Joseph Mallan, on 13 February 2013 - 12:12 PM, said:
I still get 50 XP for capping assist. All but one of my mechs are mastered and thats cause i only want the one Mech. I make 25,000 Cbills on a quick cap. That balances the 175,000 C-bills I get for beating the crap out of a enemy team. The game type is fine. The mentality of the player is wrong. My job in assault is to take your base from you. If you don't come back when Betty is telling you, 'Someone's taking your stuff.' It's not the Cappers fault you get beat!
Move to engage the enemy. Do NOT over extend your lines. Get your scouts to check out the disturbance at your base. Move in force to defend if you must. THIS is how you stop a cap! Combat 101 stuff.
Here's the thing though, Joseph. If you pug then many of the people you pug with are playing the game for the fun of fighting. I don't know them and can not hold them accountable after the match. They are here to shoot other mechs - that's why they play.
There is not a TDM game mode for them to play. Instead people say that Assault is TDM, but it's not. In a pug match if the lights or fast mediums on my team don't want to go back to base, well, tough I guess? Also please do not fall back on the 'my fault for not joining a team'. That argument leads to 'well then approximately 80% of the games population isn't welcome in MWO' which we both know is a false dichotomy.
Same holds true for River City, you spawn in the high point and say 'lets hold here'. Half the team holds until they get bored and then charge off at the Jenner running little circles in the water. Elo is only going to go so far to fix this because I think it's fair to say that most people who play MWO play it to fight, not to base camp or cap-rush.
My argument is and has always been that A) some sort of TDM, or even better a more tactically rich base capture mechanic, needs introduced. I have every faith that it will be in time, Beta is all about balancing core mechanics and new content in while things like map design and game modes come later. You need to know what your building maps and modes around. Also B ) Assault is not some brilliant tactical exercise. Capping a base is not an act of genius but in some ways an exploit of the fact that most other players hate it and would rather ignore it if they could.
What drives these threads is not a lack of understanding but attempts at justification. Please don't feel like you need to justify capping in Assault, you don't. Just please realize that most players don't respond to caps because they don't enjoy the mechanic and are acting out against it in protest to a lack of other game mode options and not an oblivious nature to the 'base is under attack' metric. I get pugs messaging in chat 'Cap warning. We should all just quit and exit' because they are playing the game to fight and the design and tactics of the Assault map, which is poorly named, is most effective when its avoiding a fight.
What would really, really benefit folks is realizing that you get more combat in Conquest than Assault. Assault is about avoiding fights and blob tactics while Conquest has a more tactical landscape that rewards focusing on combat and controlled engagements.
The only way to do that in Assault is to camp your own base.
Winning by cap in Assault is not a tactical coup. It's generally taking advantage of the fact that most pugs absolutely hate the mechanic but have no other options to play. They'd rather just charge the enemy for 60 seconds of shooting before the bell.