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Interruptable Caps!


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#1 Ipecac

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Posted 19 February 2013 - 07:59 PM

Okay so I'm super annoyed right now.

I always hear how mad people are when a base cap ends a match in 2 minutes. Normally it's no big deal, I just reload and play another round.

Today, I just spend 2 hours trying to pull Alpine Peaks on the rotation and, boop, guys rush our base and end the map in 2 minutes. I got to the base with 50% cap left and tried to blast some guys, but no, by the time we killed him two more were there and there was no stopping them, no way to explore alpine peaks and try shooting from mountaintops.

Here's my suggestion:

INTERRUPTABLE BASE CAP!! I don't need to tell you which archtypal game I'm referring to. If they're capping we should be able to cancel the cap either by causing damage to a mech, or better yet, but sharing the cap with them.

You know, I just turned off the game cause I don't want to play another hour just to get a peek at the new map. I'm to irritated. Once the novelty is off, it wont matter, but the base cap interruption is still a good idea.

Edited by Ipecac, 19 February 2013 - 08:01 PM.


#2 Angus McBeef

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Posted 19 February 2013 - 10:22 PM

Being in your base square while someone tries to capture it interrupts the capture. Been that way forever AFAIK.

#3 focuspark

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Posted 19 February 2013 - 11:34 PM

View PostAngus McBeef, on 19 February 2013 - 10:22 PM, said:

Being in your base square while someone tries to capture it interrupts the capture. Been that way forever AFAIK.

^^ This

#4 Jess Hazen

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Posted 19 February 2013 - 11:41 PM

It is more annoying that someone trys to cap your base in the first place.

Never base cap unless there is no other way...

If they can get back to the cap to defend it should stop the cap.

End transmission...

#5 Kahoumono

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Posted 19 February 2013 - 11:58 PM

On a large map like this capping should even be an option till at least 50% of the team is dead. That way it'll prevent base caps and reward the guys smart enough to pull away from the fight if they are getting stomped.

#6 Az0r

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Posted 20 February 2013 - 12:06 AM

Damn those light pilots for using their speed as an advantage. They should be forced to fight my Atlas head on!

#7 Rawrshuga

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Posted 20 February 2013 - 12:15 AM

View PostIpecac, on 19 February 2013 - 07:59 PM, said:

Here's my suggestion: INTERRUPTABLE BASE CAP!! I don't need to tell you which archtypal game I'm referring to. If they're capping we should be able to cancel the cap either by causing damage to a mech, or better yet, but sharing the cap with them. You know, I just turned off the game cause I don't want to play another hour just to get a peek at the new map. I'm to irritated. Once the novelty is off, it wont matter, but the base cap interruption is still a good idea.


This idea is so good that it's already in the game. As mentioned by Angus if you're in the capture zone of your own base it stops the capture. This information is not secret, it's on whatever basic gameplay information available on the site (video, FAQ, I don't remember where I read/heard it). All it takes to stop the capture is one friendly mech in the capture zone, regardless of how many enemy mechs are in it. One mech can stop an 8 mech capture ... for as long as it's alive and in the zone, that is.

(I know--I'm not a real man, because I read the manual.)

#8 Adrienne Vorton

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Posted 20 February 2013 - 12:49 AM

i gotta jump in for the OP here... he is reffering to the wot mechanics...while i don´t like toplay it, the capmechanic is much better than what we have now... first, the capspeed: in WoT you can cap at the same rate as ONE mech here if you have at least 3 guys capping (in my memory that is^^)

2nd: cap interruption by damage... the cappers can´t go the lazy way...the team has to make sure there is noone near by who can damage the cappers...

3rd: REcap... that one is way more important... the cappers need more people on the base than defenders... more defenders on the base means they can REcap the base,not only interrupt it...while it´s good that ONE mech can interrupt, more mechs or driving off the attackers should enable recapping imho

to be honest,i can´t count how often i was the stupid one to interrupt the cap and died in seconds :lol:
or i got there, chased them off, waited, rejoined my now outnumbered team and someone flought by and finished the cap...blabla and many situations more


and most importantly: you get rewarded for DEFENDING... while i am happy that PGI removed the capture rewards, i would like to see them rewarding defending the base...

and last but not least:

Quote

t is more annoying that someone trys to cap your base in the first place.

Never base cap unless there is no other way...

If they can get back to the cap to defend it should stop the cap.

End transmission...


that might be right,but people always chose the fast and easy way,suxx but it´s true... even if i get more rewards in a badly lost FIGHT than in a capture win, they still do it... stupid? yes, but still true :D

Edited by Adrienne Vorton, 20 February 2013 - 12:58 AM.


#9 Roadbuster

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Posted 20 February 2013 - 03:08 AM

While base cap is ok on the "old" maps because they are not that big, I have to agree that base cap in Alpine requires some adjustment.

How about completely remove the ability of capping from bigger maps?
Instead we could have random drop locations on these maps, so the teams really would not know where the other team is.

