#Cold War Cap Mechanics

185 messages · Page 1 of 1 (latest)

last drum
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There are a few key differences between WWII and CW that warrant changes to the CW caps in standard battle. Though I will admit I think the main issue is at era 2.

  1. Smoke Screens. Smoke Screens don't exist in WWII.

Their existence warrants changing standard battle cap mechanics so that the base capture is interrupted if a defender is inside their own cap circle.

  1. CW is played differently and that's okay. It's quite common for the entire team to go one way and it's sometimes the correct play (Dukla Pass comes to mind.) The first few minutes are spent getting map control and sometimes that can't be achieved while sitting on your base "defending" it. So you often have to choose between gaining map control and losing to cap or keeping the base safe and losing to destruction because you're all trapped. It's often not really possible to both defend the cap and obtain map control in the first few minutes.

My solution (as others have also suggested) is to lock the caps in CW standard battle for the first 2-3 minutes of the battle. This will allow teams a brief window to obtain map control before having to worry about being capped. This will also only really affect the very very short games that end in cap where most of the team is still alive. These games award minimal xp, silver, and rewards as little to nothing actually happens in these games.

  1. Tanks are fast at Era 2 and 3 but they also all travel at very similar speeds. There isn't nearly the variety of speeds that WWII has. This means that when the enemy team gets to the cap usually 3 enemies jump on it at the same time.

i think it would be beneficial to slightly reduce the benefit that having multiple tanks on the cap has on capture speed. The current system is optimized for WWII. Not CW.

vague rune
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i agree

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cw caps really need some changing

timber walrus
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Not sure what you want for No.1. For No.2 a two minute non activation from start of the game is more than enough time. No. 3. I don't think so. 3 is 3, WWII doesn't care if the tanks are Lights, Mediums (usually the fastest). If 3 make it, so be it. In theory the defending team has the same advantage of speed to either get back or capture the other base. Start with just No.2 are see what happens.

lofty fractal
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Capping should really have a delay l think...atleast in cw. I dont play ww2 anymore so l cant tell the habbits of capping there. Cw games are sometimes over in the time it takes to drive over to the other side and cap out

median maple
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capping is harder in cw as you have true vision and the circles are not under cover usually, plus vehicles are faster and can get back easier. just another MoE hunter trying to ruin the game for every1 else

unkempt osprey
median maple
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and yes, tactically reaching and securing objectives IS interesting, as well as planning accordingly to prevent the enemy from doing so

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it adds a wonderful layer of thoughtful complexity to the game which you would gladly remove for meat headed damage hunting

unkempt osprey
unkempt osprey
median maple
unkempt osprey
median maple
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not change mechanics

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be better

unkempt osprey
median maple
unkempt osprey
unkempt osprey
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Game's decided on how many smart people on each team went back to suicide reset to win by 4 seconds

unkempt osprey
median maple
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there is nothing wrong with capping

unkempt osprey
unkempt osprey
median maple
median maple
unkempt osprey
median maple
unkempt osprey
median maple
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its a Y shape, both winning and damage are consequences of those other things, they are not related to eachother

unkempt osprey
median maple
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in any event even if you were right that damage helps you win that's evidence base capping would need to be buffed

unkempt osprey
# median maple in any event even if you were right that damage helps you win that's evidence ba...

That's a philosophical question. I and most others (I assume) play WoT to drive and shoot and destroy realistic tanks. Capping is important as a "come from behind" tactical mechanic when the chips are down but should never be the primary focus for winning until other options are exhausted. This is bc it defeats the main purpose of why we play this game, which is driving and shooting and destroying realistic tanks

unkempt osprey
median maple
unkempt osprey
median maple
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welp, learn to love using the tank for tactical reasons too

unkempt osprey
last drum
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I play the game so that I can play the game. Capping in 2 minutes impedes that from happening.

It's a waste of my time and everybody else's. Minimal rewards due to a lack of anything meaningful happening. Minimal gameplay as those short games are little more than a driving simulator.

It's an overall unenjoyable experience that WG doesn't even reward. It's quite common for players on the losing team to earn more xp than the "winners" in such a scenario. It has nothing to do with marks.

I'd love to see somebody actually argue that they enjoy driving to the enemy cap without so much as shooting at an enemy. Then sit in the base until the game ends. Or that it's fun for anyone.

