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The Rules Of Capping A Base : Please Explain Them To Me :)


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#1 Roodkapje

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Posted 16 February 2022 - 09:46 AM

Feeling like a total n00b after all these years after losing 3 Matches of Assault yesterday because the capping of the enemy base somehow wouldnt go further than the last 1% or so Posted Image

So could someone please tell me what the current rules about capping the enemy base are ??

I know that :
- You need to fully stand in the square area with your mech to be capping.
- Your capping progress is disabled when you are also being shot.

But...

Are there any issues with :
- Capping the base on maps like Frozen City where there is a difference in height around the base ?
- Capping the base while standing behind it in the small thin area with a Light Mech on one of the bases of Canyon Network ?
- Capping the base beeing paused for all the mechs that are capping because only one of the mechs in the group is being shot ?

Or if someone could explain or point me to a list with all the rules about capping a base in Assault mode then that's fine too! Posted Image

Thank you all in advance! Posted Image

Edited by Roodkapje, 16 February 2022 - 09:49 AM.


#2 TheCaptainJZ

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Posted 16 February 2022 - 11:38 AM

View PostRoodkapje, on 16 February 2022 - 09:46 AM, said:


- Capping the base beeing paused for all the mechs that are capping because only one of the mechs in the group is being shot ?


This is a TRUE statement. I don't recall how many seconds it is, but if any mech in the capture zone gets hit, capping is paused.
Additionally, I would guess friendly fire might also pause it?

Edited by TheCaptainJZ, 16 February 2022 - 11:40 AM.


#3 The Basilisk

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Posted 16 February 2022 - 02:46 PM

-- The 1st rule about capping the base is kill 11 enemys and when killing the 12th takes more time than getting to the base and cap...well cap.
-- The 2nd rule about capping the base is.... see first rule... and so on.

#4 Roodkapje

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Posted 16 February 2022 - 03:03 PM

View PostTheCaptainJZ, on 16 February 2022 - 11:38 AM, said:

This is a TRUE statement. I don't recall how many seconds it is, but if any mech in the capture zone gets hit, capping is paused.

For all the others who are capturing it too ?! Posted Image

Then I know what went wrong I think, but it would be nice if someone could confirm if the mentioned maps are bug free or not...

View PostThe Basilisk, on 16 February 2022 - 02:46 PM, said:

-- The 1st rule about capping the base is kill 11 enemys and when killing the 12th takes more time than getting to the base and cap...well cap.
-- The 2nd rule about capping the base is.... see first rule... and so on.

Agree, but we had a couple of weird ones so... yeah... that happend! ;)

#5 Aidan Crenshaw

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Posted 16 February 2022 - 09:40 PM

View PostRoodkapje, on 16 February 2022 - 03:03 PM, said:


For all the others who are capturing it too ?! Posted Image

yes. If one of the cappers is being shot, the cap stops. In order to resume capping as quickly as possible, the shot unit has to leave the cap area immediately.

View PostRoodkapje, on 16 February 2022 - 03:03 PM, said:

Then I know what went wrong I think, but it would be nice if someone could confirm if the mentioned maps are bug free or not...

I am not aware of any buggy terrain concerning the cap points. Neither on the maps you listed, nor any others.

#6 w0qj

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Posted 17 February 2022 - 07:26 AM

Wow, was not aware of that, thank you!!
(Learn something new everyday!)


View PostAidan Crenshaw, on 16 February 2022 - 09:40 PM, said:

yes. If one of the cappers is being shot, the cap stops. In order to resume capping as quickly as possible,
the shot unit has to leave the cap area immediately. ...


#7 Robaxacet

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Posted 17 February 2022 - 08:59 AM

You can also tell visually if it's paused. When you are capping it, the line around the base goes blue, if paused it's whiter in color.

#8 TheCaptainJZ

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Posted 17 February 2022 - 09:15 AM

That mechanic was added years ago so it would be possible for an enemy team far from base to slow down a fast light from out capping them. You could argue that they just got outplayed, but overall player sentiment seemed to drive that change.

