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Discouraging Base Rushes


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#81 PANZERBUNNY

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Posted 04 February 2013 - 08:34 AM

One base in the middle of the map for Assault. Basically it turns into a fire fight or it's capped because the enemy is pushed right out OR the remaining ones are hiding.

The way it should be.

#82 NitroDev

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Posted 04 February 2013 - 08:48 AM

during a base cap, win or lose, if I'm still alive, that's a win in my book. I usually don't participate in the capping though, I'll try to run back and stop it.

#83 ferranis

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Posted 04 February 2013 - 08:53 AM

View PostSI The Joker, on 04 February 2013 - 05:25 AM, said:


Hey well at least the "ME ME ME" mentatlity isn't limited to the US.

That's... something.... right guys? Right? No?.... Oh....


Wait, you are telling me it is fun for someone to walk to the other base and stand there for a few minuites doing nothing and getting no reward for it?

The thing with it is that it ruins the fun for both sides, if you are on the winning or loosing side is not important.

Edited by ferranis, 04 February 2013 - 08:54 AM.


#84 Seijin Dinger

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Posted 04 February 2013 - 08:55 AM

it is a smaller reward, but there is still a reward for capping. I HATE when people start spouting off that there is no reward.

#85 Eric darkstar Marr

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Posted 04 February 2013 - 08:55 AM

View PostPANZERBUNNY, on 04 February 2013 - 08:34 AM, said:

One base in the middle of the map for Assault. Basically it turns into a fire fight or it's capped because the enemy is pushed right out OR the remaining ones are hiding.

The way it should be.


You know that is an awesome idea. Maybe put it in the suggestion area or put it on reddit.

#86 Death Mallet

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Posted 04 February 2013 - 09:02 AM

They need to add a cap reset mechanic to Assault, like World of Tanks.

If somebody takes damage or leave the cap circle, their cap points are lost and the counter is reset.

This leads to a lot of tense and interesting matches as people try to get just one fast tank to back to their own base to reset while the rest of the team caps. Or a team of several tanks on a cap point maneuvers to shield the guy that has the most cap points.

I know a lot of people are not WoT fans here, but its a good mechanic that adds tension to the games.

#87 Joseph Mallan

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Posted 04 February 2013 - 09:10 AM

View Postferranis, on 04 February 2013 - 08:53 AM, said:


Wait, you are telling me it is fun for someone to walk to the other base and stand there for a few minuites doing nothing and getting no reward for it?

The thing with it is that it ruins the fun for both sides, if you are on the winning or loosing side is not important.

Yes that is what he is saying and what I have seen. There are players who want to try to cap as fast as they can. AND they should be allowed and rewarded for successfully completing the Primary mission of Assault.

#88 ferranis

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Posted 04 February 2013 - 09:14 AM

View PostJoseph Mallan, on 04 February 2013 - 09:10 AM, said:

Yes that is what he is saying and what I have seen. There are players who want to try to cap as fast as they can. AND they should be allowed and rewarded for successfully completing the Primary mission of Assault.


Yes, reward the behaviour that ruins the fun for most people. Premade mindset here you go. ..Some people.
We already had a time where there were rewards for basecapping, resulting in a greater amount of just outright boring games. They got rid of it for a reason.

At least now it is rare.

Edited by ferranis, 04 February 2013 - 09:14 AM.


#89 Greyfyl

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Posted 04 February 2013 - 09:18 AM

View PostMystere, on 03 February 2013 - 07:58 PM, said:

I have said it before and will say it again: I cap to win and to p1ss people off. The countless QQ threads like this one show that it is working extremely well.

Also, do you want Assault to turn into TDM? Then why not establish positions near your base and defend it. It's really as simple as that.


Gotta love people that do things in game for no other reason than to make the game less enjoyable for others.

Please PGI give the forums a dislike button just for this post alone.

