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Additional Points For Capping


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#1 Shiroi Tsuki

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Posted 15 July 2014 - 04:54 AM

Based on my experiences, The assault game mode is pretty much Skirmish with bases. Which in my opinion sucks. Both teams almost always converge in that one area in the map (mt everst in alpine peaks, tunnels in crimson, caldera in caustic, center platform in therma, tunnels in forest colony etc.) , and it becomes another Skirmish/TDM. Not only that, the team who's losing the TDM battle has very little to no chance of winning the match. Back before the Turrets were add in, the losing team can still win by somehow managing to run and quickly cap the enemy base (been there, done that with my spideee and some team mates). I'm not saying that the turrets"ruined" the game mode, my main problem here is that Assault is Skirmish with bases. I like both game modes, Skirmish and Assault. If I want to play tactically, I'd play assault. If I want to lay back and just chill, I'll play skirmish. It gets a little boring when playing TDM all the time.

My Idea to stop Assault from being another Skirmish is, to encourage players to cap by increasing the rewards. If I remember it correctly, winning by cap in assault only gives you 25 xp? (I can't remember since it's been a while since my team won by capping). Instead why not 10,000 c-bills and 200-300 xp?
I don't think 10,000 is that big. If I can earn about 100,000 c-bills by getting 2-3 kills and some assists, 10,000 c-bills isn't that much. Ok, if you think it's too much, how about 5,000 c-bills?

This way, people will be more encouraged to cap. I believe that this will also encourage people to take the commander role, now that it's more of an objective based mode rather than another TDM.

I've also thought of implementing it in conquest. But instead of getting more c-bills when winning by cap, you get points when capturing an enemy/neutral node, maybe 1-5 c-bills per second?

So yeah, that's my idea. I have no problems with the skirmish game mode. Assault being another skirmish is.

#2 Zerberus

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Posted 15 July 2014 - 05:18 AM

I`d personally also like to see higher rewards for capping, but the Derpball would probably never stop whining about how they`re "constantly getting capped out and never earning money and always losing and the game is no fun this way and timers are still too fast and need to be slowed down more and asssaults are too slow and lights are too fast and WHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINE....."

Because they used to be higher and that`s exactly what happened, though it wasn`t entirely unjustified, either, cap rushes were fairly common compared to today. 1 out of 5 matches or something like that used to be a cap win IIRC, but the picture the Assault Blob painted 30x /day was of always getting capped out within 60 seconds of drop in 99.9999999% of their matches. The impossibility of that in 99.99999999% of the cases was not of concerd, nor did it faze them in their hyperbole.

So it was nerfed, whining stayed the same
Later cap times were increased, whining stayed the same.
Then turrets were added and Skirmish was introduced, whining switched to the turrets they themselves asked for, but was usually qualified with "but I don`t care, I only play skirmish now anyway".

And that`s why we have skirmish and 2 modes with broken cap timers and stupidly low rewards.

Edited by Zerberus, 15 July 2014 - 05:25 AM.


#3 Bigbacon

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Posted 15 July 2014 - 06:30 AM

i would love to see more incentives for capping as well. I like assault and I like pissing off teams by destroying turrets and having the annoying base thnig.

It sucks when your team has the option to mass cap but won't or seeing people type telling people to 'stop capping the base' I've had rounds lost because a team mate would refuse to get into the cap zone while I sat there. They nicely sat right outside the zone so they could kill those trying to stop me from capping. awesome losing a round by a sliver of cap left because someone wanted kills.

Edited by Bigbacon, 15 July 2014 - 06:31 AM.


#4 Shiroi Tsuki

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Posted 15 July 2014 - 11:32 PM

The addition of turrets killed my strategies that works 82.37% of the time. Not only that, IF both teams are perfectly even, and one team defends, the attacking team is in a HUGE disadvantage. It's a shame how my team mates does not see this. They always rush off in that one section of the map, even though I gave an order to defend (if we have one or more guys DC'd) Those turrets also "forces" your team to mass cap the enemy base. Something that shouldn't be, like I mentioned, if both teams are balanced, the attacking team is in a huge disadvantage. I think they should also slightly nerf those turrets.





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