Jump to content

The Real Reason People Hate The Cap


304 replies to this topic

#241 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 13 February 2013 - 02:28 PM

View PostEsplodin, on 13 February 2013 - 02:25 PM, said:


Winning is OP. If using a win condition for the scenario is griefing then sign me up. I look forward for crushing your dreams and drinking the sweet, sweet sorrow.

Seriously though, you should probably rethink the Atlas with the standard 100 engine and max weapon loadout and 50 heatsink design of your mech.


That's my Atlas !

#242 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 13 February 2013 - 02:33 PM

View PostJman5, on 13 February 2013 - 01:49 PM, said:


I feel like I'm in some sort of bizarro world here. By having ONE GUY (YOU) take the most minimal of scouting actions, you force the other team to fight you. I thought you wanted a fight? Is it really that hard to open your eyes at the start of River City? Or peek into the cave in Frozen City/Forest Colony?

This is bordering on absurdity if you refuse to do anything but get your entire 8 man team to force march down one attack avenue all the while staring at your feet.

It's not hard to scout a cap rush and react in time.

http://mwomercs.com/...68#entry1888368


Pugs play how they want to play. I don't know them, can not hold them accountable later if they don't go stop a cap.

Scouting in a cap rush is largely a waste of time - the enemy will be that much closer to your base if you are not already on the march.

Once again, you're trying to dodge the reality of it. A lot of people play MechWarrior Online to fight in mechs against other mechs. Not stand on squares for 150 seconds or try to keep someone from standing on their square. I'll repeat this since your comments ignored it completely.

Some people really hate the Assault base cap mechanic. They find it cheap and shallow and a throwback to CoD and a way to utterly invalidate all tactics in the match save either base camping or base rushing. If they see that the other team went for base cap they go get some shooting in before the next match...

Because they just don't care anymore about winning or losing via caps. It feels cheap, they don't enjoy it and would love to play the game without it but have absolutely no choice.

So what having only Assault (Conquest Lite) and Conquest maps has done is teach everyone who plays MWO for fighting that win/loss means nothing and has no intrinsic value. It's created a lot of apathy. This apathy is made worse by someone erroneously equating a victory by capping as some sort of 'cunning tactics'. No, it's capitalizing on the fact that your opponent just doesn't care anymore. He's there to fight and base capping exists as a method of invalidating any value of fighting in that mode. Unless, of course, you want to base camp, which removes most of the tactics of fighting and pretty much centers the whole match around the game mechanic you hate.

I've taken to only playing conquest. Very tactical, both combat and non-combat, far more engaging. Just, again, if you play Assault and pretend that base capping is somehow tactically brilliant then the only person you're fooling is yourself.

#243 Splinters

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 268 posts

Posted 13 February 2013 - 02:36 PM

The circumstances of a cap are also very much in question as I read through the responses. There are a few assumptions that are not clear here.

#1) is this a single PUG drop or a 4-man or an 8-man drop?
#2) Is the issue: lack of tactics? Lack of "fun"? or lack of honor? or something else?

I could go on about a few other questions, but it illustrates the issue is that there is not a clear articulation of the assumptions of what the problem is. My understanding is that this is a capping with minimal shots fired issue, but this can make perfect sense if we ever move to a "campaign" style fight where you have to fight in the same mech without full repair/rearm between fights. In the current setup I can see why some feel justified about not wanting to cap, but sometimes it can be used as another diversion. Simply put I've gone many times as a scout just to step on the base, cap it to 50% and force 1-3 mechs to come back and deal with me so we have better odds on the front lines.

I'm not against capping, but I'm not exactly cheering for cap wins with almost no shots fired. Most of the time when capping with minimal shots occurs would be in at River City where one side goes all upper city and the other team goes all lower city and everyone is worried about losing via cap so they all rush in to cap first so at least they get the victory xp/cbills.

It's a short run and it gets cbills and xp quickly and cheaply so at the end I see it as a wash in terms of time and energy vs fun, but if your grinding this may be an easier way to finish leveling mechs.

-S

#244 Loc Nar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,132 posts

Posted 13 February 2013 - 02:38 PM

The real reason? ZZzzzzzzzzzzzzz -win or lose.