#90 Joseph Mallan

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Posted 04 February 2013 - 09:30 AM

View Postferranis, on 04 February 2013 - 09:14 AM, said:


Yes, reward the behaviour that ruins the fun for most people. Premade mindset here you go. ..Some people.
We already had a time where there were rewards for basecapping, resulting in a greater amount of just outright boring games. They got rid of it for a reason.

At least now it is rare.
Yes they did. they took it away cause lazy players were to lazy to go back and defend their base! Funny thing happened though. The Base cap crowd still Cap! Taking the reward away for Capturing the base was a dumb decision. The scenario is Capture the base or destroy the enemy. Some of the funnest matches I've had was when we had to rush back to our base and beat the heck out of 2 assaults a heavy and a medium before the Cap! nerve wracking wins when it was a single tick left and down to a one on one fight! Wouldn't have had those fights if we hadn't defended the base.

View PostGreyfyl, on 04 February 2013 - 09:18 AM, said:


Gotta love people that do things in game for no other reason than to make the game less enjoyable for others.

Please PGI give the forums a dislike button just for this post alone.

grey the reason he gets the pleasure is because of the rage it creates in the populace. If there wasn't as much rage over the issue then you might just see less Capping.

#91 ferranis

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Posted 04 February 2013 - 09:36 AM

People hear what they want to hear, no one wants to take capturing away.

But capturing in the first 5 minutes has to go, running around each other and standing in a base without any enemy contact is just not entertaining for the majority of players (like 99% of them).

#92 Bobfrombobtown

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Posted 04 February 2013 - 09:37 AM

The only time this happens is when both teams managed to take paths that did not intersect. There are many ways to prevent this. The 2 obvious ones are:
1) Use scouts to, you know, scout.
2) Base camp and wait.

#93 Jacmac

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Posted 04 February 2013 - 09:41 AM

View PostThe Cheese, on 03 February 2013 - 07:14 PM, said:

That way, the game play is pushed towards a more 'true' TDM style (Base cap modes are fine, but Conquest has filled that role now and does it a lot better than Assault does), while still keeping a win condition for when that one last light just won't die.

How that happens? I don't know. I'd love to hear some suggestions.

What we need is capture and defend with the base defense being in a random location and the defenders given a reasonable amount of time to setup a defense. The current game modes are just place holders, good for practice, but nothing like a real mission.

#94 Chrithu

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Posted 04 February 2013 - 09:58 AM

View PostPANZERBUNNY, on 04 February 2013 - 08:34 AM, said:

One base in the middle of the map for Assault. Basically it turns into a fire fight or it's capped because the enemy is pushed right out OR the remaining ones are hiding.

The way it should be.



Actually that would be a variant of Assault that is quite interesting. Might even make that base in the middle work like the ones in conquest mode: Push the enemies cappers off the square and then negate their capping progress. The Bases though should not provide substantial sniping or LRM cover. So on caustic for instance it should be placed in the open plains left or right of the caldera. On River City it should be in the water. Or on the "platform" instead of the buildings. On Frozen City it should replace the crashed ship and on Forest Colony it also should be either open in the waterside.

Edited by Jason Parker, 04 February 2013 - 10:02 AM.


#95 dario03

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Posted 04 February 2013 - 10:34 AM

View PostSeijin Dinger, on 04 February 2013 - 08:32 AM, said:

I think it would be cool if the bases had a few heavy turrets that had to be gotten through, nothing that lights can 1 shot, or 1 shot lights, and out of the line of sight of cross map fire.


That would be good if they added a mismatched team mode with the smaller team only able to win by defending/killing and the larger team only able to win by assaulting/killing. If you put that in the game as is you would just get both teams camping with nobody wanting to lose that advantage. Unless you made those turrents have a really really short range and attack power. I think that would be cool for conquest mode though, just put them on the home bases so if you really want those bases you have to take the turrents out but the other bases are open.

