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The Real Reason People Hate The Cap


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#1 Esplodin

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Posted 13 February 2013 - 05:42 AM

I've been seeing a lot of pre-match "don't cap noobs" in all chat lately, as well as here on the forums. Like it or not (and I don't particularly like it btw) it is a win condition of the mission, such as we have available at this point. Most of us that have been playing a while have plenty of GXP and C-bills, so the limited rewards argument is kinda pointless unless you are new.

The answer why hit me last night as my pug got steamrolled while we were arguing about it in all chat. (BTW, thank you for actually holding targets long enough for my LRMs to kill two and make the rest look like they were in a fight - you guys were awesome!) Put enough of a negative stigma on the "race to cap" and you don't need to upgrade your engines for the 4 man Atlas Steiner patrol, or take lights that are less effective now in melee since you can hit them.

I think it is time to finally finish leveling my spiders and do NOTHING but base caps until the opposition learns that this is a game of balance between tonnage, speed, and heat. If you don't want to play all dimensions of this game, fine. I'd rather take 300ish xp and 25K c-bills over the bigger rewards for rockem sockem robots because it also comes with gallons of man/woman/transgender tears.

Maybe the "only carry AC20 and Gauss" teams will reconsider their builds. Probably not, since whining about a built in mechanic is easier then having a strategy for it.

#2 Stormwolf

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Posted 13 February 2013 - 05:45 AM

I often cap when I am in a PUG, I usually break away from the group when they commence "operation certain death" by following a light into a trap.

#3 Kmieciu

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Posted 13 February 2013 - 05:48 AM

You are right about one thing: a Spider witch 4 machineguns cannot do anything more than try to cap.

#4 Novakaine

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Posted 13 February 2013 - 05:52 AM

Don't chase the rabbits!

#5 Taurick

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Posted 13 February 2013 - 05:52 AM

You're wrong, and I wonder why you're so oblivious to the real reason people don't like cap rushes


It's because dropping into a match, spending three minutes forming up then walking towards the enemy, only to fire 2 shots before losing OR winning the match on cap is freaking boring for everyone involved.

I am not playing MechJogger Online, a robotic jogging simulator. I'm here to shoot stuff



imo a cap victory should give no rewards at all in assault. It should only be there as a last ditch attempt to deny the other team a win, not so you can farm XP in your trollspider
Capping should be a legitimate way to force a stalemate, not a legitimate way to win.

#6 Esplodin

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Posted 13 February 2013 - 05:54 AM

View PostKmieciu, on 13 February 2013 - 05:48 AM, said:

You are right about one thing: a Spider witch 4 machineguns cannot do anything more than try to cap.


Lol - I put in an AC5 and made a raven who came up in my face for the easy kill rethink the damage potential of the ballistic spider.

#7 Esplodin

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Posted 13 February 2013 - 05:58 AM

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

It's because dropping into a match, spending three minutes forming up then walking towards the enemy, only to fire 2 shots before losing OR winning the match on cap is freaking boring for everyone involved.

I am not playing MechJogger Online, a robotic jogging simulator. I'm here to shoot stuff


Well then I suggest you drop the gauss/AC20 combo with all day ammo and upgrade your engine if it takes you that long to cross the map. This isn't urbie online.

#8 zraven7

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Posted 13 February 2013 - 06:01 AM

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

You're wrong, and I wonder why you're so oblivious to the real reason people don't like cap rushes


It's because dropping into a match, spending three minutes forming up then walking towards the enemy, only to fire 2 shots before losing OR winning the match on cap is freaking boring for everyone involved.

I am not playing MechJogger Online, a robotic jogging simulator. I'm here to shoot stuff



imo a cap victory should give no rewards at all in assault. It should only be there as a last ditch attempt to deny the other team a win, not so you can farm XP in your trollspider
Capping should be a legitimate way to force a stalemate, not a legitimate way to win.

