Cap Mechanics Should Be Changed
#1
Posted 05 December 2013 - 02:04 PM
And turrets wont change that - at all. You will still need to stand in one place. We need objectives - but more dynamic. There were a lot of suggestions and this is another one (maybe I repeat smb else here).
Instead of need to stand for capping - may it so bases will cap automatically from the start. And make them destructible and defended by turrets.
Now you will need all types of mechs to do the job - fast mechs to harass enemies and bases, heavies to defend base or assault enemies and mediums to support both.
And I think it can be implemented pretty easily on existing maps. Please link and discuss.
#2
Posted 05 December 2013 - 02:07 PM
#3
Posted 05 December 2013 - 02:11 PM
#4
Posted 05 December 2013 - 04:33 PM
Maybe damaged bases could cap slower to give more time.
#5
Posted 06 December 2013 - 06:07 AM
A new code is generated every time the CP flips, or if a wrong command code is entered.
Capture accelerator reduces the length of the code.
#6
Posted 06 December 2013 - 06:17 AM
Colonel Pada Vinson, on 05 December 2013 - 02:07 PM, said:
This is no entirely true Col. Mostly we wanna win. I don't see the winning side complaining to much when they win by cap. Being beaten by Cap is humiliating and it should be. The losing team was to inept to get some forces back to base to shoo off the capper.
#7
Posted 06 December 2013 - 06:25 AM
Joseph Mallan, on 06 December 2013 - 06:17 AM, said:
in 12 mans maybe. in pugs half the people just cry cause they wont make enough money.
Thats my big issue at this time really - capping rewards where taken down to stop capwarrior, that was fine, but now I think PGI needs to normalize capping with killing to force a bit more options either way.
Mostly though I mean conquest here Joseph - conquest flipping just takes too damn long.
Edited by Colonel Pada Vinson, 06 December 2013 - 06:25 AM.
#8
Posted 06 December 2013 - 07:34 AM
Colonel Pada Vinson, on 06 December 2013 - 06:25 AM, said:
in 12 mans maybe. in pugs half the people just cry cause they wont make enough money.
Thats my big issue at this time really - capping rewards where taken down to stop capwarrior, that was fine, but now I think PGI needs to normalize capping with killing to force a bit more options either way.
Mostly though I mean conquest here Joseph - conquest flipping just takes too damn long.
How o we get them to equalize it though Col? On Conquest Capping Should win the match 90% of the time to balance the 90% tussle on Assault, or find a way to make it 50/50 on both maps. After 4,297 matches tussle or Cap has become pretty boring. An the new Scenarios are more of the same.
#9
Posted 06 December 2013 - 07:42 AM
Viges, on 05 December 2013 - 02:04 PM, said:
And turrets wont change that - at all. You will still need to stand in one place. We need objectives - but more dynamic. There were a lot of suggestions and this is another one (maybe I repeat smb else here).
Instead of need to stand for capping - may it so bases will cap automatically from the start. And make them destructible and defended by turrets.
Now you will need all types of mechs to do the job - fast mechs to harass enemies and bases, heavies to defend base or assault enemies and mediums to support both.
And I think it can be implemented pretty easily on existing maps. Please link and discuss.
Wait. So instead of having to destroy the turrets, then stand in the enemy base to cap - you'd rather have to destroy the turrets, then wait around the base for it to self-cap? There really isn't much of a difference, is there?
Sure, you could move out from the enemy's base while it's capping, but that leaves it open to be defended by an enemy - so you'd have to stick around just in case.
Or am I not following the suggestion properly?
Besides, is it really that big of a deal to have to stand in the base for a moment while it caps?
#11
Posted 06 December 2013 - 09:22 AM
Each turrent which has to scan and fire an enemy players is like adding a new player to a 24 player game. Its technically doable but the net code will be a nightmare (and if ever implemtnated wouldn't having more real players actually be better ?)