#245 Aegis Kleais

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,003 posts

Posted 13 February 2013 - 02:40 PM

Most people don't understand the basic psychology.

It's Assault, not Deathmatch. Assault has multiple win conditions. Assault values both offense (killing enemies) and defense (protecting your base). If you choose not to do the latter, you failed strategically.

Also, if a teammate a capping, it's amazing how simply treating someone with respect can get people what they want. A "get off the cap, [racial slur]" or "capping is for [insult]" comment to your teammate is only going to make them defy you and cap the base out in spite. Put yourself in their shoes, if someone was calling you names and telling you what to do, would you comply? Most male egos would not.

On the other hand if you say "Would you guys mind not capping this time?", chances are you'll get a better response, even though it is not foolproof. Psychology 101.

#246 Thorstine

    Member

  • PipPip
  • 40 posts

Posted 13 February 2013 - 02:42 PM

Doesn't capping prevent camping? I do hate campers...

#247 Esplodin

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 494 posts
  • LocationRight behind you!

Posted 13 February 2013 - 02:48 PM

View PostThorstine, on 13 February 2013 - 02:42 PM, said:

Doesn't capping prevent camping? I do hate campers...


Lemme ask around next time I'm on Caustic and everyone is camping the rim of the caldera, or on frozen city when everyone is camping the dropship.

<3-4 pugs run as fast as their fusion generators can pump electrons back to base>

Yup.

#248 Commander Kobold

    Member

  • PipPipPipPipPipPipPipPip
  • The Territorial
  • 1,429 posts
  • LocationCanada

Posted 13 February 2013 - 02:51 PM

View PostNovakaine, on 13 February 2013 - 05:52 AM, said:

Don't chase the rabbits!


Squirrels*

on topic: OP your topic has absolutely nothing to do with what you wrote...

#249 IceSerpent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,044 posts

Posted 13 February 2013 - 02:56 PM

View PostTichorius Davion, on 13 February 2013 - 11:57 AM, said:

And I am saying it is a major fault if one gamemode can devolve into a base rush. In starcraft it is equivalent to a worker rush. No one wants to be in a game where a cheese move or tactic will win the day. It isn't fun to watch, and it isn't fun to play.


If you end up in a "I see morons, they are al around me" situation, there's absolutely nothing a game itself can do to fix it. If it wasn't base rush, it would be a flanking maneuver, or a lone light mech causing half of your team to "chase the squirrel", etc.
There's no such thing as "cheese tactic" in MWO, as each and every tactical move can be countered pretty easily. If your team makes a mistake, that's just it - players making a mistake (and usually getting steamrolled because of it).

View PostPwnStars, on 13 February 2013 - 01:12 PM, said:

That's a little much, I think. He's not wandering off in a random direction, he's sticking with his team. I can't tell you how many times I've had a superior position (eg. my brawler alpha-ing another assault's back, or a good sniping position), but found myself alone as my teammates went and chased after squirrels. Of course, your enemy will instantly charge you the moment they realize you're alone. So then, the obvious tact here is "stick with your team then".. .but... now I gotta defend? I'll admit, I like to play tactically - as in catching other mechs by surprise and tearing up their behind. However, it's hard to do either without competent players on your team.


That was not necessarily meant as "you personally are not doing it right", but rather "you" as "one or more players on your team, possibly yourself".
In yur example it's quite possible that "squirrel" didn't randomly appear near your team - the OPFOR might have sent a scout specifically to lure your teammates away and then take you out.

Pretty much all complaints in this thread boil down to "my team sux and it's not fun", which has nothing to do with MWO itself. The team that is utterly unable to get its act together in this game would fail to do so in every other game.

Edited by IceSerpent, 13 February 2013 - 02:56 PM.


#250 Commander Kobold

    Member

  • PipPipPipPipPipPipPipPip
  • The Territorial
  • 1,429 posts
  • LocationCanada

Posted 13 February 2013 - 02:56 PM

If team deathmatch ever becomes an actual game mode (and it might) I can see xonquest dieing rather quickly (or devolving into a racing sim)

Edited by Omni 13, 13 February 2013 - 02:56 PM.


