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Solution To Capwarrior Online


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#1 Jazzbandit1313

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Posted 06 November 2013 - 03:07 PM

Howabout this. The enemie's cap point will only unlock once a certain amount of your team has been killed. I think around 5 is a good number. This makes sense because the only practical reason for capping in an assault match is if your team is down severely in numbers to the enemy and must win some other way that fighting the other team which has a higher amount of team members still alive.

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 Farix

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Posted 06 November 2013 - 03:16 PM

Or, you could just play a Capture-the-Flag mode as a Capture-the-Flag mode instead of creating elaborate schemes to covert a Capture-the-Flag mode into something it isn't just because a small group of players want to play Team Deathmatch instead.

Edited by Farix, 06 November 2013 - 03:16 PM.


#3 Jazzbandit1313

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Posted 06 November 2013 - 03:19 PM

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#4 Fabe

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Posted 06 November 2013 - 03:28 PM

View PostJazzbandit1313, on 06 November 2013 - 03:07 PM, said:

Howabout this. The enemie's cap point will only unlock once a certain amount of your team has been killed. I think around 5 is a good number. This makes sense because the only practical reason for capping in an assault match is if your team is down severely in numbers to the enemy and must win some other way that fighting the other team which has a higher amount of team members still alive.

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 Jazzbandit1313

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Posted 06 November 2013 - 03:31 PM

View PostFabe, on 06 November 2013 - 03:28 PM, said:

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.

oh do tell

#6 Sandpit

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Posted 06 November 2013 - 03:43 PM

Or you could stop complaining and starting new threads on a subject that literally has dozens of threads on the same subject, play the game with the current mechanics, and wait for new game modes that devs have already stated are coming.

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 Fabe

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Posted 06 November 2013 - 03:44 PM

OK I'll just copy/paste my ideas from another thread

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 Jazzbandit1313

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Posted 06 November 2013 - 03:50 PM

I like your ideas. I think that there should be a collaboration on the topic of capping. Maybe have a Dev host a google hangout or a chatroom of sorts (besides the forums where there are many separate topics) where we as players can come to consensus on what types of changes to the cap system we think are the best.

#9 Threat Doc

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Posted 06 November 2013 - 04:28 PM

I think Sandpit is right on this one... I only know of one actual new game mode that's been announced, attack and defend I think it is, and it's supposed to have various iterations to go with it. However, we know that one is coming, and then there are supposed to be others, though they will come in time rather than tomorrow. For my part, until that/those are ready to go, I would have to say we need to be grateful for what we can do.

#10 Mycrus

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Posted 06 November 2013 - 04:53 PM

Leave cap as it is... I wouldn't play 12-man without it as it devolves to just the biggest mechs possible slugging it out from static position...

#11 Sandpit

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Posted 06 November 2013 - 06:49 PM

View PostKay Wolf, on 06 November 2013 - 04:28 PM, said:

I think Sandpit is right on this one... I only know of one actual new game mode that's been announced, attack and defend I think it is, and it's supposed to have various iterations to go with it. However, we know that one is coming, and then there are supposed to be others, though they will come in time rather than tomorrow. For my part, until that/those are ready to go, I would have to say we need to be grateful for what we can do.

there's also Deathmatch and skrmish and I think one other IIRC

#12 Tyrnea Smurf

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Posted 06 November 2013 - 07:03 PM

There is a simple solution to the tactic of capping the enemy base.

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 Tezcatli

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Posted 06 November 2013 - 07:05 PM

I think it'd be more interesting to move the bases closer to the center.

#14 Bagheera

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Posted 09 November 2013 - 11:40 PM

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#15 Clownwarlord

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Posted 09 November 2013 - 11:59 PM

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If you can't read the objectives listed before every match then you should lose.

#16 Sabazial

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Posted 10 November 2013 - 06:37 AM

I disagree OP, capping is not just a method of winning, but it's an important tactic for pulling enemy lights / mediums off the front lines or breaking up their firing line if they have no lights.

#17 theta123

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Posted 10 November 2013 - 06:40 AM

Or

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 Tekadept

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Posted 13 November 2013 - 07:21 AM

"Nobody ever defended anything successfully, there is only attack and attack and attack some more"

Edited by Tekadept, 13 November 2013 - 07:21 AM.


#19 Farix

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Posted 13 November 2013 - 08:04 AM

View PostTekadept, on 13 November 2013 - 07:21 AM, said:

"Nobody ever defended anything successfully, there is only attack and attack and attack some more"

Then I guess Gettysburg is an exception. Same goes for the Battle of the Bulged and the Battle of Midway.

#20 fandre

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Posted 13 November 2013 - 08:22 AM

Show me the flag in your "capture the flag" mech game and I will play this gamemode with a nice and fast light mech. ... ohhhh. sorry there is no flag.

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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