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Remove Capping! And New Ideas For New Mode


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Poll: Remove Capping! And New Ideas For New Mode (168 member(s) have cast votes)

Who want capping REMOVED??

  1. Yes (45 votes [26.79%])

    Percentage of vote: 26.79%

  2. No (123 votes [73.21%])

    Percentage of vote: 73.21%

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#21 Terran123rd

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Posted 19 January 2013 - 02:31 PM

Keep capping, and just use these:

http://mwomercs.com/...__fromsearch__1

#22 Gremlich Johns

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Posted 19 January 2013 - 02:32 PM

Capture the Flag + mechs = Conquest with two sites = tactical gameplay

Assault + Capping = Capture the Flag = tactical gameplay

Assault (team death match) = tactical gameplay (that would actually require you to use scouts)

#23 Baltasar

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Posted 19 January 2013 - 02:39 PM

http://mwomercs.com/...90865-base-cap/
http://mwomercs.com/...out-of-assault/
http://mwomercs.com/.../91865-why-cap/
http://mwomercs.com/...36#entry1759936

People have some great answers on these past threads (maybe try search option next time) that explain, in detail and with great points, on why capping is there and why it should remain. Instead of just rushing out in one direction try:

1. Taking up a semi defensive position, where you can get back to your base if need be.
2. Send someone out (preferably a scout) to find where the enemy is moving. (oh hey guys, enemy is moving to our left!!
3. Holy crap!!! We know where they are going!!! I can't believe it!!! Now we can ENGAGE THE ENEMY since WE KNOW WHERE THEY ARE since we TOOK THE TIME to use some TACTICS and DEFENDED THE BASE at the same time.

Amazing how s**t. works...

View PostGremlich Johns, on 19 January 2013 - 02:32 PM, said:

Capture the Flag + mechs = Conquest with two sites = tactical gameplay

Assault + Capping = Capture the Flag = tactical gameplay

Assault (team death match) = tactical gameplay (that would actually require you to use scouts)



Assault + capping ACTUALLY REQUIRES SCOUTS...see previous post...

#24 Wizard Steve

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Posted 19 January 2013 - 02:43 PM

I love it when a poll backfires :)

#25 Harmatia

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Posted 19 January 2013 - 02:53 PM

I didn't participate in the pole because it was too vague. In Conquest capping makes sense, but in Assault I'd prefer another mechanic. Every other Assault mode in any other game I can think of is pretty much attack/defend, except MWO where it is basically Team Deathmatch with an alternate mechanism to win, base capping.

#26 Gantry

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Posted 19 January 2013 - 03:00 PM

Capping is rather fun again since double xp weekend is in effect. I think PGI ruined capping with the xp changes in the recent patch because it seems like a waste of time to ninja cap and get such little xp relative to fighting.

I think the bonus to cap xp should stay after this weekend. There's nothing wrong with going for a cap, it's a win condition. But, it should feel like a win and not a cop out.

#27 Zylo

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Posted 19 January 2013 - 03:05 PM

I see no reason not to cap if the enemy team is doing the same. The majority of early match cap wins that I have seen were a cap race. There is no reason to try fighting if you're going to lose the cap race vs capping and winning.

I'd rather win by kills but if it comes down to choosing to fight and losing to an enemy cap vs capping their base first and winning I'm going to cap every time to win. I care about the win more than the fight.

Edited by Zylo, 19 January 2013 - 03:06 PM.


#28 William Warriors

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Posted 19 January 2013 - 03:29 PM

View PostJason Parker, on 19 January 2013 - 02:03 PM, said:

I don'T want capping removed. Further more I want the reward for capping to return and to be tuned so that caping plus any number fo kills allways ends up in your team getting the same reward as if they had not capped and just killed all 8 members of the other team.

Why?

Obviously removing the capping rewards did not result in capping to happen any less than before. Hence we still see the "remove capping" posts.

So next test should be capping netting the same potential reward as killing all enemies. If all goes well this will finally be an incentive for people to actually defend and scout rather than run to the center of the map and brawl it out and thus should result in a lot more fighting in assault matches. At least that's what I hope to see. Anyhow in my book that's worth a testrun.

