Please Stop Capping In Assault Mode
#1
Posted 24 December 2012 - 10:30 AM
/rant
On a serious note, I would like to see the points locked for the first half of the match or maybe ten minutes.
I know it used to be a valid tactic to draw enemies away from the fight, or if you killed 7 and 1 ran away, but it's just not anymore. Everyone in the game loses out on potential rewards when one side wins a capture victory.
#2
Posted 24 December 2012 - 10:38 AM
Edited by Farix, 24 December 2012 - 10:39 AM.
#3
Posted 24 December 2012 - 10:47 AM
Farix, on 24 December 2012 - 10:38 AM, said:
If the rewards for capping were restored then it would make sense, and I would encourage it. But there are no rewards for it, so it doesn't make sense. If you notice, I mentioned that I don't like winning by cap either.
I don't really understand what you mean by "playing for what it is". You seem to be advocating for people to play "what it used to be" or "what it should be" rather than "what it is". I thought the point was to get cbills, but we are clearly playing for different reasons.
#4
Posted 24 December 2012 - 10:49 AM
Darwins Dog, on 24 December 2012 - 10:30 AM, said:
/rant
On a serious note, I would like to see the points locked for the first half of the match or maybe ten minutes.
I know it used to be a valid tactic to draw enemies away from the fight, or if you killed 7 and 1 ran away, but it's just not anymore. Everyone in the game loses out on potential rewards when one side wins a capture victory.
Cause teh primary objective of assault is Capture the base. says so every time an assault mission come up. Seriously why don't folks just understand that some of the players want to perform the mission.
#5
Posted 24 December 2012 - 10:51 AM
#6
Posted 24 December 2012 - 11:01 AM
#7
Posted 24 December 2012 - 11:08 AM
Darwins Dog, on 24 December 2012 - 10:30 AM, said:
/rant
On a serious note, I would like to see the points locked for the first half of the match or maybe ten minutes.
I know it used to be a valid tactic to draw enemies away from the fight, or if you killed 7 and 1 ran away, but it's just not anymore. Everyone in the game loses out on potential rewards when one side wins a capture victory.
The easy answer is people are stupid.
#8
Posted 24 December 2012 - 11:12 AM
Darwins Dog, on 24 December 2012 - 10:47 AM, said:
The Assault IS capture the flag, except MWO adds in timers. The objective of the mode never changed because PGI removed the capture rewards for some unexplained reason. But it's funny how people gets mad when their "flag" still gets captured because they don't realize it is still a capture the flag game.
#9
Posted 24 December 2012 - 11:18 AM
Ranek Blackstone, on 24 December 2012 - 11:01 AM, said:
Winning in general is worth 200 more than losing, but no there are no rewards at all for capture. No XP, no cbills.
I will just accept the fact that I will never understand it. The loading screen also says to kill all enemies, so why not do that? If the name of the game is winning then why are there rewards for looting, but not capturing? Why (in the game I just played) did someone go for the capture point when we were ahead 7 to 1? You can make more money and XP losing a brawl than winning by capture.
You are free to play the way you want, just don't be surprised when I QQ about your capping. I would rather have the extra money.
#10
Posted 24 December 2012 - 11:19 AM
HOWEVER
Capping needs to take 3x as long as it does currently....You can still break Stalemates this way, but having it take much longer would foster the "Assault" method of playing rather then, lets avoid each other and still capswinzlolz.
Capping gets you virtually nothing in comparison to actually playing the game.
Heres a clue...Several times ive earned MORE Cbills and XP then the winners of a cap war...because i was actually out there inflicting damage and getting kills while the derps were sitting undamaged on the square.
Okay...go ahead, gimp yourselves lol! I enjoy scoring more for a loss then you do for a win.
Edited by SpiralRazor, 24 December 2012 - 11:20 AM.
#11
Posted 24 December 2012 - 11:24 AM
Should be:
Death Match: - Most rewards for those who kill.
Assault, Conquest : - Most rewards for those who capture the base / win by points.
Now there is no different between the game modes. Everytime the team organize it self to attack like a normal death match we win the game and gain more money.
#13
Posted 24 December 2012 - 11:26 AM
if you have speed in your select group, let them use it. Give them cover and distract the enemy. If in resource gathering, let the smaller mechs use their speed to get to the resource gathering areas. You use muscle and pound the crap out of enemy. Its called team work. So far in my limited time i have found a lot of players do not use the tools they have. Light mechs and mediums were meant to scout and harrass or gather and cap. Heavies and Assaulters meant to cover and pound.
All to often in my limited time I have seen victory slipped from my teams grasp because fools who don't work this strategy make it so.
#15
Posted 24 December 2012 - 11:26 AM
Capture Assist: 50 XP
Kill Shot: Varies by mech
Kill Assist: ~17 XP
Component Destruction: 15 XP
Spotting: 25 XP
No exp for damaged.
It would take at least 2-3 kills to make up the difference in XP for a base capture+assist.
#16
Posted 24 December 2012 - 11:32 AM
#17
Posted 24 December 2012 - 11:35 AM
You want a deathmatch. Thats fine but not the objective of the current maps.
#18
Posted 24 December 2012 - 11:36 AM
Edited by VeeDog, 24 December 2012 - 11:37 AM.
#19
Posted 24 December 2012 - 11:42 AM
drogon reuak, on 24 December 2012 - 11:26 AM, said:
if you have speed in your select group, let them use it. Give them cover and distract the enemy. If in resource gathering, let the smaller mechs use their speed to get to the resource gathering areas. You use muscle and pound the crap out of enemy. Its called team work. So far in my limited time i have found a lot of players do not use the tools they have. Light mechs and mediums were meant to scout and harrass or gather and cap. Heavies and Assaulters meant to cover and pound.
All to often in my limited time I have seen victory slipped from my teams grasp because fools who don't work this strategy make it so.
I get mission parameters, and tactics. It's not that hard. Do what the screen says, and I know about how different classes are supposed to work. My point is that going for a capture seems irrational. There may be times when it works (like when your team is losing and you can sneak a win), but I keep getting into games where my team is already winning and someone tries to capture the base. This makes no sense to me, and this is mainly what I'm raging against here. Why take the less desirable win? Why would someone pick winning over winning and getting $100? Is it simply a matter of changing the order that they're displayed? Would you destroy the enemy if it were listed first?
Farix, on 24 December 2012 - 11:26 AM, said:
Capture Assist: 50 XP
Kill Shot: Varies by mech
Kill Assist: ~17 XP
Component Destruction: 15 XP
Spotting: 25 XP
No exp for damaged.
It would take at least 2-3 kills to make up the difference in XP for a base capture+assist.
I stand corrected there. An individual can get more XP for capturing the base. More total experience, however, is given out for fighting.
#20
Posted 24 December 2012 - 11:44 AM
It should only be used as a means to end the match when some tool is the last one left, running, trying to power down and hide somewhere to save his stats.
35 user(s) are reading this topic
0 members, 35 guests, 0 anonymous users