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Please Stop Capping In Assault Mode


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#61 PANZERBUNNY

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Posted 24 December 2012 - 03:23 PM

View PostShadowDarter, on 24 December 2012 - 03:19 PM, said:

If the Cap is available to me as a option to win the game and then im going cap, or recomend someone else go for the cap, as i do my best to defend them. Please read the conditons to win they are in this order.

Capture the base

Defeat the enemy team.

I'll play the game thats fun for me, not to your C-bill levels.


Some of you are truly drones.

You are told what to do and you'll ride the excuse even if it's bad for the game and needs attention, changed and reworked.

#62 Farix

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Posted 24 December 2012 - 03:23 PM

View PostPANZERBUNNY, on 24 December 2012 - 02:05 PM, said:

Cap rush won't be so bad when we get arty and air strikes.

"Sure, please rush the base and sit there with 3-4 mechs."

!BOOMBOOMBOOMBOOM!

The game will turn into trying to TRICK the enemy to sit in one place with a mass of their forces.

Huddle under the ECM everyone, I dare you. :ph34r:

If you don't like base captures so much, go play Conquest. It's just a glorified deathmatch anyways with the resource points acting as a timer to how long you have to annihilate the other team and no threat of the game ending "too early". But the only reason people are complaining about base capping in Assault is because there aren't any C-bill rewards for it. But that can be remedied by restoring the rewards to their previous levels if not boosting it to be equal to the last two to three kills. And with the rewards in place, the only ones left complaining are those who want deathmatch.

#63 Willie Sauerland

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Posted 24 December 2012 - 03:23 PM

View PostQuantumButler, on 24 December 2012 - 03:20 PM, said:

Once again, the capwarriors are out in full force in this thread I see.

Please pity them OP, they ninja cap because they have no idea how to actually brawl, and don't want to learn.


Yep. Just like the strategically/tactically challenged. You know - the ones who think the game should be played their way, otherwise the others aren't having fun right...

#64 QuantumButler

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Posted 24 December 2012 - 03:26 PM

View PostWillie Sauerland, on 24 December 2012 - 03:23 PM, said:


Yep. Just like the strategically/tactically challenged. You know - the ones who think the game should be played their way, otherwise the others aren't having fun right...


Not my fault you're trying to turn a game about internet fighting robits into "Jenner Race 3050: Red Square Edition"

Edited by QuantumButler, 24 December 2012 - 03:27 PM.


#65 The Exiled

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Posted 24 December 2012 - 03:31 PM

View PostPANZERBUNNY, on 24 December 2012 - 03:15 PM, said:

These are complaints that have been around since early Closed Beta. It's not like a few people are shedding tears over a small issue.

This issue is on par with some of the most annoying bugs in the game except it's being passed off as a "feature".

It's lackluster. Lazy. Boring and we all know it.

They can do better.

Preventing a cap is something any player, whether you are solo, in a 2 man group, a 4 man group or are sad enough to sync an 8 man, or are in an 8v8.

No HUD, crashing to desktop, yellow screen, 4 fps, facing x2 4 man teams attempting to circumvent a game design preventing them from playing as an 8 man in a pug game is not something you can do anything about as a player, so no they are not the same at all.

The purpose of assault is not to earn maximum credits, the purpose is to win, no more no less. While there might be ways to win that offer more credits than others that idoes not make that method mandatory. The purpose of the game is not to kill every other mech.

If someone wants to win via a quick cap and you let them succeed, the fault lies with you not them, they can only succed becasue you wanted to play one way and they beat you playing their way. If it is 8v8 and you bought nothing but heavies and they only light or fast meds, well bring a better mix, not everyone wants to play the brawling game, particularly if it looks as if you are better equipped. If it is a pug game you have the same mix of mechs, if your team decides to run off and pew pew and lose, that is your teams fault.

Until they bring in a game mode where the only way to win is via the total destruction of the enemy force expect that people will do what is needed to win and not what you want becasue that is what you think everyone should be doing.

#66 ShadowDarter

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Posted 24 December 2012 - 03:37 PM

View PostPANZERBUNNY, on 24 December 2012 - 03:23 PM, said:


Some of you are truly drones.

You are told what to do and you'll ride the excuse even if it's bad for the game and needs attention, changed and reworked.



