Khanahar, on 04 February 2013 - 12:02 AM, said:
My vote goes for base cap being disabled until X number of 'mechs have been destroyed. So it becomes a way to end matches if one side hides, but is generally not an effective way to end a game.
Assault mode is not meant to be just a convenient way to "end a match". Its part of your mission so to speak...seek out and destroy the other team, or capture their base, while making sure you base doesn't get captured in the process (I mean after all if you haven't lost 4 mechs then you should have 1 or 2 to spare to prevent your base from being captured). Again, refer to the DEFENDING YOUR BASE, clause of the mode. There are viable tactics that are given that people just won't listen to but wish to change a game mode because they don't want to learn to play with that type of mission set. As I said earlier, there is a simple way to make sure your base doesn't get captured and is not that hard to implement.
1. Instead of charging ahead as soon as the start up clock hits zero, send a fairly fast mech to quickly discern where the enemy is moving.
2. Once you know where the enemy is going either:
a. Move to meet the enemy head on, or
b. Set up a defensive position to receive enemy contact.
These are very basic tactics that can be used to easily prevent your base from being captured. The capping speed is fine on the base. If you can't get back to your base in time then its the price you pay for 1. Not responding to your base being attacked at the get go, or 2. over extending and letting your base fall to the enemy.
Now there are more advanced tactics that you can use on the maps but that generally requires a lot more communication and coordination. But, if you stick to the basics, you can still have a big stompy death match without losing your base in the process. If you don't defend your base then you deserve the loss.