Go play comp if you value winning over rewards and enjoyment. Pubs should be fun.

median maple
last drum
odd haven
# median maple that's part of the game, do better

It’s people like you who honestly keep this game in the state it is. There’s people who want good changes that help the game and make it more healthier overall, then there’s people like you. People who write off everything as “do better” or as “it’s a part of the game” as if parts of the game can’t be changed. Honestly, do you want the game to only get worse? Or do you want the game to get better because right now it seems like you’re wanting it to get worse.

icy shoal
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Seriously WG, do something about the flag capture because there has been way too many games that have been ruined due to the cancerous selfishness of flag captures... the amount of times I've put a booster on XP, Commander XP, AND silver XP just to have it thrown into the trash match because our team decided to rush & capture the flag in UNDER a few minutes is truly disgusting. We get robbed of the XP needed to work on our next upgrade, & all it does it make the grind unbearable especially when you are working towards 100k+ XP needed.
So yea, just do something about the flag capture, either implement a voting system in game, lock the ability to flag capture for the 1st 4 to 5 minutes, or maybe even have it accessible when there is maybe 6 to 7 tanks left or something... whatever you do, Just DO SOMETHING already.

last drum
# icy shoal Seriously WG, do something about the flag capture because there has been way too...

Capping when 2/3rds or more of both teams are still alive in the first couple minutes does nothing but hurt everybody in the lobby. It just destroys silver, xp, and reward earn. Which if we're being honest is the reason most people are playing.

There's nothing tactical about ending the game before there is any way to know which side is even winning. Especially considering neither team will really earn winning amounts of silver or xp. Ensuring the game ends prematurely causes neither team to get rewarded. This only hurts everybody. It shouldn't be allowed.

lofty fractal
timber walrus
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WG could try a 2 minute deactivation from the start of the game. Try it, see what happens. At the very least games will go for about 4 to 5 minutes if 1 side can't defend a base. Looking at the discussion (yes I'm being generous with the word discussion) above it reminds me of varying approaches used by football (soccer) teams around the world. Some favour attack, others defense, others on ball control/retention, others field position etc. No one approach is perfect, bad, unbeatable. Just different mind sets playing the same game. If you value wining above all else quick caping is fine so long as you win. If you are chasing a MOE staying alive and doing damage is your only concern. If you are doing a Contract you are chase OP requirements. If you are playing with some mates, you may just be talking about anything as you muck about playing online. WG don't care how you play, as long as you show up. If you show up WG can sell you stuff. That's their reason for providing you with tanks to rent.

unkempt osprey
timber walrus
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That indicates to me that you use a attack as the way you wish to engage with the game and also believe its the method to use. Personally, I use all 4. It varies from hour by hour, day by day, week by week.

unkempt osprey
timber walrus
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Ok. So you play your way, I'll play all of mine. Good luck to you when you play. If I used your preferred method, I would have quit this game shortly after Downgrade 6.0. So I'm back to D Day mode for some stress free fun. Tomorrow I'll be doing something else, not sure what.

median maple
last drum
# median maple learn to enjoy more than damage, if you win, you win.

I'm trying to enjoy earning xp and silver. In a game where nothing happens a victory multiplier x nothing = nothing. As is seen over and over when "losers" earn more xp in these short pointless games that reward nobody.

Maybe you should try to enjoy more than winning? You seem to be fine depriving yourself and everyone else in the lobby tangible assets for your hollow "victory."

I don't see the point in a victory if I end up with worse or similar rewards as the losing team. A victory multiplier is pointless in a game where so little actually happened that there is nothing to reward.

median maple
timber walrus
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⬆️ This made my day. 👏 What a great idea.

last drum
unkempt osprey
thorny moat
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I think he believes it

unkempt osprey
thorny moat
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I've been asking that to myself for 7 years

median maple
last drum
# median maple if you claim the problem is people don't get enough xp for capping....give them ...

That is not what I said.

I said that nobody gets rewarded in short games that end in cap very early.

Rewarding the maximum 3/30 players who cap will only exacerbate the issue. As now we would be motivating players to cap early. Earning rewards for themselves but maintaining poor rewards for the other 27 players.

A game needs to last long enough that players have a reasonable amount of time to actually achieve something to be rewarded for. Otherwise it is a waste of time.

median maple
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infact capping early is harder and rarer so the sooner capping occurs the larger the bonus should be

gaunt forge
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Rewarding cappers is not the answer and never will be, I would rather earn my xp and silver by dealing damage and getting kills as it's more rewarding this way. I don't want to be rewarded more xp or silver for doing nothing

chilly bough
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Jesus hexine, it’s a tank game, not a Walmart parking lot simulator. I want to brawl in my heavies, scout in my lights and snipe with my destroyers, more time in the game means I get to play in those roles longer. If I wanted to rush and sit in the cap for a 13v13 victory I might as well not play. So it’s not just rewards, it’s the quality of the match. Like do you think getting destroyed or fast capped in the first minute is fun or a high quality match? Because you get to play the next match faster?

lofty fractal
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Remove 2 cap games from cw and keep the rest. That might work

median maple
lofty fractal
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I do not belive that alone would ruin anything

last drum
minor lava
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I don’t want to read through all this, but I think if your base gets capped, losers should get minus 200 XP off top.

gaunt forge
tender tiger
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I like idea #1 as I think it promotes defense a bit more which is undervalued and should make quick cappers be a bit more wary.