#9 Roodkapje

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Posted 17 February 2022 - 11:20 AM

View PostAidan Crenshaw, on 16 February 2022 - 09:40 PM, said:

In order to resume capping as quickly as possible, the shot unit has to leave the cap area immediately.

That's a good one! Thnx! :)

View PostRobaxacet, on 17 February 2022 - 08:59 AM, said:

You can also tell visually if it's paused. When you are capping it, the line around the base goes blue, if paused it's whiter in color.

Aware of that ofcourse, but the other stuff really bugged me... ;)


View PostTheCaptainJZ, on 17 February 2022 - 09:15 AM, said:

That mechanic was added years ago so it would be possible for an enemy team far from base to slow down a fast light from out capping them. You could argue that they just got outplayed, but overall player sentiment seemed to drive that change.

You are talking about one Light and I am talking about two to 6 mechs capping at once ?!

But I am guessing you mean that one of them could be a Light Mech with fast capping quirks/skillpoints ??

#10 TheCaptainJZ

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Posted 18 February 2022 - 07:51 AM

View PostRoodkapje, on 17 February 2022 - 11:20 AM, said:


You are talking about one Light and I am talking about two to 6 mechs capping at once ?!

But I am guessing you mean that one of them could be a Light Mech with fast capping quirks/skillpoints ??

One or many, yeah. The play issue was people complaining about being outcapped rather than fighting. If one side had a bunch of slow mechs in the middle of the map, the other team might have a lance of fast mechs to cap and this was "not fun" or "cheap." You don't see this happening much but not because that mechanic was added.

#11 D V Devnull

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Posted 18 February 2022 - 10:31 AM

View PostTheCaptainJZ, on 18 February 2022 - 07:51 AM, said:

One or many, yeah. The play issue was people complaining about being outcapped rather than fighting. If one side had a bunch of slow mechs in the middle of the map, the other team might have a lance of fast mechs to cap and this was "not fun" or "cheap." You don't see this happening much but not because that mechanic was added.

So in other words, people who want to degrade MWO to merely being a Mech Brawling Simulator were complaining that the game was not being played only their way? We apparently can't have any alternate strategy or other ways to win against a losing situation, even in what is supposed to be a "Thinking Man's Shooter" type of game? That sounds like game-destroying toxicity to me. :(

~D. V. "not blaming TheCaptainJZ here... merely frustrated that anyone would hurt MWO's potential" Devnull

#12 ScrapIron Prime

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Posted 18 February 2022 - 12:45 PM

Bottom line is this:

The first rule of a first person shooter is to shoot the persons first. Do this and you will get a good match score.

Now WINNING the match might have other criteria. it is possible to win by cap but have your player ranking score drop because you did not shoot enough mechs. This sucks, but short of redesigning the game modes (which PGI will not spare the man/woman power for right now) it is what it is.

#13 McLaine

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Posted 18 February 2022 - 01:05 PM

View PostD V Devnull, on 18 February 2022 - 10:31 AM, said:

So in other words, people who want to degrade MWO to merely being a Mech Brawling Simulator were complaining that the game was not being played only their way? We apparently can't have any alternate strategy or other ways to win against a losing situation, even in what is supposed to be a "Thinking Man's Shooter" type of game? That sounds like game-destroying toxicity to me. Posted Image

~D. V. "not blaming TheCaptainJZ here... merely frustrated that anyone would hurt MWO's potential" Devnull


No, just cap at the appropriate time, help the fight at the appropriate time. No good being a capping mech last man standing if your team haven't killed enough of the enemy. And it only takes 1 or 2 mechs to move for capping at the wrong time and you have people following and suddenly a rout on your hands.

Cap wisely is all.

#14 Roodkapje

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Posted 19 February 2022 - 03:50 PM

View PostScrapIron Prime, on 18 February 2022 - 12:45 PM, said:

It is possible to win by cap but have your player ranking score drop because you did not shoot enough mechs.

