PM, said:
oh do tell
#6
Posted 06 November 2013 - 03:43 PM
That's a little harsh but every day there's a brand new thread on the same old subject that already has dozens of the exact same subject. I understand you might not enjoy or be bored with current game modes but stop asking them to "fix" the current game modes. They have already listed several new game modes they are working on. These threads do nothing but turn into flame wars and rehash the exact same info and ideas (yes this exact same idea already has at least two threads on the forums) that are already turned into their own flame and troll wars.
#7
Posted 06 November 2013 - 03:44 PM
First off we should be able to block capping by getting a friendly unit on our base,each teammate will prevent one enemy from contributing to the cap. alternatively getting on the enemy base will stop/slow down the enemy capping your base,that should stop cap races.
One more possible change would be to add one or more sub cap point that must be controlled before you can move on the enemy base. I think these idea might make Assault mode a bit more interesting and remove some of the problem people have with it. But in the words of Denise Miller that's just my opinion,I could be wrong.
#8
Posted 06 November 2013 - 03:50 PM
#9
Posted 06 November 2013 - 04:28 PM
#10
Posted 06 November 2013 - 04:53 PM
#11
Posted 06 November 2013 - 06:49 PM
Kay Wolf, on 06 November 2013 - 04:28 PM, said:
there's also Deathmatch and skrmish and I think one other IIRC
#12
Posted 06 November 2013 - 07:03 PM
Its called defend your base. And if the enemy isn't bright enough to defend their own base, take it from them.
Many times your far better off running a defacto base defense mission (your team has a bad alignment/makeup, you get a bit of a scout on the other team and your way out weighed, a player or 2 didn't spawn in/ or DC'd on start) if those crop up I try to herd the team back into a base defense alignment
Often even if you lose trying defense, you turn a 12-2 route into a competitive 8-10 to 12 match.
#13
Posted 06 November 2013 - 07:05 PM
#14
Posted 09 November 2013 - 11:40 PM

#15
Posted 09 November 2013 - 11:59 PM

If you can't read the objectives listed before every match then you should lose.
#16
Posted 10 November 2013 - 06:37 AM
#17
Posted 10 November 2013 - 06:40 AM
you hide bvery close to base
And when the lights go capture
you appear with an assault and go like: SAY HELLO TO MAH LITTLE FRIEND
#18
Posted 13 November 2013 - 07:21 AM
Edited by Tekadept, 13 November 2013 - 07:21 AM.
#20
Posted 13 November 2013 - 08:22 AM
This is not capture the flag even when you repeat it in every single thread here. Accept, that there is another point of view on it and a lot of player see it as team deathmatch with an annoying caping feature.
IMHO there is only one game mode at the moment.
Edited by fandre, 13 November 2013 - 08:26 AM.
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