Or what about a "moving" base. Some kind of checkpoints. The teams start out at one point and while they move forward they could cap another base, making that their primary one. The opposing team would have to cap this base now to win the game.

I also agree that defending the base should net you a reward. People are still too fixed on killing other mechs and rarely bother going back to prevent a cap. Especially some of the light pilots simply refuse to go back because they just saw this solo assault mech on the other end of the map...

#10 Jape

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Posted 20 February 2013 - 03:19 AM

One easy way of making the capping better (imo) is that whenever the capping is interrupted, it would start from the beginning. So, whenever a friendly mech walks to a friendly cap zone, it would reset the cap counter to full.

Another good thing would be that whenever a capping mech takes damage, his capping would stop for 5 seconds or something. (Just as the OP said)

The first mechanic would only work for assault game mode, but the second could be a good thing for conquest as well.

#11 Roadbuster

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Posted 20 February 2013 - 03:20 AM

View PostAdrienne Vorton, on 20 February 2013 - 12:49 AM, said:

3rd: REcap... that one is way more important... the cappers need more people on the base than defenders... more defenders on the base means they can REcap the base,not only interrupt it...while it´s good that ONE mech can interrupt, more mechs or driving off the attackers should enable recapping imho


Great point. I'm all for it.
I'd keep capping speed as it is though. Just reduce it for multiple mechs capping to a maximum of double speed.

View PostAdrienne Vorton, on 20 February 2013 - 12:49 AM, said:

to be honest,i can´t count how often i was the stupid one to interrupt the cap and died in seconds ;)
or i got there, chased them off, waited, rejoined my now outnumbered team and someone flought by and finished the cap...blabla and many situations more


I love such situations too. Waiting for the help that never comes :lol:

#12 Ragor

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Posted 20 February 2013 - 03:23 AM

Just throwing an idea in:

What about if you can only cap the base when you are really close to the germanium extractor? Maybe a radius of 10m?
But to interrupt a distance of ~50m is enough?

These are obviously just examplary numbers, but I assume you got the idea behind.

#13 warner2

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Posted 20 February 2013 - 05:22 AM

I'm not sure if the OP realises whether being in the cap pauses (does not reset) the cap, or not, the sentence is a bit garbled.

However I don't like the current cap mechanic at all. It encourages cluster ****s, for obvious reasons.

There should be more to it, loads of ideas going around, including where dealing damage to the mechs in the capture point pauses/resets the timer.

#14 Stringburka

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Posted 20 February 2013 - 06:43 AM

View PostJess Hazen, on 19 February 2013 - 11:41 PM, said:

It is more annoying that someone trys to cap your base in the first place.

Never base cap unless there is no other way...

If they can get back to the cap to defend it should stop the cap.

End transmission...

Yeah, you should ignore one the mission objectives because the other team doesn't like it.

God save us from the day fast 'mechs get a tactical benefit from being actually fast.

Edited by Stringburka, 20 February 2013 - 06:46 AM.


#15 Karl Streiger

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Posted 20 February 2013 - 06:54 AM

Had the same yesterday... a tiny Commando slipped through our lines.
My Dragon was - still without 360 but with a 325 wasn't fast enough. When i arrived cap was at 40%... however ... he run..but i have to stay there and have to wait.

What about a dynamic cap system:
A Cap has 240 points at the beginning. Every Mech in the square is able to remove a point per second.
With every enemy Mech killed the cap points are reduced by 30 points -
(so your team kills 4 enemy Mechs, than 4 of you are moving into the cap square, with 120 points to last - after 30sec you have won the game)

Edited by Karl Streiger, 20 February 2013 - 06:56 AM.


#16 Stringburka

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Posted 20 February 2013 - 08:04 AM

I see cap wins in maybe 1/10 or even less of assault maps.

If they made capping any harder, they might as well just remove the caps as a mission objective.

#17 Elder Thorn

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Posted 20 February 2013 - 08:18 AM

we need decap / recap mechanic, and we should not need to run into the capzone like an ***** to stop capping. it doesn't make any sense to run into 4 heavys or assaults and figth them on that small square, when you are a not a light, and even lights can have a hard time

#18 focuspark

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Posted 20 February 2013 - 10:01 AM

hell... I've capped the enemy base on accident before. Used my Cicada to get to their base quickly to start capping in order to split their forces. Dumbasses one send a single COM-1D back... he didn't do well and kept darting around. During the skirmish I spend enough time chasing him with him outside the field and me with in it, that I capped the based. Game over.

This is what happens when people are too lazy.

#19 Ipecac

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Posted 21 February 2013 - 10:31 AM

I didn't realize sharing the capp actually worked, so okay. Had I known this I could've stood on teh cap and tried to shoot the commandos that were running around me. Kind of a small space to have a mech battle while protecting you cap though. Maybe there is a more elegant way to protect cap?





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