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Please Stop Capping In Assault Mode


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#161 Farix

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Posted 25 December 2012 - 01:56 PM

View PostDoc, on 24 December 2012 - 10:04 PM, said:

The problem isn't capping in assault. The problem is both game modes include capping.
Assault is redundant, what the game would need to spice things up is deathmatch and conquest.
That said, I see more assault matches won by capping than conquest matches. If that's not f**ked up I don't know what is.

That's working as intended because Assault is Capture the Flag. Conquest is a different beast altogether.

View PostDoc, on 24 December 2012 - 10:04 PM, said:

So you get in a match, start walking, look for enemies and find none, and suddenly lose because your base was ninja capped by 5 dudes. That is not only not fun, it's a waste of time. Do you get rewards? Yes, but it was still no fun whatsoever.

This doesn't happen all that often. But when it does, it is usually a complete accident because both teams do a left or right flank and miss each other. By the time they realize what is happening, they are at a tactical disadvantage because the opposing team is now between them and their base. Even if the two teams turn and charge each other, there is nothing to stop one team from sending a unit to opposing teams base to cap it if things goes south.

#162 BeerSteiner

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Posted 25 December 2012 - 01:59 PM

View PostPANZERBUNNY, on 24 December 2012 - 12:08 PM, said:


You obviously aren't familiar with Battletech. That knowledge seems to have been lost in the lore.

Mechjocks aren't exactly philosophers.


Are you familiar with the Battletech Universe? Kurita ring a bell?

Edited by BeerSteiner, 25 December 2012 - 02:01 PM.


#163 Aegis Kleais

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Posted 25 December 2012 - 01:59 PM

View PostDarwins Dog, on 24 December 2012 - 10:30 AM, said:

Seriously, I just won a match because someone on my team sneaked in and capped the enemy base. There was one kill up to that point. One. You just took everyone's rewards away, and got nothing out of it. Why do people keep doing this? Why?

/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.

A win is a win.

Just yesterday 3 of us were moving through the tunnel Frozen, we were planning on flanking the enemy, but the other 5 players (puggers) got stomped as we exited the tunnel. We decided at that point to run for a cap rather than to 3v8, and luckily enough we won the game via cap by about 2-4 seconds.

There are 2 win conditions. Killing and Capping. In Assault, both are viable. You want a deathmatch mode.

#164 Remarius

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Posted 25 December 2012 - 02:02 PM

Just sat with amusement and listened to the other team vent after all heading in a blob to our base.... to find us taking theirs. The smack and rage was delicious as we'd launched 2 short and they'd been anticipating whipping us out easily. :D

#165 Yokaiko

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Posted 25 December 2012 - 02:06 PM

View PostAegis Kleais, on 25 December 2012 - 01:59 PM, said:

There are 2 win conditions. Killing and Capping. In Assault, both are viable. You want a deathmatch mode.


This is what I hate about the weight matching.

There is no penalty to just stacking whatever class. Before weight if you could pull a couple off the assault blob, kill them and then cap there was nothing they could do.

Caveat being your team had to be a LOT faster for it to work, between weight matching and engine limits that isn't even an option.

#166 Wizard Steve

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Posted 25 December 2012 - 02:09 PM

Here's what would happen if they removed capping.

Both teams would walk to the centre of the map as two clumps of eight until they met and then they'd pound the crap out of each other until one was eliminated. To do anything else would be suicide because if you walked around as anything less than an eight, sooner or later you'd meet the opposing eight and get squished.

At this point, the game is tactically speaking, dead. You might as well reduce the maps to a single 2000m circle with a few terrain features in it to duck behind because all tactical depth will have been lost.

The reason you TDMers think TDM is fun is because the threat of a base cap keeps it that way. Without that angle, TDM would be just that, tedium.

If you don't want to lose to a cap, defend your base. If you don't want to win to a cap, play conquest because it's almost impossible to do there.

#167 siLve00

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Posted 25 December 2012 - 02:16 PM

View PostWizard Steve, on 25 December 2012 - 02:09 PM, said:


If you don't want to lose to a cap, defend your base. If you don't want to win to a cap, play conquest because it's almost impossible to do there.


we had a lots of fun 8 vs 8 premade and capping in assault.. so many helpless ppl .. who are talking about teamplay and blablba and cant even figure out how to counter re-caping.

okay... its mean.. but alot of fun.. :D

#168 Vanguard319

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Posted 25 December 2012 - 02:20 PM

Here's an idea: Capping is a legit strategy, meaning learn to defend.

#169 Farix

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Posted 25 December 2012 - 02:31 PM

One method of defending your base.



#170 Beo Vulf

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Posted 25 December 2012 - 09:22 PM

Assault mode is still capture the flag. It is not much fun compared to conquest mode, but that may change after its been around a while. Personally I would like to see it be required that you not only have to kill all the opposing mech's, but have to capture the base as well.





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