On a totally other side I have a serious question to the OP in order to understand him and all the others asking for the very same thing:

Capping is a fun part to quite some people in this game that want to keep it. Why is it you think that the fact that you are not one of them and don't have fun capping justifies that you cry for removing a part of the game that others have fun with in order to turn the gamemode into something you think is more fun for you, when at the same time you could easily leave assault alone and ask for proper team deathmatch? Is it really that important to you to destroy a fun part of the game for others along the way towards a fun game for you?



That price of fun was removed when they had changed the capping rule in assault mode.

The original intend of this post was, a few of the games i had played, team completely ignored each other and go for the other team cap. For the mere 25000 c-bill reward... what is the point of playing this game at all? And waste 10 mins?

As a few of you guys had said, either bring back the old system, or perhaps a change? Like removing it completely, or substitute with destructible objectives, like destroying enemy dropship and turret, Capping MEch bays which can repair your mech or reammo.. and etc..

Edited by William Conrad, 19 January 2013 - 03:31 PM.


#29 Teralitha

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Posted 19 January 2013 - 03:34 PM

View Postshintakie, on 18 January 2013 - 06:21 PM, said:

Play Conquest if you want more TDM.

Stop tryin to take one of the only actual tactical choices out of the friggin game.


Its not a tactical choice. Removing the bases would actually add more tactics. This is not a new concept. And polling on the subject only brings out the trolls in force.

#30 AustinNH

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Posted 19 January 2013 - 03:34 PM

No to removing capping.

Yes to more gametypes and more diversified objectives. Escort would be awesome, as well as objectives that help your team in more meaningful way rather than just a number that slowly goes up to 750. Something like capturable repair-rearm locations would be awesome.

#31 Teralitha

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Posted 19 January 2013 - 03:37 PM

View PostFitzbattleaxe, on 19 January 2013 - 02:01 AM, said:


Just defend your base! This isn't like netcode development - it's actually quite straightforward.


Just remove the bases! This isnt like netcode development - Its actually quite straightforward.

#32 Teralitha

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Posted 19 January 2013 - 03:46 PM

View Postshintakie, on 19 January 2013 - 11:59 AM, said:

You think TDM has more tactical depth to it than a base cap scenario?

I'm terrified of what you consider strategy if thats the case.


You think base capping has more tactical depth than TDM scenario?

Iam ROFL LMAO at YOU.

To the OP, im sorry dude, but this has been polled on before, and the only thing the poll revealed was how many people who prefer less tactics with base capping over how few the truly tactical minded players that hate base capping there are.

Or in my own words... Just how many stupid players there are who think assault mode requires more thinking than straight up TDM.

Fact is, assault mode is limited, and therefore quite boring after awhile to tactically minded players. The lemmings never stop enjoying it though.

Edited by Teralitha, 19 January 2013 - 03:49 PM.


#33 xRatas

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Posted 19 January 2013 - 03:49 PM

Capping has lot to do with tactics in game, one of the simplest uses: You can easily break enemy lines when someone sneaks to cap, and enemy runs in every direction, some to defend, some counterattack and at least one who has no idea what to do and sits still. It is really good point for rest of the team to make coordinated attack.

Also, I like to spoil everyone's fun game for my own joy, and ninja cap the enemy base. More "NO CAP!!11" comments I get, happier I will be. In that tank game, it sometimes adds quite a bit of extra fun, when you have to survive friendly fire too, while in cap. In this game it happens less likely though.

Seriously, how does capping make Assault less tactical, some of you seem to imply that? Or is it just that it opens up possibilities to beat your 100-engine Atlas without fighting it at all, that gets on your nerves? :)

Edited by xRatas, 19 January 2013 - 03:53 PM.


#34 Teralitha

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Posted 19 January 2013 - 03:52 PM

View PostxRatas, on 19 January 2013 - 03:49 PM, said:

Capping has lot to do with tactics in game, one of the simplest uses: You can easily break enemy lines when someone sneaks to cap, and enemy runs in every direction, some to defend, some counterattack and at least one who has no idea what to do and sits still. It is really good point for rest of the team to make coordinated attack.