For #2, this is just a bad idea and in almost no circumstance would it be better. You would just have hordes of 11 players on both sides circling the opponents base until it activated for the exact reason they do not continue past the base now: the enemy is at your base and going alone means getting destroyed. You would just lengthen games out without appreciable difference in damage/silver/xp.
The only thing this would do is foster more lemming trains because it would make it harder to underdog cap a 2-11. Why take a different path when you can’t underdog cap when your team 💩 the bed.

I get that some just want damage only and if there was a damage only lobby and a cap lobby everyone would be happy. But some of us do like the strategic cap—the underdog cap—pulling the win out of a crappy team defeat after you smashed the flank you were on and done your best.

I would also welcome something where you get a win but you can also finish it out—Halo Reach end game style—destroy/be destroyed suicide mission.

timber walrus
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⬆️ Well said.

unkempt osprey
# tender tiger I like idea #1 as I think it promotes defense a bit more which is undervalued an...

The current cap situation is already what you’re describing. People are dumb and don’t look at the map and suddenly 3 guys are on the cap. They realize they can’t go back so they get on the cap and hope whoever is back gets enough resets. The same thing might happen if the cap is locked for 3 minutes but maybe some people will actually try to get back or drive past since the win condition isn’t currently there (if they don’t have the map awareness to go defend, are they gonna look at how long it’s gonna take until the cap unlocks). Worst case, both teams triple cap when it unlocks but at least then it’s a 4 minute game instead of a 2 minute game and there was likely more action. Seems like a win-win to me. Almost nobody is arguing against the strategic cap option, that should stay as much as possible.

Using the people "who only want damage" is a bad boogyman. Those people often reach the limit of how much they can win games and shift priority to dealing damage (due to WN8 and MOEs). They're not and never the problems. They're the first (and often only) player back defending the cap.

tender tiger
# unkempt osprey The current cap situation is already what you’re describing. People are dumb and...

Why are you trying to start crap?

I didn’t call anyone anything negative. Truth is some people would prefer to play team destruction 24/7. At no point did I indicate that is bad. When there are multiple lobbies I like to switch it up and play different games. It’s unfortunate that WG does not offer that. As indicated, my point was different people like different things and there are reasons why people like being able to cap.

The rest of your post basically says I’m right and the game will last longer with only a might more gameplay and no real benefit to the extra time. The few who do venture out will get smashed and will learn not to. Meanwhile it will harm those unbalanced team games that might have a strategic cap. It will reward a team where they overcommit to a flank even more.

median maple
timber walrus
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If only the command wheel has "Defend the base". Oh , I forgot, it does.

unkempt osprey
unkempt osprey
median maple
lunar tulip
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I suggest WG empliment a game mode choice.. let us choose to play with caps and without.. be simple to do . All the good players will chose without and the others will be in the capping games with the bots and can cap all they want.. problem solved

timber walrus
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So that would create 4 games, CW caps, CW no caps, CW Coop caps, CW Coop no caps.

lunar tulip
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Have a playlist like other games.. just for a short while to get poll on who really wants to play with or without caps.. sort of a test.. be interesting at least.. just trying to help the game..

last drum
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I think somebody else suggested it. Allowing the teams to fight it out even after victory is decided by cap in the first few minutes might be the best solution.

The cappers get their win.

Everybody else gets a chance to earn more xp and silver. Especially the winning team.

Seems like a win-win solution to me.

It benefits everyone involved and it strongly promotes being on the winning team.

cloud ermine
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Dmg wins matches and once people realise they'll change

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I did find players who had, on average 25 cappoints per surviving winning match. Yet they had way below average winrates

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Capping is usually bad for the team unless people know what they're doing. And let's be honest 99% including you have no clue

unkempt osprey
# median maple you have no evidence the people in this scenario "win the most", they will chang...

You’re telling me to do that. I’m one of the top 200 players in this game by winrate. Why should I take advice from someone who wins less than me? Why should I change the behavior that gets me such high winrates? Don’t you think I already do everything in my power not to get capped?

95% of the time my issue with capping is with my own team since I have no way to stop my own team from capping

unkempt osprey
cloud ermine
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@unkempt osprey Guess this one is accurate af

unkempt osprey
# last drum How do you check your rank by WR?

