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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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#61 Adrienne Vorton

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Posted 27 January 2013 - 03:21 AM

i think what should be removed is the thinking of people that"faster is better"

nothing against capping when most of the enemy is killed, or when it´s your only way to win the match because you are heavily outnumbered

but capraces dont earn sh**, no money, no xp and most important no damn fun...

#62 MischiefSC

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Posted 27 January 2013 - 06:01 AM

How about making each base location more defendable? Or just have capping not win for the first 10 minutes of the match?

I'm a big fan of tactics but capraces are not about tactics. Also, given the alpha strike nature of builds, pinpoint accuracy and the wonky LRM vs ECM balance (if your team doesn't have ECM you're screwed if you're on defense) that aspect of the game just isn't viable right now.

#63 Corralis

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Posted 27 January 2013 - 06:28 AM

I actually have a couple of ideas about this. Firstly I agree that the current capping system isn't that good, there's no point in using the 'just defend your base' argument when there isn't a single player that I have seen in my 1000+ matches who actually does this (unless your an LRM carrier and then it's just common sense but your not defending cause your useless at close range).

So the first idea is this, instead of having 2 bases you have 1 base on the map and the first team to cap it wins but it takes a full 2 to 3 minutes to cap the base and the enemy team can get onto the cap and reverse your work (bit like conquest is now but with 1 cap point). This could add a lot of fun to the game as it isn't just whoever can get the fastest mechs to the point first wins cause the cap takes so long that your assaults are in place long before you can finish capping. Also it brings everyone to the fight.

The second Idea is this, Same mechanics we have now but instead of the objective being Capture enemy base OR destroy all enemies it's Capture the base AND destroy all enemies. You could add in a little punishment wherein if a team manages captures your base first then you lose your radar capabilities for the rest of the match and have to fight blind so it gives you a damn good reason to defend your base, but the game isn't over if you do and it's still possible to win (albeit much harder).

#64 Corralis

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Posted 27 January 2013 - 07:28 AM

Bump for good idea ^^^^

#65 Crawford

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Posted 27 January 2013 - 07:33 AM

View PostJooky SeaCpt, on 19 January 2013 - 12:06 PM, said:

Capping is important. Imagine what would happen the first time you play Assault mode without a cap-able base, and some little ECM raven runs off to some obscure corner of the map to hide just to grief your team. That's right, you crushed them seven to zip, but now the last man on their team has decided to make you wait the full 15 minutes before you can claim victory. You sweep over the map again and again looking for him, but no one can find him. Reluctantly you trudge off to force the issue by capping his ba...oh wait.


^this

#66 MischiefSC

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Posted 27 January 2013 - 07:41 AM

So let capping work for victory AFTER 7 minutes or so. That's fine, I'm just not a big fan of the cap rush. Given the disproportionate advantage of concentrated firepower (thanks to pinpoint accuracy) as well as the disparity of missileboats vs ECM making or breaking one side or the other you can't divide your forces or you'll just lose. If that's the case have Assault only have 1 base, similar to Corralis' suggestion above. Just have it be one that one team spawns at.

Thus one team defends, one attacks. After the 7 minute mark the defenders can win by 'capping' the start location of the attackers. This prevents sneaky hide to grief stuff.

What I really dislike is the 'one side goes high town, one low town' or 'one side runs river, one tunnel' sort of caprush.

Again though, I think making caps add XP and cash instead of victory would give lights more use and add more tactical depth to the game. I agree that some means of capping for victory when it's pretty much over is great, it's just more hollow than an actual battlefield victory.

#67 SixPrime

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Posted 27 January 2013 - 09:28 AM

View PostTrev Firestorm, on 26 January 2013 - 09:17 PM, said:

Instead of crying about capping and making excuses for your failure how about you learn to play the game and defend.

How about you learn to play the game as well ?
Maybe, first step forward would be to stop insulting players that have a different opinion from yours.

You just cannot ignore so many players complaining for X or Y reasons, good or bad. Smart people find good solutions or try to explain why, not insult the others :P

Just 1 example (that I've already given, but obv. most people decided to ignore it because it's more convenient that way) :
- Premade of 4 RVN-3L ECM hiding and capping your base, with capture module (which should be somewhat < 30s).
Your solution ? I'm listening. But think twice.


EDIT: some suggests a common objective, somewhere close to the middle of the map. That would actually be a good idea.

Edited by SixPrime, 27 January 2013 - 09:30 AM.


#68 Joseph Mallan

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Posted 27 January 2013 - 09:33 AM

Set up 200+ Meters behind/around your base. 4 ravens v 8 Mechs concentrated fire. I've done it with our group on Caustic Valley. We destroyed the whole team that way!

Oh wait! That's right! Camping is for losers!(Not pointed at you Six, Just the silliness of complaining about different tactics used in the game.)

Edited by Joseph Mallan, 27 January 2013 - 09:36 AM.


#69 darkkterror

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Posted 27 January 2013 - 09:45 AM

I wouldn't hate cap victories if the abysmal amount of cbills awarded didn't make it feel like a loss. I don't know, maybe I'm playing the game "Wrong" for valuing high cbill matches over winning matches, but that's kind of how I feel about it. For me, a large part of the fun of this game is buying new Mechs and trying out new builds. In order to do that I need cbills. It's especially bad in the Cbills department when I want to Elite a Mech and so I need to buy 2 other variants (read: more cbills) to do it. This results in me valuing Cbills more than victory.

I suppose it isn't only about cbills, though. The other large part that contributes to my fun in this game is actually having large slugging matches between two lances of Mechs. A game that ends in a cap after relatively little fighting feels a lot more boring than a drawn out match that results in much of both teams being destroyed. You ever have that match in River city when one, complete team goes through Upper City and the other team goes through Lower? Both teams end up in each other's base and the game ends without anyone ever firing a shot? Total boredom (granted it doesn't happen very often).

I'm not going to suggest that capping be removed. As other people have already pointed out, there will be times when you just plain need to cap. I have also seen that one remaining light that decides to be a "Hero" for his team by shutting down in a distant corner of the map and hiding. Maybe there should be a big Cbill incentive for the winning team if they win by cap. Maybe that would not only make teams more likely to go after a cap, but it would also be an incentive for the other team to try to defend against that cap.

#70 KingNobody

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Posted 27 January 2013 - 09:46 AM

I LIKE basecapping, I just wish there was more to it. Standing on the red square near the funny-looking building is not the most fun way to take a base. I thought about destructible cap points, but that would make it so a 'mech with no weapons couldn't cap.

I think basecapping is important in this game, as it gives us something to do besides "run to map's designated brawling spot (especially on frozen city) and brawl like the gun-toting chimpanzees we are until only one team is left". I get bored of these furballs, and until maps are released that are more suitable to tactical variation, basecapping gives me something to do besides fight like a monkey.

Therefore, I think that basecapping should not only be kept, it should be given rewards again, so that Brawly McDumbass doesn't have a screaming fit whenever anyone even THINKS about a cap victory.





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