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Cap Accel Not For Conquest?


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#1 MechWarrior3671771

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Posted 06 October 2015 - 07:05 PM

Shouldn't the Capture Accelerator work on resource bases for Conquest? 15% bonus?

Tests

Time to cap with module = 60 secs
(start of cap, full red -> yellow, yellow -> blue tic, blue tic -> full blue)
12:08, 11:48, 11:28, 11:08
12:50, 12:30, 12:10, 11:50
9:04, 8:44, 8:24, 8:04

Time to cap without module = 60 secs
(start of cap, full red -> yellow, yellow -> blue tic, blue tic -> full blue)
11:50, 11:30, 11:10, 10:50
7:53, 7:32, 7:12, 6:53
12:56, 12:36, 12:16, 11:56

Edited by Fenrisulvyn, 06 October 2015 - 07:14 PM.


#2 Master Pain

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Posted 06 October 2015 - 07:07 PM

Why would you expect that something actually works. Here, buy a new mech pack.

#3 bad arcade kitty

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Posted 06 October 2015 - 07:09 PM

from http://metamechs.com...ot-skill-guide/

Capture Accelerator: This module is meant to speed up cap times on bases in Assault and Conquest by 15%. I may be wrong about this, but from what I’ve heard from reliable sources, it does not work on Conquest (though I have not done the testing myself).

so it's not very surprising

#4 MechWarrior3671771

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Posted 06 October 2015 - 07:09 PM

Well, it occurs to me that I may have read into the description, and assumed "base" for Assault mode also implied "resource points" for Conquest mode....


Edit: "This module is meant to speed up cap times on bases in Assault and Conquest by 15%."

So it WAS advertised as working for Conquest.

Add this to the +10 Narc duration bonus that also doesn't work on the 3L (I tested it)...

Is PGI selling us fake quirks and fake modules?

Edited by Fenrisulvyn, 06 October 2015 - 07:13 PM.


#5 MechWarrior3671771

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Posted 07 October 2015 - 12:23 PM

Sorry to bump the thread,

But I am still trying to find out if the Cap Accelerator was intended to work on Conquest resource bases?

Because it doesn't.

Known bug? Working as intended?

#6 Tastian

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Posted 07 October 2015 - 12:24 PM

What's worse is having a module that only works for 1 out of 3 game modes if you can't choose the game mode.

#7 MechWarrior3671771

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Posted 07 October 2015 - 01:20 PM

Well, even if it worked for Conquest, its not that useful as is. 15% reduction = 9 seconds saved for a full resource base flip. 51 secs vs 60 secs. It needs to be bumped to 25%

I can't test it for Assault caps, because usually the cap gets contested or helped by other mechs.

But now I'm wondering if it even works on Assault at all...

Edited by Fenrisulvyn, 07 October 2015 - 05:10 PM.


#8 Sethliopod

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Posted 07 October 2015 - 02:16 PM

And now with the Tier system punishing a player even more for capping resources.... I have tears enough to cool Terra Therma.

#9 Paigan

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Posted 07 October 2015 - 02:27 PM

View PostMaster Pain, on 06 October 2015 - 07:07 PM, said:

Why would you expect that something actually works. Here, buy a new mech pack.

I know I shouldn't find that funny, but I had a really good laugh when I read that. :lol:

#10 MechWarrior3671771

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Posted 07 October 2015 - 04:53 PM

"And now with the Tier system punishing a player even more for capping resources...."

Yup. If you aren't in a brawly light (ACH/FS) and you cap more than the 1st close one, odds are you won't be engaged with Red Team enough to rack up damage needed for a match score that saves you from a red arrow if your team loses.

As if Lights weren't hard enough to play already....

And last week I had a match where Red Team capped aggressively. I had to leave the battle line and back-cap them just so my team could stay in the game. We won by kill out, and I got punished for my teamwork with a yellow bar...

Edited by Fenrisulvyn, 07 October 2015 - 09:11 PM.


#11 Deathlike

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Posted 07 October 2015 - 06:44 PM

Are you testing this live in game or via private matches?

I'm just hoping this isn't broken across the board, but...

It's probably working as intended™ (it isn't, but noone seems to care/notice these things).

Submit it to support though.. ideally if you have a video recording.

#12 Cyborne Elemental

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Posted 07 October 2015 - 08:16 PM

Cap Accelerator..

Not working in Conquest to Cap flags..

W
T
F
.

#13 MechWarrior3671771

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Posted 07 October 2015 - 09:06 PM

"Are you testing this live in game or via private matches?"