Well I’m not taking you seriously seeing that you only want to play the game in a one dimensional way, capping is a part of the game mode, so stop whinging about it and play the game as it was intended. I on the other hand will play whilst thinking of every way to win the game, sometimes it will be defeating the enemy other times it will be by capping



And I can tell you it’s dead easy to defend your base if you were serious about playing but alas from your comments you seem to want the easy way out that reduces the amount of thinking you need to do.

Edited by ShadowDarter, 24 December 2012 - 03:37 PM.


#67 Wizard Steve

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Posted 24 December 2012 - 03:38 PM

Choices make the game more tactically interesting. Capping is a choice and so it adds to the tactical complexity of the game. This game really doesn't need to get any less tactical (it's enough of a slugfest already).

Don't moan at the cappers; moan at the people that fail to defend their bases.

#68 Willie Sauerland

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Posted 24 December 2012 - 03:40 PM

View PostQuantumButler, on 24 December 2012 - 03:26 PM, said:


Not my fault you're trying to turn a game about internet fighting robits into "Jenner Race 3050: Red Square Edition"


LOLz. If only I owned a Jenner. Or a Light for that matter.... I think the fastest mech I have runs around 70kph...

What I am saying is it is a viable tactic which must be defended. If you can't figure out how the win conditions work (or read the splash screen when the match first loads), then I'm afraid I can't help you....

#69 The Mecha Streisand

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Posted 24 December 2012 - 03:44 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.


If I am killed in a cap win without doing any damage or getting spotting assists, I get 300 XP. If in a loss, I get 100. 200XP per match for many means 2/3 less time in a scrub mech trying to get up elite/master in a mech I want to pilot. And the base cap warning still does turn many a PUG pilot around. Still a favorite tactic for us recon pilots...

#70 Dirus Nigh

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Posted 24 December 2012 - 03:52 PM

Learn how to protect your base.

Assault and now conquest modes do need added xp/c-bill rewards.

Capture and assist needs to be put back in.

Point capture for conquest mode.

Defense rewards. This is for any damage done or kill to an enemy that is in the capture zone of a point.

#71 N0MAD

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Posted 24 December 2012 - 03:54 PM

Capping adds tactical play to a game it gives the Team options, heres my problem with it, the team heads out manuvers for an advantage then some pilot with no regard for team play goes and caps. Rest of the team engages the enemy, their manuvering and tactics are proving sound but that non team player keeps capping even after the Team has said not to..So a single non team oriented player can dictate how the game is played? no they shouldnt be able to, a base should not be able to be capped without at least half the team (currently surviving) being present. Just my take on it.

#72 QuantumButler

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Posted 24 December 2012 - 03:55 PM

View PostN0MAD, on 24 December 2012 - 03:54 PM, said:

Capping adds tactical play to a game it gives the Team options, heres my problem with it, the team heads out manuvers for an advantage then some pilot with no regard for team play goes and caps. Rest of the team engages the enemy, their manuvering and tactics are proving sound but that non team player keeps capping even after the Team has said not to..So a single non team oriented player can dictate how the game is played? no they shouldnt be able to, a base should not be able to be capped without at least half the team (currently surviving) being present. Just my take on it.


What you do is someone goes and shoots the non team player until he leaves the cap.

Though be sure to warn him in chat about it first, usually they get the message after a couple lasers to the foot.

Edited by QuantumButler, 24 December 2012 - 03:55 PM.


#73 Sandslice

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Posted 24 December 2012 - 03:58 PM

View PostQuantumButler, on 24 December 2012 - 03:55 PM, said:


What you do is someone goes and shoots the non team player until he leaves the cap.

Though be sure to warn him in chat about it first, usually they get the message after a couple lasers to the foot.


Friendly fire is not a valid solution to any problem; you're better off using allchat to call a truce with your opponents and let them handle it, if it's really that much of a problem. :ph34r:

#74 Klaus

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Posted 24 December 2012 - 04:00 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.


You can't tell me what to do.

#75 QuantumButler

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Posted 24 December 2012 - 04:01 PM

View PostSandslice, on 24 December 2012 - 03:58 PM, said:


Friendly fire is not a valid solution to any problem; you're better off using allchat to call a truce with your opponents and let them handle it, if it's really that much of a problem. :ph34r:


This is a brilliant idea, i'll try it next time.