They should get the money and exp reward for exploiting the hole that you left in your defenses. If your team has no one who is either guarding the base, or who can get back there quickly, then you asked for it. Just because you lack the skills to properly mount an offense while considering a defense doesn't mean I get hosed out of my rewards.

Don't like base capping? Play conquest. Otherwise, get over it and learn to play better.

#9 Taurick

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Posted 13 February 2013 - 06:03 AM

View PostEsplodin, on 13 February 2013 - 05:58 AM, said:


Well then I suggest you drop the gauss/AC20 combo with all day ammo and upgrade your engine if it takes you that long to cross the map. This isn't urbie online.

Sometimes I run a jenner, and can save the base

Sometimes I run an atlas, and have to rely on pugs to save the base (a cointoss on a good day)



or are you one of those pugs I seem to drop with that regularly turn their atlas back around to save the base from an enemy raven?





View Postzraven7, on 13 February 2013 - 06:01 AM, said:

They should get the money and exp reward for exploiting the hole that you left in your defenses. If your team has no one who is either guarding the base, or who can get back there quickly, then you asked for it. Just because you lack the skills to properly mount an offense while considering a defense doesn't mean I get hosed out of my rewards.

Don't like base capping? Play conquest. Otherwise, get over it and learn to play better.

Perfectly valid statement for 8man assaults
******** statement for pug matches

**** your rewards

Edited by Taurich, 13 February 2013 - 06:05 AM.


#10 Kain

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Posted 13 February 2013 - 06:07 AM

Not this thread again, only this one is pro-capping.
and i agree with OP.

but copy paste my reaction:

Quote


Capping is still a win condition on Assault........so what is the problem?

...if you don't want to get capped, defend your base if necessary, doesn't matter how the c-bill / xp rewards are,
players play to win, and when capping is still a win condition, you should have to deal with it.

Wait until there is a Deathmatch game mode or play Conquest..

Edited by Kain, 13 February 2013 - 06:08 AM.


#11 Onmyoudo

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Posted 13 February 2013 - 06:08 AM

I've nothing against base capping as a mechanic but walking a giant circle around the map to stand in a square without firing a shot is worthless.

#12 Josef Nader

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Posted 13 February 2013 - 06:08 AM

People hate the cap because it makes the match a complete waste of time. I play the game to fight robots, not race robots from one point to another. If I spend 5 minutes trying to scout you guys out and I find that your whole team has rushed onto our base and won without firing a shot, I feel rather jipped.

#13 SI The Joker

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Posted 13 February 2013 - 06:09 AM

The real reason people hate the cap is because they lose the match to it.

It's all about losing, and how much people dislike it.

Edited by SI The Joker, 13 February 2013 - 06:09 AM.


#14 Joseph Mallan

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Posted 13 February 2013 - 06:10 AM

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

You're wrong, and I wonder why you're so oblivious to the real reason people don't like cap rushes


It's because dropping into a match, spending three minutes forming up then walking towards the enemy, only to fire 2 shots before losing OR winning the match on cap is freaking boring for everyone involved.

I am not playing MechJogger Online, a robotic jogging simulator. I'm here to shoot stuff



imo a cap victory should give no rewards at all in assault. It should only be there as a last ditch attempt to deny the other team a win, not so you can farm XP in your trollspider
Capping should be a legitimate way to force a stalemate, not a legitimate way to win.

This is a faulty generalization. If everyone hates it, the OP would not have posted his post. AND he is right.
TWO ways to win
Capture the base
or
Kill the enemy.

&

Collect 750 points
or
Kill the enemy

Sooooo if the DEVs didn't want the players to have options, Why'd they give us some? :)

Edited by Joseph Mallan, 13 February 2013 - 06:11 AM.


#15 Stormwolf

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Posted 13 February 2013 - 06:10 AM

View PostOnmyoudo, on 13 February 2013 - 06:08 AM, said:

I've nothing against base capping as a mechanic but walking a giant circle around the map to stand in a square without firing a shot is worthless.


Isn't that basically how you are supposed to win in conquest?

