They should remove the base capture!
#21
Posted 30 October 2012 - 10:34 AM
One I suggested was a map called Battleline with a river running horizontal through the map that had 3 objective markers and 2 bases.
They just not done any chages to the maps its the same 4 small maps run over and over again.
#22
Posted 30 October 2012 - 10:35 AM
#23
Posted 30 October 2012 - 10:37 AM
#24
Posted 30 October 2012 - 10:38 AM
"hur dur, go into here, go join a merc corp, load up team speak and talk to some nerds for 15-30min if you dont want to get graped in the A" sorry, most of the game playing populace doesn't want to join a clan/corp/guild, they want to drop in and have fun for 30-60min. The current game does not encourage that and is anti-fun and probably discourages people from investing anything into it.. Sorry, thats reality for you.
#25
Posted 30 October 2012 - 10:40 AM
rythex, on 30 October 2012 - 10:38 AM, said:
Congratulations, you just described what it's like to hop on a public TS server and join an drop ship for an hour.
You drop in, join a group with an open slot, have fun, then leave when you are done.
#26
Posted 30 October 2012 - 10:41 AM
rythex, on 30 October 2012 - 10:30 AM, said:
When people who don't know how to play the game make random complaints, this is what you get.
If you'd actually listen to what people are trying to explain to you, you might not lose all the time.
Lights hitting your base immediately is a team splitting tactic. When half your team turns around to chase the squirrel, you just lost; the ones that didn't turn around are now fighting at a disadvantage because they are outnumbered. The only thing that should go back to the base is your lights. If you've managed to lose all your lights, then the next fastest thing goes. If you have nothing fast left at all, everyone goes.
It has nothing to do with "pre-mades" it has to do with players who are bad at the game. As a light pilot who PUGs and plays on TS3, I do the same exact thing in either case ... and it works exactly the same way.
#27
Posted 30 October 2012 - 10:41 AM
Jason McComrade, on 30 October 2012 - 06:49 AM, said:
There are tons of reasons I can count that my point is actually valid. For example if we're goin by fluff in the BT universe, you can't just go to some planet atack them and then say to the enemy " Hey we capped your base! you lost!" they would answer you with some salvo of PPC, AC, LRM or whatever they have in their hands so this actually makes base capture obsolete...
Quote
#28
Posted 30 October 2012 - 10:42 AM
- if some guy on the opposing team runs off and shuts down somewhere, you would have to wait the entire 15 min to end the match. Right now it would end as a tie too. They could make it so the majority wins, but still, do we want to sit around doing nothing for 15 min.
- In a way, base cap can kind of breaks up camping. Many matches, light mechs start capping a base early in the match. This forces the other team to break up and have some mechs chase the light out of their base. I have seen teams use this tactic to break up the opposition. Often it even isolates players (when their buddies turn back without them knowing) and makes the now alone mech an easy target.
#29
Posted 30 October 2012 - 10:42 AM
#30
Posted 30 October 2012 - 10:45 AM
Eldragon, on 30 October 2012 - 06:53 AM, said:
Base Capture gives you an objective and a purpose for fast moving light scouts. Previous mechwarrior games that were Team Death Match only turned into camp-fest waiting out the other team to come out of hiding.
Why would a jenner run from a atlas.
#31
Posted 30 October 2012 - 10:46 AM
Jason McComrade, on 30 October 2012 - 08:59 AM, said:
Sorry but you cant... nowhere in the BT universe can you just drop to some planet with mechs (with assaults and all that! were talkin about 2 lances 8 mechs here for a scouting mission that kinda force is too slow and it will end with an disaster, and besides to drop on a planet with 2 lances you need 1 union class dropship or 2 of the dropships that was carrying 1 lance [forgot the name of that dropship now]) to just scan somewhere. To go on a scouting mission you have to drop in fast and get out fast... and in most cases such kinda scout missions are just given when the planetary defences are not threatening... so your point is obsolete...
You obviously know absolutely nothing about the TT rules.