Also, I like to spoil everyone's fun game for my own joy, and ninja cap the enemy base. More "NO CAP!!11" comments I get, happier I will be. In that tank game, it sometimes adds quite a bit of extra fun, when you have to survive friendly fire too, while in cap. In this game it happens less likely though.

Uh dude, they are shouting at you NO CAP!!! because your taking away the rewards of your team... in effect, your a moron.

#35 Zylo

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Posted 19 January 2013 - 03:52 PM

View PostTeralitha, on 19 January 2013 - 03:37 PM, said:


Just remove the bases! This isnt like netcode development - Its actually quite straightforward.

Players will just complain about that last enemy light mech running around that refuses to fight. If people want to waste time with enemy lights just running away and refusing to engage it's their choice I guess.

I think making base caps very slow would solve the problem of cap rushes. Take the number of surviving enemy mechs and multiply the base cap time by that. That would make capping a reasonable alternative to chasing down a light that refuses to engage but would make cap rushing at the start a very bad idea as the enemy team would have plenty of time to react to a few lights cap-rushing.

#36 AustinNH

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Posted 19 January 2013 - 03:53 PM

View PostTeralitha, on 19 January 2013 - 03:37 PM, said:


Just remove the bases! This isnt like netcode development - Its actually quite straightforward.


No. That's not what people want. I think the majority has spoken on this issue multiple times in multiple threads.

Removing base cap would make the game more repetitive. Each match would just be the same 8-man death ball clashing into 8-man deathball. There's nothing wrong with that. In fact, that's what most matches are now. But I'm glad that not every single match is that. Sometimes there is more communication, map awareness, and strategic splitting of your forces to fight the brawl while simultaneously defending your base. I'll concede that both teams walking past each other for a base race with zero engagement is not fun, but I can't remember the last time I saw that happen.

#37 xRatas

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Posted 19 January 2013 - 03:56 PM

View PostTeralitha, on 19 January 2013 - 03:52 PM, said:

Uh dude, they are shouting at you NO CAP!!! because your taking away the rewards of your team... in effect, your a moron.


While getting rewards for myself. How is it better that you kill someone and get the rewards for that, but I don't? Everyone for their own games, right? And you know, there is always another game waiting, just after you end this round...

For me, greatest reward is winning the game, I don't care how many c-bills I get.

Edited by xRatas, 19 January 2013 - 03:58 PM.


#38 AustinNH

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Posted 19 January 2013 - 04:02 PM

View PostxRatas, on 19 January 2013 - 03:56 PM, said:

For me, greatest reward is winning the game, I don't care how many c-bills I get.


Amen.

#39 Sears

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Posted 19 January 2013 - 04:17 PM

Base trading is a symptom of blobbing up. It's very easy for two teams to completely bypass one another. So at that point you and your team have a choice, turn around and assault your own base or push on to their undefended base. More often than not the latter is chosen.

You could of course split your team into two lances, but you'll probably find one of you lances gets wiped out.

Hopefully with some of the info warfare set to make an appearance at some point such as artillery strikes, blobbing won't be such a popular tactic.

12v12s might also help with this as one lance can break off. It would still be 8v12 but the odds are better. Gives the other lance the chance to swing round the back.

#40 flirrr

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Posted 19 January 2013 - 04:20 PM

I voted no because:

If you get outcapped it is your own fault most of the time! Play the game as it's supposed to be played and it won't happen so fast. The problem is that most of the people don't care if their base is getting captured and they don't RTB until it is too late. The other problem is that most of the scout mechs don't scout the enemy soon enough to get a clue what they are up to. IF you know what the enemy is up to you can react to it. Instead people are writing at the beginning of a match "hey guys what's the plan"? Like they want to stick to a plan doesn't matter what the other team is doing. That is just silly. In this game you are not supposed to walk into something blind and stick to a gameplan no matter what. You have to adapt to the strategy of your enemy and only a few people are able to do so.

Scout soon enough, tell your team and you will never ever have the problem that you get walked around and getting your base captured.





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