#251 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 13 February 2013 - 03:08 PM

View PostTichorius Davion, on 13 February 2013 - 11:37 AM, said:


Ah yeah, one the 'Premade Crusaders' comes to troll and ruin the thread. If you plan on inciting conflict with that attitude of 'go join a premade' go else where, you aren't welcome here. If you actually have good healthy discussion to add then by all [Redacted] means do so.


Not trolling, merely saying the truth. That is what we do and there is nothing that can be done to stop it. Sorry, the peer pressure thing didn't work. We love being called nasty names.

Only the enemy team can stop us, by leaving the base defended. My suggestion, leave some heavies back there that know how to shoot. Win or lose, we'll get a good fight.

#252 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 13 February 2013 - 03:15 PM

Quote

Pugs play how they want to play. I don't know them, can not hold them accountable later if they don't go stop a cap.


I play lone wolf way more anything else. Getting pugs to save their base is not that hard because I communicate with them.

Quote

Scouting in a cap rush is largely a waste of time - the enemy will be that much closer to your base if you are not already on the march


This just isn't true unless your team is blindly base rushing themselves. On all maps the conventional "duke-it-out" route to go puts you in a position to react to a base rush before they can cap. Furthermore, on River city you can tell where they are going in the first 5 seconds of the match.

Quote

Once again, you're trying to dodge the reality of it. A lot of people play MechWarrior Online to fight in mechs against other mechs. Not stand on squares for 150 seconds or try to keep someone from standing on their square. I'll repeat this since your comments ignored it completely.

And again, I will tell you that forcing a fight is easy with minimal effort on your part. What difference does it make if you fight a team that was initially trying to cap, versus fighting a team that was initially trying to snipe? The end result is your battle. The only difference is location.

Quote

Some people really hate the Assault base cap mechanic. They find it cheap and shallow and a throwback to CoD and a way to utterly invalidate all tactics in the match save either base camping or base rushing. If they see that the other team went for base cap they go get some shooting in before the next match...

Again, if you some people hate base cap mechanic, then all they need to do is put the minimal effort in scouting it. YOU CAN FORCE A FIGHT EVERY GAME IF YOU WANT TO.

Quote

Because they just don't care anymore about winning or losing via caps. It feels cheap, they don't enjoy it and would love to play the game without it but have absolutely no choice.


This whole argument reeks of entitlement. You feel entitled to ignore important aspects of the game such as scouting, movement, and positioning. And when the other team takes advantage of your obvious weakness, you demand the game rules change to fit your singular play style. For players like you this isn't really about capping. It's about refusing to react and counter the enemy's plan. Getting capped is just the manifestation of the faults in your ability.

You can easily stop it, but you don't because you refuse to make even the slightest adjustment.

I did not play this game so we could all just load up our Assault mechs and chug along one path. Then bash our heads together and whoever has more tonnage wins.

#253 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 13 February 2013 - 03:23 PM

Capping is a win condition in assault. The rewards aren't as good per match as killing the other team to win but it's still a win.

I get that some want a fight every match, I do prefer the rewards from a win by killing the enemy team but when a few pug players run off and die leaving my team at a disadvantage I'm probably going to force a cap to draw the enemy team back 1 at a time to kill them that way. I generally only cap without a fight if the enemy wants to turn the match into a base trade match. If they return to fight then my group steps off the base to kill the enemies as they return.

Some of us want a win at any cost - deal with it. Guard your base if you don't want it capped, it's not really that difficult.

#254 DaPwnageMachine

    Member

  • PipPipPipPipPip
  • Mercenary
  • Mercenary
  • 138 posts

Posted 13 February 2013 - 03:24 PM

All the cap nubs in here are saying "You should have someone defending your base or you should play defensive if you don't wanna get capped" but they are also probably the same noobs who are gonna start complaining when teams finally lose thier minds and decide to just camp behind their base with AC20 Catapults, SRM6 Catapults, atlases, etc just so that they don't get capped anymore.

Teams of 8 camping each other out for 15 minutes straight? Yeah, that's exactly what is going to make people want to keep playing.

Capping is bad for the game, take it out completely. You have boxes to stand on in Conquest, we don't need them for assault anymore.

