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3 Minutes To Cap On Conquest

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#1 Troutmonkey

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Posted 29 April 2014 - 07:11 AM

After months of screaming about CapWarrior and cap times in Assault, PGI gave in and greatly increased the cap time in Assault a few months back (before Ghost was even a thing). What they also did at the time (and I still can't work out why) was to greatly increase the cap time for points in conquest.

This wasn't a small change either. Before, a 'mech could flip a cap in less than 30 seconds. Now, it takes a single mech around 3 minutes to cap a point.

3 WHOLE MINUTES.

Do you know how fun it is to sit on a cap for 3 Minutes? None at all. In fact, here's a video of how fun it is.



As a light / fast mover I should be able to get to a cap and flip it much faster than an assault can walk across the map (which takes 2 minutes on Caustic at 60kph). Without this ability, my speed essentially becomes useless. Back before the change games were tense and came down to the last moment, where one or two lights could keep flipping unguarded caps if there opponents weren't agile enough. Now once that ticker hits 600 tickets there's almost no point in even trying to cap, as even if you do make it to a point you will never be able to uncap it in time.

Please PGI. Please reduce the cap time on conquest to a much more sensible level.

#2 Levi Porphyrogenitus

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Posted 29 April 2014 - 07:18 AM

I'd much prefer conquest cap points to move very quickly, and increase the number of resources needed for a resource win. Conquest should be about controlling points, and the rewards and underlying mechanics should both make that the focus of the game. Faster capture rates and a higher resource limit accomplishes those goals.

#3 Shlkt

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Posted 29 April 2014 - 07:27 AM

IMO cap speed should not scale with the # of mechs on the point. That would fix the cap speed issue, and it would also make cap defense more important (since a single light could quickly turn an undefended point).

Also, under the current system, when 'Mechs start dying your team's ability to recover from a cap deficit is reduced. 8 dead mechs = 66% reduction in cap speed, which makes comebacks less likely.

I'd like to see 60 seconds to completely flip a point (20 secs turns it neutral), additional 'mechs do not speed it up. The rest of the team can do something useful - like setting up a good position - instead of clustering around a tight square begging to be arty'd.

Edited by Shlkt, 29 April 2014 - 07:30 AM.


#4 Ultimax

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Posted 29 April 2014 - 07:29 AM

View PostTroutmonkey, on 29 April 2014 - 07:11 AM, said:

After months of screaming about CapWarrior and cap times in Assault, PGI gave in and greatly increased the cap time in Assault a few months back (before Ghost was even a thing). What they also did at the time (and I still can't work out why) was to greatly increase the cap time for points in conquest.

This wasn't a small change either. Before, a 'mech could flip a cap in less than 30 seconds. Now, it takes a single mech around 3 minutes to cap a point.

3 WHOLE MINUTES.

Do you know how fun it is to sit on a cap for 3 Minutes? None at all. In fact, here's a video of how fun it is.



As a light / fast mover I should be able to get to a cap and flip it much faster than an assault can walk across the map (which takes 2 minutes on Caustic at 60kph). Without this ability, my speed essentially becomes useless. Back before the change games were tense and came down to the last moment, where one or two lights could keep flipping unguarded caps if there opponents weren't agile enough. Now once that ticker hits 600 tickets there's almost no point in even trying to cap, as even if you do make it to a point you will never be able to uncap it in time.

Please PGI. Please reduce the cap time on conquest to a much more sensible level.



TBH I dislike the entire capping mechanic.


A performance based mini-game to speed up capping might be interesting, or it could turn people off to this game mode entirely.

How would people feel about such a mechanic?

#5 Nicholas Carlyle

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Posted 29 April 2014 - 07:35 AM

I don't even bother with capping when I land in Conquest at this point.

If we lose on points, but killed 8 or 9 of their mechs with our entire team still standing, I'm fine with the loss.

Winning does nothing for me, but killing b*tches is a lot of fun. You can cap to your heart's content.

#6 ApolloKaras

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Posted 29 April 2014 - 07:35 AM

View PostUltimatum X, on 29 April 2014 - 07:29 AM, said:



TBH I dislike the entire capping mechanic.


A performance based mini-game to speed up capping might be interesting, or it could turn people off to this game mode entirely.

How would people feel about such a mechanic?



Most of my conquest games end up like Assault matches... :D

#7 Rhaythe

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Posted 29 April 2014 - 07:42 AM

The buddy system exists for a reason.

#8 Nicholas Carlyle

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Posted 29 April 2014 - 07:44 AM

View PostSaxie, on 29 April 2014 - 07:35 AM, said:



Most of my conquest games end up like Assault matches... :D


Well lets look at HPG for instance.

Both teams take their outer points, and then you fight over Theta.

The time it takes to get over to the outer points and cap them is so long, that your team either destroyed them or was destroyed by the time they are flipping.

It's a terrible set-up.

And winning in the end still doesn't matter for jack.

