

Discouraging Base Rushes
#101
Posted 04 February 2013 - 11:12 AM
#102
Posted 04 February 2013 - 11:14 AM
Serapth, on 04 February 2013 - 11:12 AM, said:
this would be fun!
#104
Posted 04 February 2013 - 11:19 AM
Tichorius Davion, on 04 February 2013 - 11:17 AM, said:
Well fun in that they would hurt. Anyone remember base defenses in Campaign MW4? If you ignore them they can maim you.
Yeah, those were also some of the most important strategic missions... where you came in under the cover of *gasp* ECM ( that wasnt horrifically OP either... ) and took out power stations, or you got hooped. It gave the game depth.
#105
Posted 04 February 2013 - 11:23 AM
Serapth, on 04 February 2013 - 11:19 AM, said:
Yeah, those were also some of the most important strategic missions... where you came in under the cover of *gasp* ECM ( that wasnt horrifically OP either... ) and took out power stations, or you got hooped. It gave the game depth.
I seriously just want maps from Mech Commander built to scale with the bases. You have to capture them even base defenses. if you can't successfully capture the defense controls then you have to destroy them. It would make conquest interesting. Every Resource point with a base defense, independent of the capture point.
Edited by Tichorius Davion, 04 February 2013 - 11:23 AM.
#107
Posted 04 February 2013 - 11:27 AM
I'm grooming myself for Clan play. I want to be sharp, on multiple mechs, as the need arises. Running to a base provides none of that.
If some ****** on my team wants to cap, fine, no muss or fuss, /BLOCKED. I will say, based on feedback in TS, alot of you run-and-go-cap-yourselves are getting BLOCKED by a great many people.
Not making the news, just reporting it.
#108
Posted 04 February 2013 - 11:39 AM
Ensaine, on 04 February 2013 - 11:27 AM, said:
I'm grooming myself for Clan play. I want to be sharp, on multiple mechs, as the need arises. Running to a base provides none of that.
If some ****** on my team wants to cap, fine, no muss or fuss, /BLOCKED. I will say, based on feedback in TS, alot of you run-and-go-cap-yourselves are getting BLOCKED by a great many people.
Not making the news, just reporting it.
Which Clan? You do know some Clanners are known to be very liberal with the definition of honor.
#109
Posted 04 February 2013 - 11:58 AM
Caustic Valley:
1 guy goes 3 line and watches for flank. Rest of team goes to caldera normally. Main force keep an eye on the exposed other side from Caldera.
River City:
You can freaking see the other team FROM YOUR FLIPPIN BASE. Use your flippin eyeballs and see whether they go upper city or lower city.
Forest Colony:
1 guy keep an eye on Cave/right side and the rest of team covers middle and water. God this is tough!
Frozen City:
This is literally the only map that you have to use a single brain cell to counter cap rush. Put guys on ridge, but keep an eye on cave. IF YOU DON'T SEE THEM ALL Put an eyeball on Jenner alley (that path that runs around the map). in pug games look at your team comp. If you see a lot of mediums/lights watch jenner alley. If it's mostly heavies/assaults don't worry about it.
Incidentally. If you go to the ridge and see nothing, just push over and cap yourself. You will get there quicker than a team running all the way around the perimeter of the map.
Last Point:
If no one is willing to cover the undefended flank, take some flippin initiative you passive scum. Waddle your butt over to the cave, or get up on a mountain to spy 3 line, or do something that's useful. Simply expecting your pug team to scout for you is a sure-fire way to lose. Most of these maps have 2 lines of attack. If your team is going down one, you go down the other. Congratulations you wont lose to base rush 99% of the time.
Now dry your tears and get back in the fight.
#110
Posted 04 February 2013 - 12:02 PM
Jman5, on 04 February 2013 - 11:58 AM, said:
Caustic Valley:
1 guy goes 3 line and watches for flank. Rest of team goes to caldera normally. Main force keep an eye on the exposed other side from Caldera.
River City:
You can freaking see the other team FROM YOUR FLIPPIN BASE. Use your flippin eyeballs and see whether they go upper city or lower city.
Forest Colony:
1 guy keep an eye on Cave/right side and the rest of team covers middle and water. God this is tough!
Frozen City:
This is literally the only map that you have to use a single brain cell to counter cap rush. Put guys on ridge, but keep an eye on cave. IF YOU DON'T SEE THEM ALL Put an eyeball on Jenner alley (that path that runs around the map). in pug games look at your team comp. If you see a lot of mediums/lights watch jenner alley. If it's mostly heavies/assaults don't worry about it.
Incidentally. If you go to the ridge and see nothing, just push over and cap yourself. You will get there quicker than a team running all the way around the perimeter of the map.
