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Discouraging Base Rushes


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#1 The Cheese

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Posted 03 February 2013 - 07:14 PM

We've all seen it, we've all cursed it. That moment you realise that your team took an attack path that's on the opposite side of the map to the one your enemy took. You're far enough down the path that the possibility of saving your base is slim. Your team, and theirs, decide to start a mad rush to their respective enemy's base.

There's the odd occasion when some of your team turns around to try and fight off the attackers, or at least delay them, but that feeling that you are that one extra mech that will tip the capture scales in your team's favour is often too strong to ignore. Even if you do turn around and fight, you're often little more than a minor delay for the other team, who quickly pummels you into dust while your team's Assault mechs continue to waddle along towards the cap point, too slow to make any difference to either a defense attempt or the capture progress.

The result is like my first time with a girl. Unsatisfying and over way too fast, but at least I got some.

There's always someone who tells everyone to fight, that no one really gains much out of a cap-win. That someone is promptly ignored by both teams.

It's recently dawned on me that this happens because the desire for a win is a much stronger motivator than the desire to gain rewards (Fighting and dying in defence often gives more rewards than a win by capture). Running with that as a base, I believe that the way to reduce the frequency of the base rush isn't to reduce or remove rewards from capping. The way to reduce the frequency is to make victory by destroying the enemy easier than victory by base capture. Make capturing a base nearly impossible while there is any defender within firing range and LOS.

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.

#2 badaa

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Posted 03 February 2013 - 07:48 PM

easy fix, 3 min wait before bases can be actively capped

#3 Baltasar

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Posted 03 February 2013 - 07:56 PM

Or....you can make use of your scouts. Have them find out where the team is going, and either meet them head on, or, wait for it, DEFEND your base. If you don't want to be out capped then just stay around your base, set up a defense, and let the fight come to you. It's not rocket surgery people.

I think its bad that they reduced the cap rewards. Now people just want to head on and just duke it out w/o much tactcis involved and whine about it when they get their based capped out from under them.

#4 Mystere

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Posted 03 February 2013 - 07:58 PM

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.

Edited by Mystere, 03 February 2013 - 07:59 PM.


#5 Baltasar

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Posted 03 February 2013 - 08:00 PM

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.


Nothing discourages base capping like running into a line of assault mechs in a well entrenched position.

#6 Mystere

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Posted 03 February 2013 - 08:04 PM

View PostBaltasar, on 03 February 2013 - 08:00 PM, said:

Nothing discourages base capping like running into a line of assault mechs in a well entrenched position.


You'd think people have figured this one out already. But I guess that's the difference between "brawn" and "brains".

#7 Cuthbert Allgood

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Posted 03 February 2013 - 08:08 PM

I've got the solution....If you take a base before stomping most of the other team, your team gets teleported to the 8-man que, that should prevent almost everyone from trying to take a base.lol :P

#8 Darkrook

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Posted 03 February 2013 - 08:08 PM

Easy fix, don't rush so fast and play some defense :P

#9 M4NTiC0R3X

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Posted 03 February 2013 - 08:11 PM

Usually when a cap happens it takes half the time and you get half the money. That just dawned on me today and you wrote all that?

#10 Baltasar

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Posted 03 February 2013 - 08:14 PM

Posted Image

#11 sycocys

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Posted 03 February 2013 - 08:15 PM

View PostBaltasar, on 03 February 2013 - 08:00 PM, said:


Nothing discourages base capping like running into a line of assault mechs in a well entrenched position.

WHaaaaat? You mean there's a counter for base capping too?

#12 dario03

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Posted 03 February 2013 - 08:16 PM

They could add diminishing returns to extra mechs on the base. So first mech does 100% base cap rate, second adds 75%, third 50%, forth 25%, and any extra after that does none. So the most it will cap is at 250% plus modules but it would still make sense to have more mechs since they can help kill the returning mechs. Would add a bit of time to get back to base without killing the chance for a last light or 2 to steal a victory.

Or they could add some stop cap points. So points on the map that don't let you win by holding them but do let you stop or slow down the enemy cap if you are on them. That way you couldn't just all rush the enemy base since a enemy mech or two would stop your cap. I think that would be better than only letting one base be capped at a time and could work in assault mode but I think it would be best in a defend/assault mode where only one team is able to win by capping and the other is only supposed to defend possibly for a set amount of time.

Or you can just hope they add a regular TDM some time in the future.

#13 Mystere

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Posted 03 February 2013 - 08:16 PM

View PostCuthbert Allgood, on 03 February 2013 - 08:08 PM, said:

I've got the solution....If you take a base before stomping most of the other team, your team gets teleported to the 8-man que, that should prevent almost everyone from trying to take a base.lol :P


Well, given that I PUG 100%, I am perfectly fine with such a mode. That is probably the only way I can see for myself why people are so scared of 8-mans that they come up with all sorts of excuses to avoid playing one. ;)

#14 Mystere

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Posted 03 February 2013 - 08:20 PM

View Postdario03, on 03 February 2013 - 08:16 PM, said:

They could add diminishing returns to extra mechs on the base ...


For Pete's sake, why not just keep things simple and defend your base?

#15 Baltasar

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Posted 03 February 2013 - 08:22 PM

View PostMystere, on 03 February 2013 - 08:20 PM, said:


For Pete's sake, why not just keep things simple and defend your base?


Lack of patience? Just want to rush right out and go stomp stomp, pew pew, bang bang, boom boom.

#16 sycocys

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Posted 03 February 2013 - 08:23 PM

Or if it's really an issue in the games your dropping in - sorry if this has been said before - defend your base.

Same answer players have been giving to this issue since closed beta.

#17 Vassago Rain

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Posted 03 February 2013 - 08:23 PM

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


>The result is like my first time with a girl. Unsatisfying and over way too fast, but at least I got some.



Some people never get better.

#18 Little Nemo

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Posted 03 February 2013 - 08:31 PM

A win's a win.

#19 The Cheese

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Posted 03 February 2013 - 08:33 PM

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.

View PostVassago Rain, on 03 February 2013 - 08:23 PM, said:

Some people never get better.

Well damn. That would explain some things.

Edited by The Cheese, 03 February 2013 - 08:35 PM.


#20 shintakie

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Posted 03 February 2013 - 08:36 PM

If anythin they need add the incentive to cap back in to Assault. As it is the only actual reason the cap seems to exist is to end a match when someone runs off and hides. Sometimes you get the nice come from behind win where you're down 5 people and you win because your opponents didn't defend their base, but other than that? Meh.

Even if you do win via cap you get practically nothin for it aside from denyin your opponents salvage.





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