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Rush Capping


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#1 buttmonkey

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Posted 05 February 2013 - 08:08 AM

ok il start by saying, yes, sorry this is a rant post :lol:

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?

#2 SI The Joker

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Posted 05 February 2013 - 08:09 AM

Capping is part of the game. It's a path to victory, so people take it.

#3 Congzilla

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Posted 05 February 2013 - 08:11 AM

Defend your base, problem solved.

#4 Phalanx100bc

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Posted 05 February 2013 - 08:12 AM

Every tactic has a counter tactic..... the question is what are you and your teamates doing about it?

#5 engl

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Posted 05 February 2013 - 08:14 AM

Play Conquest. Much less Rush Caps and 8v0 victories.

#6 Phalanx100bc

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Posted 05 February 2013 - 08:15 AM

This is an option also....but if there is no communication or use of tactics by his team ( which is where the real probllem lies most likely) there will be change in his game experience.

Edited by Phalanx100bc, 05 February 2013 - 08:17 AM.


#7 buttmonkey

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Posted 05 February 2013 - 08:23 AM

when im with my team this normally doesnt happen as we are organised and do defend our base. i should have been clearer really, this happens alot when im pugging, and i do pug often because of the time difference between me and the rest of my team. most of them are in america, im in norway so im all alone on ts3 quite often QQ lol.

also you have to admit communication is in a terrible state in pugs

Edited by buttmonkey, 05 February 2013 - 08:24 AM.


#8 sycocys

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Posted 05 February 2013 - 08:27 AM

View PostCongzilla, on 05 February 2013 - 08:11 AM, said:

Defend your base, problem solved.

I really don't know how much more simple we can make the solution to this cap rushing "problem".

But, if a change could be made that would actually do some good it would be to give scouts/light mechs an actual bonus for participating that's worth something. Maybe have spotting/tag assists worth triple or quadruple(or even more) for lights, because otherwise, yes it is far more efficient for them to run 2-3 matches per everyone else's 1 match to make roughly the same xp as a power mech.

#9 sycocys

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Posted 05 February 2013 - 08:30 AM

Don't usually have much problem communicating with pugs myself, a lot of it has to do with being respectful to them - especially if they are/may be newer players. Help them out in chat when you can instead of raging like a madman or telling them to go to the forums and it works wonders for future matches. Not just for you but for the other players they drop with.

#10 Mercules

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Posted 05 February 2013 - 08:33 AM

View Postbuttmonkey, on 05 February 2013 - 08:23 AM, said:

when im with my team this normally doesnt happen as we are organised and do defend our base. i should have been clearer really, this happens alot when im pugging, and i do pug often because of the time difference between me and the rest of my team. most of them are in america, im in norway so im all alone on ts3 quite often QQ lol.

also you have to admit communication is in a terrible state in pugs


I PUG and almost never see my base capped at least not until there is 1-2 mechs left on my team. Then again I tend to be in speedier mechs and make sure people are not flanking us if I can.

#11 buttmonkey

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Posted 05 February 2013 - 08:37 AM

are you guys all rush cappers by chance? because you seem pretty pro-rush capping. its actually pointless if you think about it, why do you need xp if all your ever going to do is run in a straight line and then stop and wait, the only skills you will want are the ones that increase speed lol. i cant be the only person who thinks rush is capping is bad?
capping isnt a "problem" but rush capping is just lame it makes me feel like i have wasted a match even if its people on my team who have done it.

#12 Overdog

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Posted 05 February 2013 - 08:40 AM

Capping adds a mechanic to the game that promotes playing smart and using tactics other than deathmatching. Many times I cap to pull units off the main line in order deal with the cap. In addition if a game is close getting that extra cap right off the bat gives your team an edge.

Teams that cap rush with the whole team will usually get smoked in 8v8s. In pugs it is a bit different but if you are pugging it all the time and are frustrated by this join a merc company or house and get in on the fun.

Complaining about a part of the game that will never be removed is a waste of time. Adapt and enjoy the game.

Edited by Overdog, 05 February 2013 - 08:41 AM.


#13 Joseph Mallan

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Posted 05 February 2013 - 08:43 AM

View Postbuttmonkey, on 05 February 2013 - 08:37 AM, said:

are you guys all rush cappers by chance? because you seem pretty pro-rush capping. its actually pointless if you think about it, why do you need xp if all your ever going to do is run in a straight line and then stop and wait, the only skills you will want are the ones that increase speed lol. i cant be the only person who thinks rush is capping is bad?
capping isnt a "problem" but rush capping is just lame it makes me feel like i have wasted a match even if its people on my team who have done it.

I cap maybe twice in 4-6 hours of play. if you haven't defended your base you have allowed the rush cap. The plus of it is it is an embarrassment to you and your mad skilz. You might be able to fight, but you can't defend to save your base.

This is the mindset of the rush cappers.

#14 badnewsaaron

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Posted 05 February 2013 - 08:45 AM

I rarely see full teams of 8 rushing to cap anymore. Sometimes if I'm in a 4 man and our pugs head off to do their own thing I'll take my 4 man to the other team's base to try and and pull some of the other team back. I always intend of fighting but sometimes people don't even attempt to defend their base. I don't think it's that big of an issue.

#15 SI The Joker

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Posted 05 February 2013 - 08:46 AM

View Postbuttmonkey, on 05 February 2013 - 08:37 AM, said:

are you guys all rush cappers by chance? because you seem pretty pro-rush capping. its actually pointless if you think about it, why do you need xp if all your ever going to do is run in a straight line and then stop and wait, the only skills you will want are the ones that increase speed lol. i cant be the only person who thinks rush is capping is bad?
capping isnt a "problem" but rush capping is just lame it makes me feel like i have wasted a match even if its people on my team who have done it.


If I'm in a match where I see your team start to move in the same direction as my team, then turn... and go in the opposite direction... you can bet I am going to head right to your base.

I'd much prefer to blow you to pieces... but if you choose not to fight and also choose not to defend your base (because really, that's what it is... if you aren't at your base... where are you? Headed to ours!) then I will cap your base.

#16 Carnivoris

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Posted 05 February 2013 - 09:08 AM

Personally, I think assault is now a redundant game mode. I don't like having 2 game modes with base cap mechanics. Assault should be dumped in favor of Team Deathmatch.

#17 sycocys

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Posted 05 February 2013 - 09:32 AM

I stopped piloting fast mechs a while ago for the most part, but rush caps are still by far more efficient to get your xp and skill levels out of them than using twice the time or more to get slightly more xp. If I'm trying to get my elites done so I can work on my final build of a variant and the options are 15-20 hours of slow playing or 5-6 hours of rush capping (as examples I've never actually timed it out) the choice is easy.

#18 Hawkwings

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Posted 05 February 2013 - 09:33 AM

Base cap is extremely relevant in RHoD League gameplay.

#19 Ngamok

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Posted 05 February 2013 - 09:35 AM

If people are rush capping me, I tend to avoid running back to see who is capping. I just kill the people around me first and worry about it later. More fun that way. Shooting and piloting my mech rather than standing on a spot. Hey, if you are happy rush capping, go for it. I'd rather fight.

#20 sycocys

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Posted 05 February 2013 - 09:39 AM

At the end of the day the issue is still - "Why should I have to defend my own base?" Of course that's just one guy's opinion. If you really hated base cap rushing you'd haul out your atlas or stalker and stand on your base then take the easy kills as they came flying right into your alpha strike.





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