Am testing live in game. About a dozen times with and without the cap accelerator module.

It's tricky, but usually I can find at least one uncontested cap point per match where I solo cap. I yell out to my wife what the game clock says 1) when I start the cap, 2) when it turns from full red to first yellow, 3) when it turns from yellow to the first blue tic, and 4) when it turns from first blue tic to full blue. And she writes down the times I call out.

Each of the three stages (1-2, 2-3, 3-4) takes 20 seconds, for a total of 60 seconds to flip a full red cap point to full blue - with and without the module. I even went back and triple checked it, because when the numbers came out the same regardless of whether the cap accelerator was equipped, I thought I must have made a mistake somewhere.

But no, the Cap Accelerator Module does nothing for your mech in Conquest.

Edited by Fenrisulvyn, 07 October 2015 - 09:20 PM.


#14 MechWarrior3671771

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Posted 07 October 2015 - 09:24 PM

I'm going to try to test it for Assault next, as I suspect it doesn't work there either. Will be hard, since its rare to cap a base solo without interference from friend/foe, but I had one today on Tourmaline and am kicking myself for not noting the start/finish times.

Okay, got lucky with my first base cap in Assault (thank you Ebon for staying off base and guarding)

With Capture Accelerator
10:54 start
7:07 end
= 3 min 47 seconds to cap


Will try for a non-module base cap, but I may be "going away" for 2 weeks ;) as I think my special friend is unhappy with me again...

Edit Nov 8th: I haven't been able to perform a full base cap WITHOUT the cap module on Assault without interference from friend/foe messing up the numbers, but I managed to get a half-cap and can extrapolate from there that a full cap would have taken longer than 3:47. So while I don't have exact numbers, I can confirm that the Capture Accelerator modules DOES affect Assault caps, but not Conquest caps.

Edited by Fenrisulvyn, 08 November 2015 - 09:52 AM.


#15 Sethliopod

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Posted 10 October 2015 - 10:24 AM

Even if it is working in Conquest--in which it appears to do nothing--it's only 15%! That's absurd. It could be a 100% increase--counting one Mech as two---and it would still be an iffy choice.

edit: Now that I think about it, I doubt adding mechs doubles the cap speed. It probably does a percentage akin to 15% per mech.

Edited by Sethliopod, 10 October 2015 - 10:28 AM.


#16 rolly

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Posted 10 October 2015 - 10:28 AM

View PostFenrisulvyn, on 07 October 2015 - 04:53 PM, said:

"And now with the Tier system punishing a player even more for capping resources...."

Yup. If you aren't in a brawly light (ACH/FS) and you cap more than the 1st close one, odds are you won't be engaged with Red Team enough to rack up damage needed for a match score that saves you from a red arrow if your team loses.

As if Lights weren't hard enough to play already....

And last week I had a match where Red Team capped aggressively. I had to leave the battle line and back-cap them just so my team could stay in the game. We won by kill out, and I got punished for my teamwork with a yellow bar...


Yeah great. so much for a Thinking man's Game", where strategic thinking (like in your case) means you lose out and are considered "not a team player" by PSR score standards. Just wonderful. IF anything you should have gotten a huge bonus to your PSR with a special : "Counter-Capping/ Base Cap: 100 points"

Its ridiculous to continue to have a game-mode that pushes for the main objective to Capture yet now damage is all that matters on how you do as a "teamplayer".

Edited by rolly, 10 October 2015 - 10:31 AM.


#17 Eirik Eriksson

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Posted 10 October 2015 - 10:59 AM

FENRISULVYN: It's tricky, but usually I can find at least one uncontested cap point per match where I solo cap. I yell out to my wife what the game clock says 1) when I start the cap, 2) when it turns from full red to first yellow, 3) when it turns from yellow to the first blue tic, and 4) when it turns from first blue tic to full blue. And she writes down the times I call out.

That is certainly interesting, normally I would count on a 10 minute lecture from my wife about having better things to do in life than playing games per hour I play. You lucky guy!

#18 Jabilo

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Posted 10 October 2015 - 11:06 AM

Can we get this thread moved to patch feed back and push for a response?

Can we get a mod to move it then bump it every day till we get a dev post?

#19 Deathlike

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Posted 10 October 2015 - 12:46 PM

Sounds like a feature™.

#20 Thorqemada

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Posted 10 October 2015 - 01:21 PM

It worked the days when capping was extremely slow...since they have increased capping speed (and it is good so) i have not used it anymore and sold it.





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