
does anybody else think that rush capping could be avoided?
i know im not alone on this subject, most people i play with also dislike rush cappers.
i mean the most annoying thing about it is that technically is it the better option when farming xp and cbills.
of course you get more xp/cb from playing a match and destroying all enemy mechs.
however in the time it takes you to do a match by killing all enemy players, a team of rush cappers could probably finish 2,3 or maybe even 4 matches.
so you see we will allways have this problem of people who (understandably) go into xp grind mode and just rush their way through matches to quickly fill up skill trees.
[color=#959595]300 XP = win[/color]
[color=#959595]100 XP = loss[/color]
[color=#959595]50 XP = per kill shot[/color]
[color=#959595]150 XP = damage to opponent if killed, shared between all participants of the kill. This is kill assist XP, if you didn't do the kill shot. This is added to the kill shot XP if you did make the kill shot.[/color]
[color=#959595]25 XP = spotting XP, per target spotted and per friendly firing with indirect fire weapons at target[/color]
[color=#959595]100 XP = capture win [/color]bonus
[color=#959595]50 XP = capture assist[/color]
[color=#959595]25 XP = TAG/Narc XP bonus (see: spotting XP)[/color]
[color=#959595]-150 XP = per teamkill[/color]
[color=#959595]i borrowed these figures from another topic so you can see a win and cap+cap assist is 450xp right there. now even if you win a game with lots of assists etc and get say 1000xp you can see that if some one is able to get a min of 450x3 in the same amount of time, they are better off for it! (im not so great with making stats so maybe some one with some time on their hands could come up with some stats on this matter)[/color]
it could be addressed if you had some kind of penalty for capping in under a minute for example
any suggestions/thoughts/experiences on this matter?