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3 Minutes To Cap On Conquest

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#1 Troutmonkey

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Posted 14 July 2014 - 05:54 AM

(reposted from http://mwomercs.com/...ap-on-conquest/ )

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. Conquest, as with all game modes, is effectively Death Match in all but name.

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

#2 Vandul

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Posted 14 July 2014 - 06:17 AM

Posted Image

#3 Blood Rose

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Posted 14 July 2014 - 06:20 AM

I have this very same problem. Even with teammates, a Lance and a half in some cases, it takes ages to get the cap. Its another reason that I like Hawken. The cap times there are quicker, allowing for a more fast and fluid form of warfare.

#4 Roland

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Posted 14 July 2014 - 06:23 AM

Quote

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.

As a light mech, my speed is exceptionally useful, for positioning my mech for combat purposes.

Lights are useful for things other than running into a little square and standing there.

#5 Kitane

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Posted 14 July 2014 - 06:27 AM

If they made these two changes, they could keep current cap times for all I care:

1) The moment an enemy enters a controlled square, it should stop sending resources to the controlling team and instead accumulate all points on the site.
2) If there are accumulated points on the site and there is no enemy in the square, it should send resources to its current owner at double rate until all accumulated points are gone.

- The attacking team has the ability to immediately cut off down the node production.
- If the defending team manages to push the enemy from the site before it switches sides, they will get (eventually) all accumulated points back.
- If the attacking team takes control of the site, accumulated resources will be redirected to the new owner. The former owner can still try to get the control back before all accumulated resources are gone.

Edited by Kitane, 14 July 2014 - 06:28 AM.


#6 xeromynd

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Posted 14 July 2014 - 06:27 AM

I never had a problem with the old capture times. It was actually fun. Plus they didn't have turrets back then.

Re: Assault. I remember countless games where you see your base being touched gently by a light mech, which forced a few of our own lights to about face and head back, actually added some dynamics to the game, and a challenge. Teasing the enemy team was also a fun tactic too, go step on their base for a few seconds and watch them all panic as half their team turns around and gets shot in the ass.

Now, the only times I ever see base capping happening in Assault are on the huge maps (Terra/Alpine) when one light manages to stagger to the base while the whole enemy team is elsewhere and crippled.


tl;dr: I think base caps should take 1m30s and territory caps should take 1m.



**A gripe I have with capping:
When the "capture amount" is in that dark orange box smack in the middle of the cap-o-meter and you have no idea how close it could be to your side or the enemy's side. Being left to guess isn't nice :D it should at least be subtly transparent or something.

Edited by xeromynd, 14 July 2014 - 06:29 AM.


#7 Troutmonkey

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Posted 14 July 2014 - 06:38 AM

View PostRoland, on 14 July 2014 - 06:23 AM, said:

As a light mech, my speed is exceptionally useful, for positioning my mech for combat purposes.

Lights are useful for things other than running into a little square and standing there.

But when it comes to capping that should be the best suited for the job. Cap and run should be a viable tactic for lights / fast movers in conquest. But with the 3 minute cap you have to either stay and try and hold it (near impossible) or give it up.

Not only that but for 3 minutes of the game I am contributing absolutely nothing to the game, and I'm not even being rewarded for doing so. My team will likely die because they are a mech down, and the caps rarely even matter now.

#8 MAXrobo

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Posted 14 July 2014 - 06:40 AM

I agree completely. I have entirely stopped playing assault and conquest because capturing a base takes a ridiculous amount of time. I use to hate the idea of having deathmatch mode in the game, but now its the only thing you can play because capping is near impossible for a single or even par of mechs. On assault its made even worse because of the turrets.

#9 wanderer

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Posted 14 July 2014 - 06:45 AM

At this point, Conquest times should be halved. Seriously, people. I cap em because I've got 1000m-indirect-fire LRMs so I can do more than feel like capture the square is sleep in place. Cap accelerators are another example now of "ridiculous without, sane with" on basic functions of the game.