#76 ShadowDarter

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Posted 24 December 2012 - 04:06 PM

View PostSandslice, on 24 December 2012 - 03:58 PM, said:


Friendly fire is not a valid solution to any problem; you're better off using allchat to call a truce with your opponents and let them handle it, if it's really that much of a problem. :ph34r:



This would come under Greifing, and if you player that gets killed reports it then your up the river looking for a paddle.

#77 Farix

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Posted 24 December 2012 - 04:08 PM

You want to fight the cappers? Here is an idea.
  • Create a sharpshooter load out with an AC, Gauss Riffle, ER PPC, and/or ER LLaser.
  • Make sure that you also have SLs or MLs for close-in fighting.
  • Take up position near your base so that you can easy defend it from all cappers while also observing the "front line".
  • From your position "snipe" at the enemy mech in order to support your team.
  • When that light mech comes to cap, intercept it and destroy it or run it off.
  • If there is more than one mech or it is too big for you to deal with, call your teammates for support. (if it is too big to deal with, your team has probably already lost the match)
  • After the capper has been eliminated or ran off, return to your position and continue sniping at the enemy until the next capper comes your way.
Of course, you can make several variations on this general theme. But the idea is that you can defend your base while lending aid to your teammates at the same time. It may not net you the most C-bills, but it will prevent the match from ending early. However, if C-bills is all you care about, then you are are playing the wrong game.

#78 Willie Sauerland

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Posted 24 December 2012 - 04:13 PM

View PostFarix, on 24 December 2012 - 04:08 PM, said:

You want to fight the cappers? Here is an idea.
  • Create a sharpshooter load out with an AC, Gauss Riffle, ER PPC, and/or ER LLaser.
  • Make sure that you also have SLs or MLs for close-in fighting.
  • Take up position near your base so that you can easy defend it from all cappers while also observing the "front line".
  • From your position "snipe" at the enemy mech in order to support your team.
  • When that light mech comes to cap, intercept it and destroy it or run it off.
  • If there is more than one mech or it is too big for you to deal with, call your teammates for support. (if it is too big to deal with, your team has probably already lost the match)
  • After the capper has been eliminated or ran off, return to your position and continue sniping at the enemy until the next capper comes your way.
Of course, you can make several variations on this general theme. But the idea is that you can defend your base while lending aid to your teammates at the same time. It may not net you the most C-bills, but it will prevent the match from ending early. However, if C-bills is all you care about, then you are are playing the wrong game.




Darn it, there goes that logic thing again which people try to use but others just refuse. Don't you know the game is to be played how they want it to be played and anybody who dares play it differently is consequently not having fun right?

Assault is meant to be a Total Team Death Match only. Any other attempts to use strategy or tactics are flat out wrong since little brains can't seem to cope with them. As such, Assault is meant to be played for the lowest common denominator - those who only understand shooting their lazers for the win and displaying their awesome skillzzzz....

I will happily stand and fight, but I want to do it intelligently and if I can create an advantage with a run on the cap, well I guess I will just upset the little minded people.

Edited by Willie Sauerland, 24 December 2012 - 04:14 PM.


#79 Joseph Mallan

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Posted 24 December 2012 - 04:17 PM

View PostPANZERBUNNY, on 24 December 2012 - 03:23 PM, said:


Some of you are truly drones.

You are told what to do and you'll ride the excuse even if it's bad for the game and needs attention, changed and reworked.

I don't do this often PANZER, But the Mission requirements are laid out quite clearly.

Assault
#1 Objective Capture the base.

#2 Objective kill the enemy.

It is right there on the drop screen with every assault.

Mining Mission
#1 Objective Collect 750 points
#2 Objective Kill the enemy.

Both Missions, Killing is secondary to the "Lame" Objective.

I would hate it if MechWarrior was a boring Lets see how many kills I can collect. Close to 30 years blowing up Mechs, A death is a death is a death. I want actual Rewards for our Missions. Let me capture the War Lord of the Pesht District, But only if we Cap the base. That is what Base cap is about.

#80 shadowrwolf

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Posted 24 December 2012 - 04:22 PM

why would you ever cap?
just charge each other and see what team has the better builds and more efficient focus fire





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