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The Real Reason People Hate The Cap


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#41 ferranis

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Posted 13 February 2013 - 07:15 AM

Its just boring. I could understand it when there were substantial rewards for a cap win. But now its boring AND for nothing. Just to **** people off.

My play doesnt get better either from walking for 3 minutes and then stare at the win/loss screen.

Edited by ferranis, 13 February 2013 - 07:15 AM.


#42 Hou

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Posted 13 February 2013 - 07:21 AM

View Postferranis, on 13 February 2013 - 07:15 AM, said:

Its just boring. I could understand it when there were substantial rewards for a cap win. But now its boring AND for nothing. Just to **** people off.

My play doesnt get better either from walking for 3 minutes and then stare at the win/loss screen.


Does it get better from staring at a tunnel entrance for 10 minutes, getting frustrated, zerging into a pinchpoint you know is going to kill you then catching 16 ppc's to the face one mech at a time because defense is well-nigh impenetrable?

Edited by Hou, 13 February 2013 - 07:21 AM.


#43 Serapth

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Posted 13 February 2013 - 07:24 AM

View PostEsplodin, on 13 February 2013 - 05:42 AM, said:

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.





This is where you argument falls apart.

I am broke, I get it, I spend it.

GXP sure, nothing to spend it on, but I think the majority of players are in it for the c-bills, and capping is the worst option for c-bills. Thus the dont cap.

Edited by Serapth, 13 February 2013 - 07:26 AM.


#44 MasterGoa

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Posted 13 February 2013 - 07:32 AM

THE REAL REASON FOR NOT CAPPING IS THE FOLLOWING:

3 guys decide to cap.

This makes it 8-5 as the cap guys are not particiâting in the fight,
They give out NO damage.

The 5 groupd gets overrun, maybe killing two.

Now it 6-3.

They head back to their base, which is relatively close by.

Boom. You loose.

MWO is about giving damage to the other team.

This is also why the very valid post about timidity was made.

If you give out under 200 damage in a game, you are NOT contributing
to your team.

And that was my opinion.

Edited by MasterGoa, 13 February 2013 - 07:33 AM.


#45 Lukoi Banacek

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Posted 13 February 2013 - 07:34 AM

View PostA5mod3us, on 13 February 2013 - 07:05 AM, said:

Also, I seem to remember the devs saying that assault will eventually feature full bases with automated defenses. If/when this is implemented, assault should become much more interesting.


Cannot wait for this kind of stuff to get implemented!

#46 peve

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Posted 13 February 2013 - 07:39 AM

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

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.


And I think the exact opposite: capping should be the main deal

#47 Serapth

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Posted 13 February 2013 - 07:42 AM

View Postpeve, on 13 February 2013 - 07:39 AM, said:

And I think the exact opposite: capping should be the main deal


If that happens again, we end up with 4xECM Raven with cap mod premades ruining the game again.

#48 MustrumRidcully

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Posted 13 February 2013 - 07:46 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.

The problem is the same if yo uwin because of a cap rush. You're just playing Mechjogger Online. "Hey, let's see if the enemy is so stupid as to leave its base undefended! Run RUn Run!"

"Oh, they were. Why did I equip these guns again? If I wanted a racing game, I'd play Need for Speed!"

#49 Mechteric

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Posted 13 February 2013 - 07:47 AM

I have no problems with capping in general, only slight issue I have is that when in a non-competitive pug match (e.g. non-8man) if more than two guys rush straight for cap then it caps too fast generally for the defending team to march back to base (more so on Caustic since its bigger). Its one thing for a guy or two on cap to force your opponent to turn around and fight on your terms, but another to completely prevent even your own teammates from getting a chance to down a few opponents as they come in to defend. At least let a few mechs go down before finishing off a cap if you will.

Edited by CapperDeluxe, 13 February 2013 - 07:47 AM.


#50 Mackman

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Posted 13 February 2013 - 07:49 AM

View PostSI The Joker, on 13 February 2013 - 06:09 AM, said:

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.


This one's dead wrong. If I realize my team is heading for a cap rush (usually because a four-man premade is leading them there), I'll turn around and declare my intentions to fight (as the name hasn't yet been changed to BaseCapper Online). Last time it happened, I was fully expecting to die alone, but my other 3 non-premade teammates joined me, and we actually killed four of the opposing team who had the same aversion to winning (or losing) by capping.

I hate a cap win just as much as I hate a cap loss, because all that time spent looking for a match, waiting for people to join, and then waiting for the mech to come out of the fight again, is completely wasted because of elitist douchebags who get a rush out of annoying people.

Edited by Mackman, 13 February 2013 - 07:50 AM.


#51 De La Fresniere

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Posted 13 February 2013 - 07:51 AM

The reason people hate the cap is because it's basically a server crash simulator.

