

Why Cap?!?!
#21
Posted 17 January 2013 - 07:11 PM
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
Posted 17 January 2013 - 07:13 PM
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
Posted 17 January 2013 - 07:14 PM
Tocryn, on 17 January 2013 - 07:04 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.
#24
Posted 17 January 2013 - 07:14 PM
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
Posted 17 January 2013 - 07:17 PM
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
Posted 17 January 2013 - 07:23 PM
and wow im glad YOU'RE all engish majors
nice work
#27
Posted 17 January 2013 - 07:23 PM
Voidsinger, 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?

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
Posted 17 January 2013 - 07:36 PM
#29
Posted 17 January 2013 - 07:39 PM
Bishop Steiner, on 17 January 2013 - 07:23 PM, said:
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.
#31
Posted 17 January 2013 - 07:46 PM
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
Posted 17 January 2013 - 07:50 PM
Tocryn, on 17 January 2013 - 07:23 PM, said:
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
Posted 17 January 2013 - 07:50 PM
I mean the difference is 200 XP...
#34
Posted 17 January 2013 - 07:56 PM
but we need more game modes... TDM is needed for the brawlers.
#35
Posted 17 January 2013 - 08:08 PM
#36
Posted 17 January 2013 - 08:22 PM
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
Posted 17 January 2013 - 08:26 PM
#38
Posted 17 January 2013 - 08:46 PM
Edited by King Arthur IV, 17 January 2013 - 08:52 PM.
#39
Posted 17 January 2013 - 08:48 PM
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
Posted 17 January 2013 - 08:58 PM

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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