Last Point:
If no one is willing to cover the undefended flank, take some flippin initiative you passive scum. Waddle your butt over to the cave, or get up on a mountain to spy 3 line, or do something that's useful. Simply expecting your pug team to scout for you is a sure-fire way to lose. Most of these maps have 2 lines of attack. If your team is going down one, you go down the other. Congratulations you wont lose to base rush 99% of the time.
Now dry your tears and get back in the fight.
Yeah but I've dropped against you before Jman. One of our games became capwarfare as we traded bases. Told my team [Redacted] Cap lets go kill them. Either it was Caustic or River and we got a kill that is about it...
#111
Posted 04 February 2013 - 12:05 PM
Tichorius Davion, on 04 February 2013 - 11:17 AM, said:
Well fun in that they would hurt. Anyone remember base defenses in Campaign MW4? If you ignore them they can maim you.
When I had a stationary target to take out I would take a fast mech with an Artillery Beacon. Race into range, pop that, leave. Booom... mission successful. Be glad we only have a square to stand in. If both sides had base defenses similar to MW4 both sides would be braindead to pass up the extra fire power of the base defenses and actually leave their base.

Ensaine, on 04 February 2013 - 11:27 AM, said:
I'm grooming myself for Clan play. I want to be sharp, on multiple mechs, as the need arises. Running to a base provides none of that.
If some ****** on my team wants to cap, fine, no muss or fuss, /BLOCKED. I will say, based on feedback in TS, alot of you run-and-go-cap-yourselves are getting BLOCKED by a great many people.
Not making the news, just reporting it.
I don't cap to cap. I step on the cap to drag two mechs away form the main fight. It is a "force multipler" action. If no one comes... well... Is that really my fault?
#112
Posted 04 February 2013 - 12:10 PM
#113
Posted 04 February 2013 - 12:23 PM
Tichorius Davion, on 04 February 2013 - 12:02 PM, said:
Yeah but I've dropped against you before Jman. One of our games became capwarfare as we traded bases. Told my team [Redacted] Cap lets go kill them. Either it was Caustic or River and we got a kill that is about it...
I don't have a problem capping especially on River City when I see the entire team barrel down one direction without a second thought. Did we win because I can't remember the last time I lost to a surprise cap rush.
#114
Posted 04 February 2013 - 12:29 PM
Jman5, on 04 February 2013 - 12:23 PM, said:
We were relatively heavy as a team and we abandoned the trek. Barely touched your base and we went back. We killed a light but then you guys won by cap. Either way cap warfare ain't fun.
Edited by Tichorius Davion, 04 February 2013 - 12:30 PM.
#115
Posted 04 February 2013 - 12:48 PM
#116
Posted 04 February 2013 - 01:06 PM
Tichorius Davion, on 04 February 2013 - 12:29 PM, said:
We were relatively heavy as a team and we abandoned the trek. Barely touched your base and we went back. We killed a light but then you guys won by cap. Either way cap warfare ain't fun.
Having the option is more fun than not having the option. Without the option Conquest becomes, "Blob up, move to middle of map, shoot any enemies you see." With the option people have to at least consider they could lose to someone wandering around their blob and getting to their base. They have to consider if it is worth leaving the blob in order to prevent that or do it themselves.
Before you say it takes no tactics to stand on a square, it does take tactics to know when standing on a square is going to get you an advantage in the battle.
Taizan, on 04 February 2013 - 12:48 PM, said:
You reported the TKers, right? Meanwhile you had a polite and courteous discussion about the merits of Basecapping to not Basecapping before they maliciously TK'd you, right?
#117
Posted 04 February 2013 - 01:09 PM
Mercules, on 04 February 2013 - 01:06 PM, said:
Having the option is more fun than not having the option. Without the option Conquest becomes, "Blob up, move to middle of map, shoot any enemies you see." With the option people have to at least consider they could lose to someone wandering around their blob and getting to their base. They have to consider if it is worth leaving the blob in order to prevent that or do it themselves.
Before you say it takes no tactics to stand on a square, it does take tactics to know when standing on a square is going to get you an advantage in the battle.
Bah, All 8 of us got the assist for the kill. We didn't get much exp but we got money out of it. It was a win for us more than them.
Edited by Tichorius Davion, 04 February 2013 - 01:09 PM.
#118
Posted 04 February 2013 - 03:17 PM
Edited by The Cheese, 04 February 2013 - 04:12 PM.
#119
Posted 04 February 2013 - 03:19 PM
#120
Posted 04 February 2013 - 03:20 PM
Capping is locked until one of the teams loses 3 mechs.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users