Here you are playing a video game about mech combat. Things are just starting to get interesting, but then... hey, why did everything freeze? And look, here's the end-of-match screen saying we've won, but we haven't won, 3/4 of the enemy team is still up. Then we all get kicked back to the mechlab. If we want to continue playing the game (which, again, is about mech combat), we have to go through multiple loading/waiting screens and get into position again. All because some jerk on my team decided to sabotage the match and ruin the fun for everyone.

Why? Why would anyone be stupid or evil enough to do that?

#52 Ngamok

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Posted 13 February 2013 - 08:00 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 agree. Capping at the beginning to see how many people will break off to go see what's up is one thing. Running to each others base and getting the standard 25K C-Bills is pointless. I don't care how much money some people have. I play to have some fun and to me fun is trying out all the chassis. 25K a win would have taken me years to master 3 Hunchbacks, 3 Catapults, 3 Stalkers, 1 Cicada, 1 Raven, 1 Jenner, and working on 3 Cataphracts now.

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.


I propose all teams stay at each others base till one breaks down and goes for it. That will be fun.

#53 Ngamok

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Posted 13 February 2013 - 08:03 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.


No, we should all stand at our base to defend and wait to see how moves first.

#54 Mechteric

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Posted 13 February 2013 - 08:06 AM

View PostNgamok, on 13 February 2013 - 08:03 AM, said:

No, we should all stand at our base to defend and wait to see how moves first.


Option 1: CapWarrior Online
Option 2: IdleWarrior Online
Option 3: ???

#55 Joseph Mallan

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Posted 13 February 2013 - 08:06 AM

View PostNgamok, on 13 February 2013 - 08:03 AM, said:


No, we should all stand at our base to defend and wait to see how moves first.

Or you can take positions near your base and wait for your scouts to find the enemy,then decide what to do! Naw! That would actually make sense!

#56 SI The Joker

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Posted 13 February 2013 - 08:11 AM

View PostMackman, on 13 February 2013 - 07:49 AM, said:


This one's dead wrong. If I realize my team is heading for a cap rush (usually because a four-man premade is leading them there), I'll turn around and declare my intentions to fight (as the name hasn't yet been changed to BaseCapper Online). Last time it happened, I was fully expecting to die alone, but my other 3 non-premade teammates joined me, and we actually killed four of the opposing team who had the same aversion to winning (or losing) by capping.

I hate a cap win just as much as I hate a cap loss, because all that time spent looking for a match, waiting for people to join, and then waiting for the mech to come out of the fight again, is completely wasted because of elitist douchebags who get a rush out of annoying people.


Hey, good on ya for wanting to fight. You are a minority.

Read the thread... read the responses. Underlying all the anger about capping is the simple fact that no one likes to lose.

How does one not lose when one of (technically listed as the first objective of Assault on the screen btw) the objectives is to assault a base? Well, as many have already stated... taking up position near your base until you know the enemy intentions is always a wise move.

Would you move your bishops or castles forward blindly in a game of chess or would you be informed as to the strategy of your opponent before deciding your move?

Edited by SI The Joker, 13 February 2013 - 08:20 AM.


#57 ownka

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Posted 13 February 2013 - 08:16 AM

If you get capped, you deserve to get capped. There is no excusable defense for having all 8 people on a team be too slow to make it back to base. I generally brawl, but every mech I run other than one is running the biggest engine it can hold. People want to sacrifice everything for more damage output, and then they pay the price. This is not wow, do not expect pure DPS to work well.

If you enjoy fighting, then go brawl. When your base starts capping, turn around and defend it. If there is enough of them to quickly cap, you should have noticed the lackluster frontline and backed off already.

Edited by ownka, 13 February 2013 - 08:18 AM.


#58 NRP

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Posted 13 February 2013 - 08:17 AM

I wish people would stop parroting "But .. But .. But, base capping is a valid win strategy!". Of course it is, but it also makes the game much less fun and feel like a total waste of time.

I have two potential solutions:

1.) Only allow a base to be capped during the last 5 minutes of a game

2.) Make one team Defense, and the other team Offense. There can be one or two bases that must be defended. A couple of huge battles ensue, everyone has fun, makes money and XP. You could even make a match two rounds, where each team gets a chance to attack and defend.

Either of these suggestions would greatly improve the quality of Assault games.

Edited by NRP, 13 February 2013 - 08:18 AM.


#59 Ngamok

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Posted 13 February 2013 - 08:18 AM

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

Or you can take positions near your base and wait for your scouts to find the enemy,then decide what to do! Naw! That would actually make sense!


No, we should all just sit at our base and wait to see who goes first. Like a staring match.

#60 Lukoi Banacek

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Posted 13 February 2013 - 08:19 AM

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

Or you can take positions near your base and wait for your scouts to find the enemy,then decide what to do! Naw! That would actually make sense!


Boom, Mallan beat me to it. Might actually mean a role for the little guys that looks tactical for a change!





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