Truth be told, I find the two missions we have right now rather underwhelming when compared to the missions we could have had. I want to assault/defend bases, withdraw to dropships and run patrols in areas.

#16 zraven7

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Posted 13 February 2013 - 06:14 AM

View PostTaurich, on 13 February 2013 - 06:03 AM, said:

Sometimes I run a jenner, and can save the base

Sometimes I run an atlas, and have to rely on pugs to save the base (a cointoss on a good day)



or are you one of those pugs I seem to drop with that regularly turn their atlas back around to save the base from an enemy raven?






Perfectly valid statement for 8man assaults
******** statement for pug matches

**** your rewards

Last I checked, they are all 8 man matches.

#17 Max Power

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Posted 13 February 2013 - 06:14 AM

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

You're wrong, and I wonder why you're so oblivious to the real reason people don't like cap rushes


It's because dropping into a match, spending three minutes forming up then walking towards the enemy, only to fire 2 shots before losing OR winning the match on cap is freaking boring for everyone involved.

I am not playing MechJogger Online, a robotic jogging simulator. I'm here to shoot stuff



imo a cap victory should give no rewards at all in assault. It should only be there as a last ditch attempt to deny the other team a win, not so you can farm XP in your trollspider
Capping should be a legitimate way to force a stalemate, not a legitimate way to win.


I have no idea what point the OP is trying to make, but Taurich is absolutely correct.

#18 Karl Marlow

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Posted 13 February 2013 - 06:14 AM

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

You're wrong, and I wonder why you're so oblivious to the real reason people don't like cap rushes


It's because dropping into a match, spending three minutes forming up then walking towards the enemy, only to fire 2 shots before losing OR winning the match on cap is freaking boring for everyone involved.

I am not playing MechJogger Online, a robotic jogging simulator. I'm here to shoot stuff



imo a cap victory should give no rewards at all in assault. It should only be there as a last ditch attempt to deny the other team a win, not so you can farm XP in your trollspider
Capping should be a legitimate way to force a stalemate, not a legitimate way to win.


So your inability to create a cohesive defense is somehow our problem? Maybe instead of marching the 8 atlas doom patrol out you might leave a couple back to defend so you can at least delay a rush for the doom patrol to turn around? Alternatively you might try running a few lights yourself so you can respond faster. Maybe watch the avenues of approach as you move up so you aren't surprised when you start getting capped?

Capping is a method of winning the game. From the sound of it you've been staring at the defeat screen often enough one would think you would have figured that out by now.

Edited by ThomasMarik, 13 February 2013 - 06:14 AM.


#19 Bluescuba

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Posted 13 February 2013 - 06:17 AM

My opinion has always been that the caps should be locked for the first half of the match... This stops the ninja caps but still opens the game up but providing an alternative win condition.

In addition, they should vary the location of the cap points, not mecessarily the start points but definately the cap points.

#20 Josef Nader

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Posted 13 February 2013 - 06:22 AM

View PostThomasMarik, on 13 February 2013 - 06:14 AM, said:


So your inability to create a cohesive defense is somehow our problem? Maybe instead of marching the 8 atlas doom patrol out you might leave a couple back to defend so you can at least delay a rush for the doom patrol to turn around? Alternatively you might try running a few lights yourself so you can respond faster. Maybe watch the avenues of approach as you move up so you aren't surprised when you start getting capped?

Capping is a method of winning the game. From the sound of it you've been staring at the defeat screen often enough one would think you would have figured that out by now.


Yet 9/10 times, splitting the team in a PuG is an express ticket to Failureville. Either the few guys on the front line get blasted apart as the other team (that did -not- split up) rolls over the ridge, or the few guys that stayed behind to defend the cap get blown apart as the entire team materializes to blow them apart. Without voice comms sending out light mechs to scout is painfully ineffective. They have no way to communicate effectively and still maintain control of their 150kph mech, especially in the face of ECM.

Base rushes can be stopped through effective communication. Too bad you can't communicate effectively with text chat in the heat of combat.





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