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Why Cap?!?!


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#21 Bishop Steiner

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Posted 17 January 2013 - 07:11 PM

UMADBRO!?!?!?

Capping is strategy.

By sending a fast scout to your cap, I can often split your forces, as half of the lemmings peel off to charge pell mell back to base.... only to find no one there.

Or, if you are too dumb to turn back, I get a few kills before our scout caps you, and you lose. Period.

I have more money than I know what to do with, and don't have anything to spend it on. I'm here to complete the objective, which is either Conquest of the 5 cap points, or on assault mode, to 1) Capture your base, 2) kill you.

Either option is fine by me.

Sounds to me like you are just crying because you keep leaving your cap undefended and keep losing to it.

Plus ******* off idjits like you, and laughing at all your raging and gnashing and whinging is more entertaining than any amount of cbills.

#22 Tarman

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Posted 17 January 2013 - 07:13 PM

Oboy, this thread.

Yeah, why use a valid win parameter that at the very least is a tactical option?

Some people don't care so much about how much pretend monies they get. A win is a win, and not for stats either. I play for the war part of the wargame, not simply the pewing. I know I'm satisfied with a victory even if I get personally annihilated in a match as long as my death helped contribute. I want victory for my side because it's my side, stuff after that is gravy.

#23 Voidsinger

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Posted 17 January 2013 - 07:14 PM

View PostTocryn, on 17 January 2013 - 07:04 PM, said:

Yeah im complaining have you read most posts in here :) its the nature. Just wondering how other people sit with it. Quick cap games dont realy benifit you much. Get alittle xp sure but you dont improve your pilot skill at all and believe me people need the practice. I guess i find the battle to be more fun and the reason people play the game. Maybe im in the minority.


Tocryn.

The survivability of a non-ECM light is already almost completely marginal. You want to lose them all? The Spider is perhaps the mech who's mission in MWO really has to be cap, because it was designed in BT to be a quick precise striker especially of facilities. It lacks the firepower to do more than harass a little in MWO (although doing it well can net kills even on assaults).

You assume an undefended cap. Trust me, they are few and far between. It is 2 minutes of silent hell, waiting for something to hit you, and it can be quick depending on the cap point. If the enemy doesn't react, you win. If they do, you may die, but you force them to often split forces, which can give quite an edge on your front line. Tactical and strategic at the same time.

A great deal of piloting and gunnery skills comes down more to ping than skill. I ping 270-300, so I know (it is geoping being in Australia).

A great many people don't cap because of the C-Bill factor. Hey, C-bills are P2W. Run short, buy a mech and sell it. XP MUST be earned in one form or another.

#24 WarlordShea

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Posted 17 January 2013 - 07:14 PM

Generally when I see my own team teamkill one player, and another one disconnects leaving me with a 6v8 game, then those six players go three different directions, I know where the game is going to go. I'll engage anything I see on the way to their base because it's the only plausible win in some games.

I often put up 1-2 kills per game and I don't care if I get killed. I do like to win. If they're completely out of position from the base, I'll take it and cap.

It's part of the game and you can yell at me for winning an otherwise unwinnable game... one that you were in, and on my team, which probably led you to pounding on your keyboard in this post. If you hate cap wins, stop playing assault mode. It's a lot less important.

Warlord

p.s. *you're

Edited by WarlordShea, 17 January 2013 - 07:21 PM.


#25 Weaselfeet

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Posted 17 January 2013 - 07:17 PM

You begin your post by insulting people, not such a great move.

You state "Nothing more frustrating then a game that ends quick from a cap ", as you say, it ends quick. Relax, move on to the next game, no need for drama.

Also:

your != you're
then != than

#26 Tocryn

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Posted 17 January 2013 - 07:23 PM

I should have been more straight forward. Quick caps are what i have a problem with. I guess death match is what ive been looking for. I mean caps are find if your out numbered but early in a match id still like to see some battleing.

and wow im glad YOU'RE all engish majors
nice work

#27 Bishop Steiner

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Posted 17 January 2013 - 07:23 PM

View PostVoidsinger, on 17 January 2013 - 07:14 PM, said:


Tocryn.

The survivability of a non-ECM light is already almost completely marginal. You want to lose them all? The Spider is perhaps the mech who's mission in MWO really has to be cap, because it was designed in BT to be a quick precise striker especially of facilities. It lacks the firepower to do more than harass a little in MWO (although doing it well can net kills even on assaults).

