Monsoon, on 13 February 2013 - 06:42 AM, said:
While I'm not a fan of groups who's main objective is cap rushing. Capping IS a valid option and can sometime turn a PUG stomp loss into a victory.
It's really your own fault if you commit too strongly into a offense, and totally ignore defense completely.
I've been in a few matches where I'd jump on Cap in hopes of splitting the enemies forces, only to find that none of them would even try to come back. In most of those cases, it wasn't because they were too far away either. It seemed to either be laziness or a total disregard for defending their base.
TL/DNR:
Capping is a legitimate option, but 8/4-man light groups Cap-rushing are pure cheese.
It's really your own fault if you commit too strongly into a offense, and totally ignore defense completely.
I've been in a few matches where I'd jump on Cap in hopes of splitting the enemies forces, only to find that none of them would even try to come back. In most of those cases, it wasn't because they were too far away either. It seemed to either be laziness or a total disregard for defending their base.
TL/DNR:
Capping is a legitimate option, but 8/4-man light groups Cap-rushing are pure cheese.
This
Also, I will cap if my side is pretty much a guaranteed loss --- but I also like light mechs, with the exception of the dragon, which is kind of a medium pretending to be bigger.....
However, if i am in my Commando, and pugging, and 4 of my team are down, but the enemy still has 7 going.... I'm heading to cap, because the exp is better for that cap win, than for losing...... AND, I might get some of the other team to pull back, making the battle last a bit longer, and give my friendlies a chance to somewhat even the odds.... or at least inflict some damage that they can get paid for........
It's part of the teamwork.
That said, I can also agree that playing 3 minutes of mech-jogger is boring..... I prefer a fight, and sometimes, capping can be a tool to get one.
Nahuris