#96 shintakie

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Posted 04 February 2013 - 10:37 AM

View PostPANZERBUNNY, on 04 February 2013 - 08:34 AM, said:

One base in the middle of the map for Assault. Basically it turns into a fire fight or it's capped because the enemy is pushed right out OR the remaining ones are hiding.

The way it should be.


I dont think I see the point of a king of the hill style map unless the point actually moves. Unless its a massive map you only have 1 option in a game mode like that. Assault or go home. The only way that wouldn't be the case is if the map is so large that a large group of lights could cap the base before an assault could actually make it to the fight, in which case it becomes go fast mech or go home.

Unless theres somethin I'm missin here.

#97 Suprentus

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Posted 04 February 2013 - 10:58 AM

Absolutely wrong. There are rewards for capping, contrary to popular opinion. +50 exp if your team caps, + another 75 exp if you assisted in it. 125 exp is like getting a kill or kill assist.

You may say that's not much, but consider that the reward can be gained in about 3 minutes in the scenario that the OP described. Quick and easy experience. That's the reward. Sometimes a match just plays out that way. You may be deprived of the fun of a fight, but come on, it's only 3 minutes out of your entire insignificant day. Move on to the next match and fight there. There's no reason to make any sort of case out of it. Winning or losing by base rushing is not as common as some people's hyperbole make it out to be.

If I'm being both realistic and generous in gauging the commonality of this occurrence, I'd say that at most, only 1 in 5 assault matches are a quick base rush. And like I said, it's only 3 minutes. I know you're itching to exercise your trigger finger, but you'll get your chance, and it doesn't take long to get it. Crying, over-analyzing, and trying to come up with convoluted solutions with walls of text over something as trivial as coming up on a red light you thought was green is really a non-issue.

TL;DR: Do I like fighting? Sure, but sometimes a fight is just not meant to be. Just move on to the next match and be done with it, instead of kicking and screaming out of it.

Edited by Suprentus, 04 February 2013 - 11:00 AM.


#98 DEN_Ninja

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Posted 04 February 2013 - 11:06 AM

Destroyable base defenses.

#99 Joseph Mallan

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Posted 04 February 2013 - 11:08 AM

View Postferranis, on 04 February 2013 - 09:36 AM, said:

People hear what they want to hear, no one wants to take capturing away.

But capturing in the first 5 minutes has to go, running around each other and standing in a base without any enemy contact is just not entertaining for the majority of players (like 99% of them).

Why? If I have gone so far from my base that I cannot get back to defend it at the 5 minute mark... I deserve to lose AND be humiliated.

#100 Mercules

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Posted 04 February 2013 - 11:10 AM

View PostThe Cheese, on 03 February 2013 - 08:33 PM, said:

I mainly pug now, so this is biased towards a good pug game. Anyone playing the "well why don't you defend?" card would know, if they'd played a pug game, that getting said pug team to coordinate is a rare thing. Even rarer still when the most reliable way of winning is to completely avoid the enemy.

There are no such things as 'using your scouts' or 'setting up a defensive line' in a pug match.


Well damn. That would explain some things.


I call BS on this for several reasons.

1. The most reliable way to win is to avoid the enemy? Um... no... you are then gambling that you take a nice clean short path and get to their base first and HOPE they are not waiting for you. You either race faster mechs to their base as quickly as possible to start capping first, or you glob up and move together in case they are defending. Base Rush is the least reliable way to try and win.

2. I pug a lot. It isn't that hard to scout and type in, "8 coming down 3 line." or "4+ in cave". I also usually can respond to a base cap attempt by the other team. This really isn't that hard.


View Postferranis, on 04 February 2013 - 09:36 AM, said:

People hear what they want to hear, no one wants to take capturing away.

But capturing in the first 5 minutes has to go, running around each other and standing in a base without any enemy contact is just not entertaining for the majority of players (like 99% of them).


Running around each other is extremely rare... well in any game I play in. If it is happening more often in your games... what could the issue be? Hmmmmm? ^_^





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