You assume an undefended cap. Trust me, they are few and far between. It is 2 minutes of silent hell, waiting for something to hit you, and it can be quick depending on the cap point. If the enemy doesn't react, you win. If they do, you may die, but you force them to often split forces, which can give quite an edge on your front line. Tactical and strategic at the same time.

A great deal of piloting and gunnery skills comes down more to ping than skill. I ping 270-300, so I know (it is geoping being in Australia).

A great many people don't cap because of the C-Bill factor. Hey, C-bills are P2W. Run short, buy a mech and sell it. XP MUST be earned in one form or another.

Just FYI.. the top 2 scores on this match?
Posted Image

Both Spiders.

It took a full 15 minutes, and the tie was to a totally disarmed Stalker trying to cap.. but when the rest of our side had wandered off and got themselves dead, those 2 guys went and killed the remaining 5 mechs, a Cataphract, 2 Stalkers, an Atlas and a pair of Ravens. If I recall correctly neither had the benefit of ECM either.

Edited by Bishop Steiner, 17 January 2013 - 07:24 PM.


#28 Fitzbattleaxe

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Posted 17 January 2013 - 07:36 PM

Variety. Constant death matches get boring. And as others have said, a win is a win.

#29 Voidsinger

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Posted 17 January 2013 - 07:39 PM

View PostBishop Steiner, on 17 January 2013 - 07:23 PM, said:

Just FYI.. the top 2 scores on this match?

Both Spiders.

It took a full 15 minutes, and the tie was to a totally disarmed Stalker trying to cap.. but when the rest of our side had wandered off and got themselves dead, those 2 guys went and killed the remaining 5 mechs, a Cataphract, 2 Stalkers, an Atlas and a pair of Ravens. If I recall correctly neither had the benefit of ECM either.


Yep, in the hands of skilled pilots, any mech can do damn good (even an Urbie!)

Kudoes to those pilots.

Generally though, the nature of MWO games is kill the lights. When collisions come back, everything will be hostile to them (even now, step on a pebble, leg damage).

I just feel it is worth remembering that many of the primary missions of lights (recon, raiding, harassing) just don't translate too well into MWO. The maps are too small for the mobility factor to really kick in against assaults. ECM has killed most sensors until PGI implement things like seismic and magnetic detection (look at the fate of BAP, a mere radar extender). In MWO, Assaults and heavies are the average, most lights are designed around the medium average.

#30 Mercules

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Posted 17 January 2013 - 07:43 PM

View PostTocryn, on 17 January 2013 - 07:23 PM, said:

and wow im glad YOU'RE all engish majors
nice work


Nope, Philosophy, but I try to write at a higher standard than 3rd grade.

#31 Baltasar

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Posted 17 January 2013 - 07:46 PM

Amazing what forum search can do.

http://mwomercs.com/...90865-base-cap/
http://mwomercs.com/...out-of-assault/

Capping is a viable tactic, yes you can get more money by fighting, but if you don't pay attention to the second objective then you get what you deserve. Assault is destroy the other team or CAPTURE THE BASE. If I run a light then a lot of times I'll go stand on the base because it forces the other team to send someone back. Either the whole team or one or two mechs. Regardless, it takes tonnage off the rest of my team (which is the main reason I'm doing it.) If no one comes back then I'm thinking "really....just...wow". Then the complaining starts from the other team.

"Don't cap the base! You don't get anything for it!"

Well if you don't want me to cap then DEFEND YOUR FREAKING BASE. Otherwise stop the QQ and take your loss and move on to the next game. I like a good brawl as much as the next guy but if you are too ignorant to pay attention to the objectives that's life. Move on.

And yes occasionally there are times where both teams completely miss each other. In that case the game is over with quickly and you can jump into another match fast. Not a big loss of time.

Lesson of the story...You can either Herpty Derp into the middle of the map and hope that you can kill everyone or you can use TACTICS and make the fight more to your advantage. Also, just so the point can get through DEFEND YOUR BASE.