#9 Ninthshadow

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Posted 29 April 2014 - 07:51 AM

Perhaps you should investigate the Cap Accelerator and it's impact on that speed.

While it should not entirely hinge on it, I am convinced that it would be a significant impact. Especially when multiple players are carrying one.

#10 Napoleon_Blownapart

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Posted 29 April 2014 - 07:52 AM

i dream of a conquest where you have to fire on the bases to capture them and must choose to shoot the base or shoot a mech.

#11 Nicholas Carlyle

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Posted 29 April 2014 - 07:58 AM

View PostGorantir, on 29 April 2014 - 07:52 AM, said:

i dream of a conquest where you have to fire on the bases to capture them and must choose to shoot the base or shoot a mech.


I dream of a conquest where the capture points are dynamically spawned on a much larger map than we have now.

I also dream of a conquest, where each capture point has a special benefit to your team for owning it.

For instance, capture point Delta is a repair facility. Your mechs armor gets repaired by standing on that point when you own it.

Capture point Omega is an ammo dump, your ammo is reloaded when you own it.

And you could add some minor turret action for them as well.

This would create situations where capturing isn't just about gaining silly points. It presents strategic advantages.

Also it would create a situation where scouting and speed are paramount, so that you can find and control the important points.

It's stupid know exactly where everything is all the time.

#12 MerryIguana

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Posted 29 April 2014 - 08:11 AM

I agree completely. At the time it made sense for assault, but now that we have turrets i havent seen a cap win in assault even once.

It never made sense in conquest.

#13 DEMAX51

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Posted 29 April 2014 - 08:15 AM

This absolutely needs to be addressed, capping in Conquest takes WAY too long.

#14 Almond Brown

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Posted 29 April 2014 - 08:20 AM

View PostLevi Porphyrogenitus, on 29 April 2014 - 07:18 AM, said:

I'd much prefer conquest cap points to move very quickly, and increase the number of resources needed for a resource win. Conquest should be about controlling points, and the rewards and underlying mechanics should both make that the focus of the game. Faster capture rates and a higher resource limit accomplishes those goals.


If and when we get more "BIG" maps they could even restrict Conquest to just those Maps and in turn force the Fatlas's and its cousins to have longer travel times between points.

The original Maps just aren't big enough unless you reduce the Flip time ALOT but that is what got the timers Nerfed in the first place. :D

P.S. Unless yoiur the last man/woman standing, you should be capping in (min.) pairs with at least one carrying a Cap Accel. module (15% off)

View PostSaxie, on 29 April 2014 - 07:35 AM, said:

Most of my conquest games end up like Assault matches... :P


Nicholas explains why that is above. LOL!

#15 BARBAR0SSA

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Posted 29 April 2014 - 08:23 AM

Conquest is usually a bunch of lights running around capping with a whole lot of not fighting. 3/3/3/3 will more than likely make it even slower capping and whoever gets 3 points first more than likely wins. Would rather they have a central objective in the middle where a door opens if you control 3 cap points and walk a mech inside, heavies and assaults go battle it out while the lights get objectives at least a 54k/h Atlas will be useful.

Heck I'd love to see it implemented in assault where there are certain cap points that disable turrets, give the lights an objective until role warfare makes it out...if ever.

Edited by shad0w4life, 29 April 2014 - 08:24 AM.


#16 CDLord HHGD

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Posted 29 April 2014 - 08:27 AM

1/3 the cap time, 3x the resources needed for a win....

That sounds AWESOME!

Also, maybe lights+Cicada should have a cap quirk in conquest?

Edited by cdlord, 29 April 2014 - 08:28 AM.


#17 Davers

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Posted 29 April 2014 - 08:35 AM

Cap times are too long, and the cap points are so close on Alpine that less of the map is used than in the other modes. Playing all these generic game modes does nothing to make me think 'Battletech' or 'Mechwarrior'. Might as well add Capture the Flag. What's worse is that CW will be based on these game modes too. I wish they had missions that reminded me more of MechCommander than Unreal Tournament.

#18 Dawnstealer

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Posted 29 April 2014 - 08:37 AM

And it stays at neutral

FOR








EVER.

And that's running a mech (or two) with Cap Accelerators. You'll just sit there as minutes tick away, not able to engage, not able to do anything but freaking stand there. Go make a sandwich, get a drink, wrap yourself in a snuggie and read a book: it's going to be a while...

#19 Magna Canus

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Posted 29 April 2014 - 08:41 AM

Conquest usually starts out with going for the first easy cap point with the death ball, then the majority of the team fights it out until one side breaks. Those left run and try to cap in a last ditch attempt to pull off a win and most often fail miserably.

Terra Therma usually ends up with kappa or epps being a death trap for one whole lance as they get jumped by 2 from the other team.

Either way, killing the enemy team first/more = success, which is why you have people ignoring caps completely.

So, yes, I support shorter cap times and an increase in the # of points needed for a win.

#20 Budor

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Posted 29 April 2014 - 08:49 AM

The part where you capped that point was beast.





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