#12
Posted 06 December 2013 - 09:41 AM
I think the reasoning behind making the change in Conquest was because you could now bring a whole lance to cap while still having 8 mechs to fight...which is fine. Except that almost never happens. Even if a full lance steps on the base initially, they'll only remain there for 20 or 30 seconds before wandering off to fight even though the cap isn't finished yet. Reducing the cap time, while upping the total cap required, should still make the games last longer and give a chance for a "destroy all enemy mechs" victory while also allowing a lone light to cap the point in a reasonable amount of time if o one is helping.
#13
Posted 06 December 2013 - 09:42 AM
Saobh, on 06 December 2013 - 09:22 AM, said:
Each turrent which has to scan and fire an enemy players is like adding a new player to a 24 player game. Its technically doable but the net code will be a nightmare (and if ever implemtnated wouldn't having more real players actually be better ?)
Actually...Turrets are coming.
http://mwomercs.com/...k-peek-turrets/
I don't particularly like the idea because it makes a neutered mech even more worthless. You can cap if you find yourself out of weapons right now. When the turrets arrive, you won't be able to do anything useful.
#14
Posted 06 December 2013 - 11:05 AM
Fut, on 06 December 2013 - 07:42 AM, said:
Wait. So instead of having to destroy the turrets, then stand in the enemy base to cap - you'd rather have to destroy the turrets, then wait around the base for it to self-cap? There really isn't much of a difference, is there?
Sure, you could move out from the enemy's base while it's capping, but that leaves it open to be defended by an enemy - so you'd have to stick around just in case.
Or am I not following the suggestion properly?
Besides, is it really that big of a deal to have to stand in the base for a moment while it caps?
I'm afraid you dont exactly follow it.
After you destroy turrets you can destroy enemy base and win.
Your base is capping for you, enemy base is capping for them. You need to destroy enemy base or enemy mechs to win.
For me it is a big deal to stand still and do nothing to complete the objectives. Its boring. Its bad mechanics.
For example you can cap 99% for x minutes and it will do pretty much nothing. On the other hand if it would slow cap speed by 99% it could change the whole match. It will do matches much more dynamic and fix poptarting meta without touching weapons balance at all.
Edited by Viges, 06 December 2013 - 11:07 AM.
#15
Posted 06 December 2013 - 11:11 AM
Bilbo, on 06 December 2013 - 09:42 AM, said:
And it should be that way. I especially like mechs that run out of ammo and have no backup weapons. If you have no weapons - you ARE useless. So think twice about weapons loadout and placement, ammo, defending you weapons in combat and destroying enemies weapons. Yes, thats less casual and more tactical as I want it to be.
Edited by Viges, 06 December 2013 - 11:11 AM.
#16
Posted 06 December 2013 - 11:16 AM
Viges, on 06 December 2013 - 11:11 AM, said:
And it should be that way. I especially like mechs that run out of ammo and have no backup weapons. If you have no weapons - you ARE useless. So think twice about weapons loadout and placement, ammo, defending you weapons in combat and destroying enemies weapons. Yes, thats less casual and more tactical as I want it to be.
I'm not talking about running out of ammo. I'm talking about running out of arms and torso's. Right now, I can amble over to the base and, at the very least, provide a distraction. When turrets come in to play that is no longer an option. All I'd be able to do is wait to be finished off or the match to end. Neither option is appealing.
#17
Posted 06 December 2013 - 11:30 AM
Bilbo, on 06 December 2013 - 11:16 AM, said:
Yes you need to care more about your arms
I understand your point but I still think that if mech has no weapons its useless in any war situation (well you can try to scout with it or hug enemy to death ).
Edited by Viges, 06 December 2013 - 11:31 AM.
#18
Posted 06 December 2013 - 12:38 PM
Viges, on 06 December 2013 - 11:30 AM, said:
Yep, certain mechs have the disadvantage of not being able to zombie at all, which is one of the things that balances the game. I can completely strip and neuter a Jager of all it's weapons, but can't do the same a Hunchback. If you're in a mech that depends solely on ammo, or that has weapons in the CT/Head, then it's your responsibility as the pilot to try and protect yourself so that you don't get picked apart and left with no weapons/ammo. If you do, then you're as good as dead in the grand scheme of things and I don't really see a problem with you being unable to significantly influence the match anymore.
13 user(s) are reading this topic
0 members, 13 guests, 0 anonymous users