//end rant

#32 Tarman

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Posted 17 January 2013 - 07:50 PM

View PostTocryn, on 17 January 2013 - 07:23 PM, said:

I should have been more straight forward. Quick caps are what i have a problem with. I guess death match is what ive been looking for. I mean caps are find if your out numbered but early in a match id still like to see some battleing.

and wow im glad YOU'RE all engish majors
nice work



In a communication format based entirely upon the written English language, it kind of helps. >______>

As far as looking for pure combat, you're looking for TDM. Mechwarrior games have generally more mission-based focus due to its lineage; it's always been about winning a scenario and less about just straight-up pewing. There's still lots of that though. And if the match is ended by a quickcap, somebody fast on your team let it happen. Unguarded and unattended bases are there for the taking.

Personally I've found plenty of awesome battles over caps. I got to a cap in an Atlas before, with one crippled sidekick who escaped the melee, as the rest of our team decided to speed away and die before I could even approach the fireline. We proceeded to win the game through kills as we, and then just me, tore up every red sig that came back to clear out their base, when if they were REALLY smart, would have realized they outnumbered us 5-2 and countercapped us.

I'm going to recommend in the meantime you run mostly Conquest games, as there's a lot less chance for base-related winning, and generally more pewing going on. It could tide you over until there's a full-on TDM.

#33 Glo Worm

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Posted 17 January 2013 - 07:50 PM

When I am running a fast light or medium it makes sense to start capping to pull a few of the enemy mechs back to base. Just sound teamwork. Additionally, I will frequently leave the cap with just a small amount unfinished to join a fight, knowing that I can return to cap if we need it.

I mean the difference is 200 XP...

#34 CrashieJ

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Posted 17 January 2013 - 07:56 PM

they should make capping a subwin condition that gives more XP and Cbills, but forces the player to fight.

but we need more game modes... TDM is needed for the brawlers.

#35 darkfall13

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Posted 17 January 2013 - 08:08 PM

This "DON'T CAP! CAPPING IS THE DEVIL'S WORK!" mentality is really messing up game play. Just last night in Forest Colony our team had the privilege of having a disco during the countdown AND being a man short to begin with. So the 6 of us vs 8 and we fought tooth and nail and managed to kill 7, with 1 enemy left and 2 on our team we lose, you know why? Our SRM Cat ran dry and left and hid in the F*kin cave! He refused to cap. The Hunch fought valiantly while the enemy Awesome hunted him down. Instead of using the opportunity to cap against a distracted foe.

#36 WarlordShea

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Posted 17 January 2013 - 08:22 PM

Fair enough - I know you yelled at me in-game for capping when it made sense but at least you admit it sometimes makes sense.

How about this:

How much money/xp do you make when you lose? Even if I have zero kills but some spots, and some damage, if the only plausible win is a cap, I'd rather win even if I care about bills/XP.

#37 Max Immelmann

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Posted 17 January 2013 - 08:26 PM

i cap because i was foolish enough to get the cap accelerater

#38 King Arthur IV

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Posted 17 January 2013 - 08:46 PM

i stopped grinding so i dont care anymore. well i didnt stop grinding i mean im grinding win instead of exp/cbills now

Edited by King Arthur IV, 17 January 2013 - 08:52 PM.


#39 Terran123rd

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Posted 17 January 2013 - 08:48 PM

I don't know about anyone else, but I cap for 3 very good reasons:

1 - It's one of the win conditions of the mode. If it's unprotected, and I can't otherwise bite someone's ankles, I'm going to stand in your magic red square until someone either chases me off or the match ends.

2 - It's a valid tactic besides. Smart teams will send someone back to chase me off, even if it's "only" a light. Even if I die, that's one last 'mech my team has to face in the furball. Win for me, probable win for my team.

Stupid teams will ignore the huge red message flashing at the top of their screen, and I'll get to cap without any opposition whatsoever. Win for my team.

3 - Because it's fun to watch people come here to the forums to ***** and whine about people playing the game in a different way and not having fun right.

#40 Lorcan Lladd

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Posted 17 January 2013 - 08:58 PM

Posted Image

Consider this:
Initiating base capture will force the almighty enemy Light 'Mechs to respond, leading them into the cramped areas in either team's base, where their threat becomes much more manageable.
If the Light 'Mech pilots do not respond to your initiative, then your capture attempt will be successful, and victory will be yours, just the same as though it had been disputed fiercely in combat.

It is an excellent tactic - why wouldn't you use it?

Of course, I'd rather fight, myself, but I'll take a victory whenever I can.





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