Nothing is worse than a 2 minute race track game where nobody fires a shot. Just played 3 in a row. Thats all.


Turn Capping Off Until Last 5 Minutes
Started by UltraMek, Jan 18 2013 05:22 PM
9 replies to this topic
#1
Posted 18 January 2013 - 05:22 PM
#2
Posted 18 January 2013 - 05:24 PM
Did you know that if you don't over extend you can defend you base? You can turn that cap race into an actual fight.
#3
Posted 18 January 2013 - 05:28 PM
I'm talking about in pugging. In 8 man its not an issue. also 8 men usually dont finish off the cap, they are in it to actually win.
#4
Posted 18 January 2013 - 05:29 PM
UltraMek, on 18 January 2013 - 05:28 PM, said:
I'm talking about in pugging. In 8 man its not an issue. also 8 men usually dont finish off the cap, they are in it to actually win.
Not even really an issue in pugging. I haven't lost to a cap in a Pug for a very long time.
#5
Posted 18 January 2013 - 07:18 PM
It is Assault, NOT Team Death Match!
#6
Posted 18 January 2013 - 08:32 PM
UltraMek, on 18 January 2013 - 05:28 PM, said:
I'm talking about in pugging. In 8 man its not an issue. also 8 men usually dont finish off the cap, they are in it to actually win.
Hmm, I thought capping the base was winning. Wars are fought over objectives. No objective, no reason to fight. If you don't want to think about strategy, go play Halo or something.
#7
Posted 18 January 2013 - 08:45 PM
Yeah...nothing wrong with capping. If you don't want to cap, then defend.
#8
Posted 18 January 2013 - 10:35 PM
OP, I suggested this back in closed beta. To the same responses you are getting. Back then, no one even attempted to fight.
#9
Posted 18 January 2013 - 11:14 PM
The cap mechanic adds an extra layer for developing strategies upon, and is thus critical to keeping game play interesting. Most good strategies are positioned relative to the cap or involve triggering the cap to induce panic. You don't have to finish the cap in order to gain an advantage. Putting pressure on the cap when the other team is not in a position to threaten your own forces them to behave the way you want them to. It USED to be a great way to dictate the terms of an engagement. It was a great way to spread the enemy out and engage smaller groups of mechs. Since the introduction of ECM, such positioning strategies have fallen out of favor. With ECM on each team, it has become too risky to sneak onto their cap in anything other than a craven, and cravens have simpler ways to win matches than intelligent trickery. Since the introduction of ECM, players are more likely to panic and go for the cap than they are to defend. This is because it's harder to recognize if it's just a single scout or the whole team on your own base. Pre-ECM, you had a better idea of where the bulk of the other team was, and you could use that information to decide whether to cap or defend.
#10
Posted 19 January 2013 - 12:02 AM
How about disabling it for the first 3-5 minutes of the match. It would be especially good now that the spiders are around.
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