Capping.
#1
Posted 16 December 2020 - 12:36 AM
#2
Posted 16 December 2020 - 03:05 AM
You cant order them, you can just suggest and hope they will do it.
Until the merge i said to that kind of post:
If you cant bear the randomness of pug play, go play groups.
But now i must say go play as 12 man in cw or adapt.
Edited by Kroete, 16 December 2020 - 03:06 AM.
#3
Posted 16 December 2020 - 03:14 AM
#5
Posted 16 December 2020 - 06:53 AM
#7
Posted 16 December 2020 - 07:24 AM
Bigbacon, on 16 December 2020 - 06:53 AM, said:
OK so once your entire team is dead because you were effectively a disconnect, how do you plan on winning the match? The majority of maps are small enough that two or three live 'Mechs will completely negate your attempt to "win better".
#8
Posted 16 December 2020 - 07:32 AM
#9
Posted 16 December 2020 - 07:40 AM
No1Curr, on 16 December 2020 - 12:36 AM, said:
screw you, if I want to play the mode, I'll play the mode.
#10
Posted 16 December 2020 - 10:04 AM
Deathstroke, on 16 December 2020 - 07:32 AM, said:
Your experiences in tier 5 now include cadets who don't understand game mechanics. A fair portion of players will have come from World.of Tanks, where capping is actually effective, but heavily frowned upon.
For the bulk of the population, capping really doesn't cause wins very often.
#11
Posted 16 December 2020 - 11:20 AM
#12
Posted 16 December 2020 - 11:20 AM
Deathstroke, on 16 December 2020 - 07:32 AM, said:
I've been running light mechs all day with full 20% extra cap speed nodes. You always end up drawing away a few mechs from the fight and then you just run away and rejoin your team while those, usually, slower mechs flounder around.
#13
Posted 16 December 2020 - 11:21 AM
RickySpanish, on 16 December 2020 - 11:20 AM, said:
its also very map dependent. Smaller maps usually no big deal but larger ones it can matter a lot more.
#14
Posted 16 December 2020 - 11:21 AM
No1Curr, on 16 December 2020 - 12:36 AM, said:
Note to self: always cap in games featuring No1Curr.
#16
Posted 16 December 2020 - 01:39 PM
- When I can see that my team doesn't have it together and is going to die anyway. Sometimes you can still win through capping.
- When I'm in a premade of fast mediums/heavies that can cap so fast the enemy can't get back in time (although this usually causes a rank down on the win.)
- When I am fast enough that I can get on their base before the major engagement gets locked in, and thus lead off some of their team or otherwise mess up their cohesion.
In Conquest, you have to balance capping vs fighting. Generally things skew far too much to fighting, so I don't mind players who go cap. I've seen lots of Conquest matches where we win the fight and lose on points.
#17
Posted 16 December 2020 - 01:42 PM
No1Curr, on 16 December 2020 - 11:20 AM, said:
Except when the enemy team knows they've got plenty of time to serve your team their asses on a platter and then come deal with you
If you're counting on the enemy team to be dumb you're in for a shock
if that is the case your team was usually toasted so quickly to begin with that 1 mech wasn't going to make much of a difference. You were going to win no matter what. Again, smaller maps, won't make much of a differnce because you always have time to get back. Larger maps can be much different.
Edited by Bigbacon, 16 December 2020 - 01:44 PM.
#18
Posted 16 December 2020 - 02:00 PM
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It works more often than you'd think. People get tunnel vision. And when they're stomping, they often prefer to keep killing.
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Fast wolfpacks are a lot of fun, and provide some variety for both sides.
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So, most of them?
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Conquest is a lot of fun, you're just upset that you have to use tactics, positioning and coordination in a game that's about tactics, positioning and coordination. Multiple priority trees for a win is a good thing. Splitting the team means every match isn't just 2 blobs smashing into each other, and provides reasons to have more variety in mech roles.
#20
Posted 16 December 2020 - 02:23 PM
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Its not playing like a fool if the match is already going to be lost anyways.
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The nice thing about having speed is you can pick what's best for your situation. For example, if you're on HPG Manifold and the enemy team has piled top and has 5 assault mechs, and your team is spread out and half still in spawn, then you're much better off going for the base cap than kamikazying into their blob.
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I'm not making any arguments about some hypothetical optimal meta and team scenario. I'm making the observation that sometimes its a good move, depending on the situation. And the 'situation' is that you're stuck playing with the team you've got, and often that team is disorganized pugs. Call it edge cases if you want. Maybe they are. My argument was that in some scenarios, it makes sense to cap. If you think those scenarios are edge cases, then sure. You seem to be arguing that you should play as if it wasn't an edge case even when it is, rather than adapting.
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SHOOTING THINGS.
Depends.
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