#32
Posted 30 October 2012 - 10:48 AM
That said. I do think its time for some new game modes instead of "capture the flag".
#33
Posted 30 October 2012 - 10:49 AM
lsp, on 30 October 2012 - 10:45 AM, said:
To be fair, a good Atlas pilot can ruin your day. I had a 1v1 once at the end of a match (we were the last left on our teams) that was pretty epic.
Oh, well ... that was before they took out collisions
#34
Posted 30 October 2012 - 10:51 AM
cap is critical.
#35
Posted 30 October 2012 - 10:54 AM
Jason McComrade, on 30 October 2012 - 10:17 AM, said:
So with the fact that scouts cannot fulfill there fluff role due to how target acquisition works and the fact that
Lin Shai, on 30 October 2012 - 10:24 AM, said:
Worst advice ever. You just (uselessly) left X tons at your base that isn't shooting at anything. Best way to lose.
Because leaving your you base completely open and unguarded is obviously the superior tactic, especially when it hinges on your team's lights still being combat capable to begin with and nothing heavier than another light actually capping the base ,right? I can't tell you how many times I've chased away Jenners and Hunchbacks with my Centurion all because I was smart enough to stick to the base unlike 7 other people.
#36
Posted 30 October 2012 - 11:11 AM
For example: I was in a match last night where I'd died midway through, and all that remained on my team were an awesome and a jenner against a raven, a catapult, and an atlas. It looked grim, with the raven sitting on the point, and the two heavies nearby. But things got amazing. The awesome managed to keep the two heavies busy just long enough for the jenner to do a few strafing runs on the raven, and at the very end, the raven died just as the jenner overheated... Right on the now clear point. The point had been brought down a lot before then, and the Jenner capped it before it could even cool off. I wasn't even a part of that victory, but it was amazing, a really intense fight with a miraculous climax. I bet the enemy team felt differently, but I still remember thinking that it was glorious. Best spectating I'd ever done.
#37
Posted 30 October 2012 - 11:18 AM
gregsolidus, on 30 October 2012 - 10:54 AM, said:
If you ever play a team that knows what it is doing you will lose giving up tonnage like that, yes. You are handicapping your team from the start.
If when making my scouting run I see you sitting on the base all guard-y and doing nothing ... your game just got very lonely because I'll immediately let my team know then turn around and go give my team the advantage of an extra mech at the front lines. In effect, you just did my job for me and I didn't even have to run all the way to your base. You might as well be an AFK'er. I guess at least you get to die last?
Tactics are always fluid and situational awareness is key. If your team loses its lights and the enemy still has theirs (and I can tell you, that's another job of lights - going after their enemy counterparts) you need to be aware of that. At that point you either need to push their base or fall back to defend yours.
This isn't team deathmatch (thankfully) and actually requires people to play as a team. If everyone stays at the base, that's a valid tactic ... but splitting up your team and leaving any significant tonnage there is a recipe for fail.
Edited by Lin Shai, 30 October 2012 - 11:27 AM.
#38
Posted 30 October 2012 - 11:24 AM
Give it a rest when and IF PGI ever actually adds the content they have promised, you will get other modes ( maybe ). Till then stop whining cuz you got capped, learn the mission objectives and plan accordingly.
#39
Posted 30 October 2012 - 11:28 AM
#40
Posted 30 October 2012 - 11:31 AM
gregsolidus, on 30 October 2012 - 10:54 AM, said:
Because leaving your you base completely open and unguarded is obviously the superior tactic, especially when it hinges on your team's lights still being combat capable to begin with and nothing heavier than another light actually capping the base ,right? I can't tell you how many times I've chased away Jenners and Hunchbacks with my Centurion all because I was smart enough to stick to the base unlike 7 other people.
At any given moment, a light mech is usually 15 seconds from their base.
A single light mech is sufficient to defend the base from 1-2 attackers, and can request backup if out numbered. Running in and out of the cap zone while strafing will delay the count down while wearing down the attacking mech.
Remember that there is a big difference between leaving an assult mech back at the base, and having a mech with both long and short range capabilities play the rear field.
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