This sucks, but short of redesigning the game modes (which PGI will not spare the man/woman power for right now) it is what it is.

The whole PSR stuff is IMHO totally incapable to decide if someone has done their best effort during a game or not!

But that's another story for another topic I guess... :)



Anyways...



Thank you all for your input so far : I think I have all the info I need! ;)

#15 Horseman

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Posted 19 February 2022 - 04:34 PM

View PostRoodkapje, on 19 February 2022 - 03:50 PM, said:

The whole PSR stuff is IMHO totally incapable to decide if someone has done their best effort during a game or not!
It's not supposed to judge your "effort", it's supposed to judge your results. It does work, mostly, but the scoring of different kickers could use some improvement. If it was up to me - get PGI to collect chassis, mode and kicker points from as many matches as they can for about a month, then feed that into some a linear regression formula to see what is actually most consistent with success, then re-weight the kickers accordingly...

Edited by Horseman, 19 February 2022 - 04:35 PM.


#16 Sawk

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Posted 19 February 2022 - 04:46 PM

WOW so your the guy we beating last night, amazing what artic cheeda and a viper can do, running at 135 with there skill tree, speed hack, for capping running, yes you can skill for it, of course you give up PSR and tier RANK, but you will win : )

SAWK PS in this game high speed computer, and ability to shoot while moving will carry you FAR

#17 Roodkapje

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Posted 21 February 2022 - 09:00 AM

View PostSawk, on 19 February 2022 - 04:46 PM, said:

WOW so your the guy we beating last night

It was the night of the 15th of February and it happend three times with the first two beeing almost in a row! Posted ImagePosted Image

So yeah... maybe... ?? :)

#18 TheCaptainJZ

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Posted 21 February 2022 - 09:58 AM

View PostD V Devnull, on 18 February 2022 - 10:31 AM, said:

So in other words, people who want to degrade MWO to merely being a Mech Brawling Simulator were complaining that the game was not being played only their way?

Yeah, basically. That is why skirmish mode was created after all. No bases. No capping.
Anyway, it doesn't matter now. (Certain) light mechs are actually better used fighting nowadays. Back then, they were mostly weak except for Raven 3L and maybe a couple others. We didn't have quirks yet

Overall, I think this feature is fair the way it is implemented.

#19 Mercules

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Posted 01 April 2022 - 08:24 AM

View PostHorseman, on 19 February 2022 - 04:34 PM, said:

It's not supposed to judge your "effort", it's supposed to judge your results. It does work, mostly, but the scoring of different kickers could use some improvement. If it was up to me - get PGI to collect chassis, mode and kicker points from as many matches as they can for about a month, then feed that into some a linear regression formula to see what is actually most consistent with success, then re-weight the kickers accordingly...


Yeah. Something needs to change.

As a mostly Light/Medium player a often find my PSR not going up for maps where I played the objective and even had a solid 300+ match score but didn't do much damage but the team won.

Monday I had one we lost, I did solid damage, match score almost 400 killed three enemy mechs(in my medium), and my PSR went down. ????

I'm finding it hard to even guess how it calculates changes now.

#20 martian

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Posted 01 April 2022 - 08:28 AM

View PostMercules, on 01 April 2022 - 08:24 AM, said:

Yeah. Something needs to change.

As a mostly Light/Medium player a often find my PSR not going up for maps where I played the objective and even had a solid 300+ match score but didn't do much damage but the team won.

The weight class of your 'Mech has no direct influence on the PSR change.


View PostMercules, on 01 April 2022 - 08:24 AM, said:

Monday I had one we lost, I did solid damage, match score almost 400 killed three enemy mechs(in my medium), and my PSR went down. ????

I'm finding it hard to even guess how it calculates changes now.


Post both the Mission Summary Team Table and the Mission Summary Player Table, please.

Without the Team table, it is impossible to judge your performance relative to the other players.

Edited by martian, 01 April 2022 - 08:30 AM.






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