#1
Posted 14 July 2014 - 05:54 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. 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
Posted 14 July 2014 - 06:17 AM
#3
Posted 14 July 2014 - 06:20 AM
#4
Posted 14 July 2014 - 06:23 AM
Quote
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
Posted 14 July 2014 - 06:27 AM
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
Posted 14 July 2014 - 06:27 AM
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 it should at least be subtly transparent or something.
Edited by xeromynd, 14 July 2014 - 06:29 AM.
#7
Posted 14 July 2014 - 06:38 AM
Roland, on 14 July 2014 - 06:23 AM, said:
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
Posted 14 July 2014 - 06:40 AM
#9
Posted 14 July 2014 - 06:45 AM
#10
Posted 14 July 2014 - 06:45 AM
#12
Posted 14 July 2014 - 06:52 AM
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
Posted 14 July 2014 - 06:54 AM
DONTOR, on 14 July 2014 - 06:45 AM, said:
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
Posted 14 July 2014 - 06:58 AM
#15
Posted 14 July 2014 - 06:58 AM
#16
Posted 14 July 2014 - 06:59 AM
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
Posted 14 July 2014 - 07:01 AM
#18
Posted 14 July 2014 - 07:01 AM
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
Posted 14 July 2014 - 07:06 AM
MoonUnitBeta, on 14 July 2014 - 06:59 AM, said:
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
Posted 14 July 2014 - 07:11 AM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users