#10 DONTOR

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Posted 14 July 2014 - 06:45 AM

1.5 - 2 minutes would be MUCH better. A lone mech used to stand a chance with the old cap times, but now you are on one point so long DWs can catch up to you.

#11 Troutmonkey

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Posted 14 July 2014 - 06:49 AM

View PostVandul, on 14 July 2014 - 06:17 AM, said:

How about no


Care to explain your stance? I'm talking about Conquest here, the game mode where you win by capping points, not Assault.

#12 Dawnstealer

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Posted 14 July 2014 - 06:52 AM

I'm fine with it taking a long time to cap something up to full (or knocking it down to neutral). The bad part is how long it sits on neutral before flipping: THAT'S the part that's ridiculous.

Late in a cap game, I'm not looking to fully cap a cap-point, just get a sliver on it so it "counts." In turn, this can be quickly flipped back by an enemy team that pulls in.

But the length of time the cap point sits on neutral practically guarantees that, late in game, if you're down on points, you might as well just quit, because that cap point, even if capped down to neutral, will stay on neutral...

for...

...evvvveeeerrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.........

Edit: just had a thought - what if capping was linear based on the weight class? So Lights could cap faster than Assaults? A little more for Role-Warfare.

Edited by Dawnstealer, 14 July 2014 - 06:58 AM.


#13 Troutmonkey

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Posted 14 July 2014 - 06:54 AM

View PostDONTOR, on 14 July 2014 - 06:45 AM, said:

1.5 - 2 minutes would be MUCH better. A lone mech used to stand a chance with the old cap times, but now you are on one point so long DWs can catch up to you.


I would be happy with around 1 minute. ~30 seconds to uncap, 10 seconds to go through neutral, ~30 seconds to full cap. Make each extra mech decrease the time by ~X% and make the cap module make you count as two mechs.

#14 DONTOR

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Posted 14 July 2014 - 06:58 AM

I think it would cap too fast then, maybe if it goes 30seconds each way or whatever, extra mechs dont effect the time since that is already very fast. Cap accelerator could use a slight buff for conquest though.

#15 Screech

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Posted 14 July 2014 - 06:58 AM

OP is correct that reducing cap times in conquest would improve the game play. Having a point flip several times in one game is not a bad thing. Being able to cap a point solo in a reasonable amount of time would help push this mode away from death match which most of all games tend to devolve.

#16 MoonUnitBeta

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Posted 14 July 2014 - 06:59 AM

Conquest would be nice if the cap times were relevant to map size.

In Alpine, it’s a good time limit, currently.

In Caustic, it’s a hell of a long time… and should be around 1:45min to 2 mins. To take a cap point from one side to another.

#17 Deathlike

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Posted 14 July 2014 - 07:01 AM

Anything but "every mech is slow to cap" aka InActionCapWarrior is better than this.

#18 DEMAX51

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Posted 14 July 2014 - 07:01 AM

Capping in Conquest does take entirely too long. They should not have changed the cap times in conquest when they made the (understandable) adjustment to the Assault caps.

When cap times are this high, it places less importance on trying to fight over them, and more importance on just trying to kill the other team as quickly as you can, and that's just silly for a game mode that isn't supposed to be a simple Deathmatch.

#19 Troutmonkey

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Posted 14 July 2014 - 07:06 AM

View PostMoonUnitBeta, on 14 July 2014 - 06:59 AM, said:

Conquest would be nice if the cap times were relevant to map size.

In Alpine, it’s a good time limit, currently.

In Caustic, it’s a hell of a long time… and should be around 1:45min to 2 mins. To take a cap point from one side to another.

Not a terrible idea, you've got a point. Only downside is how do you balance this and communicate it to the player.

#20 Fut

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Posted 14 July 2014 - 07:11 AM

Does anybody use the Cap Accelerator Module?
It does provide a 15% to cap speed...





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