#255 Zylo

    Member

  • PipPipPipPipPipPipPipPip
  • 1,782 posts
  • Locationunknown, possibly drunk

Posted 13 February 2013 - 03:28 PM

View PostDaPwnageMachine, on 13 February 2013 - 03:24 PM, said:

All the cap nubs in here are saying "You should have someone defending your base or you should play defensive if you don't wanna get capped" but they are also probably the same noobs who are gonna start complaining when teams finally lose thier minds and decide to just camp behind their base with AC20 Catapults, SRM6 Catapults, atlases, etc just so that they don't get capped anymore.

Teams of 8 camping each other out for 15 minutes straight? Yeah, that's exactly what is going to make people want to keep playing.

Capping is bad for the game, take it out completely. You have boxes to stand on in Conquest, we don't need them for assault anymore.

Yeah, take out capping so the games turn into the last light mech on a team running around and hiding until the timer runs out - brilliant idea!

#256 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 13 February 2013 - 03:32 PM

View PostJman5, on 13 February 2013 - 03:15 PM, said:


I play lone wolf way more anything else. Getting pugs to save their base is not that hard because I communicate with them.


This just isn't true unless your team is blindly base rushing themselves. On all maps the conventional "duke-it-out" route to go puts you in a position to react to a base rush before they can cap. Furthermore, on River city you can tell where they are going in the first 5 seconds of the match.


And again, I will tell you that forcing a fight is easy with minimal effort on your part. What difference does it make if you fight a team that was initially trying to cap, versus fighting a team that was initially trying to snipe? The end result is your battle. The only difference is location.

Again, if you some people hate base cap mechanic, then all they need to do is put the minimal effort in scouting it. YOU CAN FORCE A FIGHT EVERY GAME IF YOU WANT TO.



This whole argument reeks of entitlement. You feel entitled to ignore important aspects of the game such as scouting, movement, and positioning. And when the other team takes advantage of your obvious weakness, you demand the game rules change to fit your singular play style. For players like you this isn't really about capping. It's about refusing to react and counter the enemy's plan. Getting capped is just the manifestation of the faults in your ability.

You can easily stop it, but you don't because you refuse to make even the slightest adjustment.

I did not play this game so we could all just load up our Assault mechs and chug along one path. Then bash our heads together and whoever has more tonnage wins.



I've got to ask if you're ignoring the point I've tried to make over the last 5 posts on purpose of if I just can't seem to make it clear enough.

People play assault because there are only 2 choices - Conquest, which ostensibly is focused on caps but actually ends up being combat based, or Assault which theoretically is about combat but is actually focused on caps.

If someone wants to fight there is no 'death match' or combat-first game mode. They have absolutely no choice but to play either Conquest or Assault.

People who choose Assault because they want to fight are choosing poorly because any combat tactics are trumped by cap rush. Ergo they feel frustrated because they wanted a combat match and got a cap rush match. Since they don't have any sort of combat primary options they choose Assault in the hopes of fighting other combat-first players.

People who want a serious tactical game may play Assault because they erroneously think that the focus is on unit placement, location control, range control and other complicated battlefield tactics. They are mistaken because the only tactics that matter are cap rush/cap defend. Everything else is irrelevant because a cap rush can and will end the game in less than 2 minutes. Less than 1 minute if you get a couple of people on cap.

I am not, have not, at no point, asked the game rules to change. Keep Assault. Play Assault if the kiddie pool is your thing. My point, entirely, is that A) there needs to be other more complex game modes (and I fully expect PGI to provide them) and B ) winning by cap rush is about as far from a 'cunning tactical victory' as you can get since if nobody responded it's because they didn't care. They didn't go into Assault because they wanted to play cap-rush, they did it because there is no TDM or complex tactical game modes aside from Conquest which doesn't seem (but it is) focused on fighting.

Scouting is a waste of time in Assault. Either cap rush or base camp. That's it. If you cap rush then you'll either A) hit the enemy and run into a fight but it's not going to have time for tactical consideration because one light on either team can take advantage of the confusion to cap rush or B ) not run into the enemy and either crush the 1 guy they left or get 8 people on their base, capping it before they can effectively remove you.

If you base camp you'll either A) lose all your pugs who'll get bored and go off to fight (I can't blame them) or B ) end up in a sniper duel when the enemy realizes you've camped your base.

Every other outcome in Assault happens because one or both sides decided that both of these options are not fun and so wandered off in the hopes of having a big fight without capping, however one or two cappers on either side can ruin that for the remaining 14 players at any time.

Because there is no choice, no option to play something different.

My advice to everyone who plays Assault and hates capping is to play Conquest. It generally comes down to a fight to the finish, involves some genuine tactics and battlefield maneuvering and there isn't any 'cheap trick' win options. You'll win or lose based on long term manipulation of 5 objectives balanced against battlefield tactics that can't be scrimmaged as easily.

#257 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 13 February 2013 - 03:33 PM

I feel like I need to write a how-to guide for Assault because it seems like some people just can't wrap their heads around how utterly trivial it is to stop cap-rushes and force a battle.

#258 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 13 February 2013 - 03:35 PM

View PostZylo, on 13 February 2013 - 03:28 PM, said:

Yeah, take out capping so the games turn into the last light mech on a team running around and hiding until the timer runs out - brilliant idea!


Once again, straw man argument. At 7 minutes have a single central location that can be camped for 90 seconds for a win to prevent this. Or have it activate when 1 side only has 2 or fewer mechs. There's a dozen mechanics to avoid this that are better than existing Assault capping mechanics.

Leave Assault in. If you like it, great. Enjoy it and have fun. In addition to that though a death match or even better complicated objective mode would be drastically better.

#259 DaPwnageMachine

    Member

  • PipPipPipPipPip
  • Mercenary
  • Mercenary
  • 138 posts

Posted 13 February 2013 - 03:37 PM

The problem with playing Conquest is that it's very boring for a 4-man premade. In Conquest, u have teams spreading out tyring to cap different bases which allows any sort of organization to just roll over mechs 1, 2, or 3 at a time. There is no fun in a game like that.

Assault could easily be fixed by making bases uncapturable until there are 3 or less mechs left. That would make players engage first before even thinking about getting a cheap win. If the W is so important that you have to win it in the most unfun way possible, you need more hobbies in your life. Remember, this game is supposed to be fun and hte selling point is being able to shoot down big giant mechs with weapons or taking out their weak spots in smaller mechs.

#260 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 13 February 2013 - 03:40 PM

View PostJman5, on 13 February 2013 - 03:33 PM, said:

I feel like I need to write a how-to guide for Assault because it seems like some people just can't wrap their heads around how utterly trivial it is to stop cap-rushes and force a battle.


No. What you need to do is quit pretending that everyone else isn't as good if not many of them better at it than you - the difference is that they don't like it.

Does that make sense? They don't like it. Don't enjoy it. Do not find it fun or satisfying in any way. It feels cheap and immersion-breaking. It feels devaluing of any attempt at complex tactical decisions and unit placement. It's stand on the box mechanics. That's it. Stand on theirs, don't let them stand on yours. Camp or rush - or risk the other team doing the same. Knowing how to stand on a box or keep the other guy from standing on a box alone is about as far from 'tactical brilliance' as a person can get.

I don't get how this escapes some people. It's not that people don't get it - it's that they don't care. The lack of any other game mode option has forced them to play a mode they do not enjoy for so long they are utterly apathetic about it.

The problem really is that they're still playing Assault and not Conquest. If you like Assault then bully for you! Keep playing it! Everyone else should switch to Conquest instead of continuing to play Assault and ignoring the base cap mechanic.

View PostDaPwnageMachine, on 13 February 2013 - 03:37 PM, said:

The problem with playing Conquest is that it's very boring for a 4-man premade. In Conquest, u have teams spreading out tyring to cap different bases which allows any sort of organization to just roll over mechs 1, 2, or 3 at a time. There is no fun in a game like that.

Assault could easily be fixed by making bases uncapturable until there are 3 or less mechs left. That would make players engage first before even thinking about getting a cheap win. If the W is so important that you have to win it in the most unfun way possible, you need more hobbies in your life. Remember, this game is supposed to be fun and hte selling point is being able to shoot down big giant mechs with weapons or taking out their weak spots in smaller mechs.


In before 'It's not a cheap win, that's how it's supposed to be played' and 'Nonono, ur just not as smart as me or u would like it' or some variation.





17 user(s) are reading this topic

0 members, 17 guests, 0 anonymous users