You don't. It's very much an estimate. A lot of players in the top clans are aware of each other. I know of ~50 players better than me. I estimate that there are several times that number that I don't know. I could be top 100, or top 500, kinda just shot in the middle

cloud ermine
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Definitely top 0.25% though

last drum
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I wish there was one. I'd like to see the stats on that.

unkempt osprey
tender tiger
last drum
last drum
tender tiger
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Extra time? Bonus Time? Death Time? I’m sure there is some historical or other similar term for fighting when the outcome is already decided. 🤔

timber walrus
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except WG seem to like quick battles over 15 minute max ones. I'm not a coder so I have no knowledge of what WG would have to change. What would happen to the tanks that cap? Would they disappear as the cap has been captured the regular game is over? Could anyone left alive exit without penalty? Would wining side tanks, not on the cap, loss silver/XP if they get destroyed in sudden death? Far simpler to de activate the cap for the 1st 2 minutes. If a team in CW can't defend a cap in 4 minutes they lose. I would much prefer WG to spend time and money fixing the MM mix of tank type per battle than work on caps.

tender tiger
# timber walrus except WG seem to like quick battles over 15 minute max ones. I'm not a coder so...

WG likes quick caps just like they like rollovers—less silver and xp distributed to players.

They could add a bonus attribute to the capping team—rof or health etc. And you just fight on. If you would capture/destroy an ammo dump irl, the enemy wouldn’t just stop shooting at you right?

Maybe it opens a passage behind the base where you can drive off and out of the game if you like—next objective/battle if you will. They could also make it where there is no silver cost or gain after the cap and it’s more just bragging rights. Debatable if add MoE in there as that would likely drive them higher.

timber walrus
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yeah there's a lot of 'what happens ' that would need to be sorted. And we all know how that has gone over the years. For WG to do something well it has to be KISSed , Keep It Simple Stupid. A 2 minute wait time is relatively simple to do, implement and for all players to understand. It would also be accepted by Cappers and MOE's.

median maple
unkempt osprey
median maple
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you are exactly the kind of player i was warning about

unkempt osprey
median maple
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you're the player trying to remove variety, and make every match the same

unkempt osprey
unkempt osprey
median maple
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no it doesn't, stop exaggerating

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marks of excellence shoudl be removed to quiet you lot down

median maple
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i didn't, the base is literally the only feature preventing there from being only one perfect strategy

unkempt osprey
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@median maple important question, why do you think you know better than everyone else, that your way of thinking and vision is correct?

cloud ermine
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Noway anyone can be like that

cloud ermine
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Here's the answer

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Will be the most used image on this server soon

last drum
lofty fractal
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Eghter way the disagreements are here, a game that last for only 2.29 minutes are way way too short.

cloud ermine
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But people like zoom zoom. It's more faster. Morenfaster means more action.

unkempt osprey
unkempt osprey
unkempt osprey
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@median maple hello? You have a habit of ignoring the important comments where you need to justify your position. I’m starting to think you’re a troll

cloud ermine
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He can't show a single person with 2 cap points and 60% winrate

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@unkempt osprey bro has atleast 28 capture points per surviving and winning match match. He litteraly caps all the time yet cN
And can't get good winratesJustKekU

median maple
cloud ermine
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I'm the man of data and spreadsheets.

Let's get a few things straigt before I get some data when I'm home. Just answer a few things.

  1. Do you believe classic math is true or are you one of them who thinks Terrence Howard is right?

  2. Do you say there is no correlation between high Damage and winrate? In fact when capping is a big factor for winning we should see a peak of winrate somewhere between high and low dmg right?

  3. How many matches do I need to sample before you're satisfied and believe my math? Is a million recent matches enough?

  4. If my second point was wrong, what causes high winrate and what will be the result of high average cap points.

unkempt osprey
# median maple not how this works, i don't owe you negative evidence, the affirmative claim is ...

Hypothesis: winning is primarily caused by damage

Reason: most games end in team destruction, most that don’t end in a cap by the team that would’ve won by team destruction if the battle was played out

Evidence: a strong correlation between damage dealt and win %

I have provided evidence. You claim the positive in the case of correlation fallacy. You must now provide evidence to refute my claim.

median maple
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your hypothesis is easily disproven by the fact teams with less damage can win, the fact that most games end in team destruction is capping the base is significantly harder and can be interrupted

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and if there was a correlation that was "strong" we should buff base capping or buff its rewards to reflect it is the harder more skill based option

unkempt osprey
median maple
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don't ask me for things you didn't provide yourself

cloud ermine
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@median maple see proof. Lower average cappoints result in higher winrate.

cloud ermine
cloud ermine
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Got even 50% more ep per minute. Proofed capping is increasing the time to grind

timber walrus
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So the stats on the right show a survival rate of about 19% and the left shows a survival rate of about 35%. So the players on the right are still getting over a 53% win ratio despite die more and caping. Yes?

unkempt osprey
median maple
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also wn8 is not a valid stat. it includes subjective measures like tier of tank played

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tier 2 is just as skillful as tier 10 if not harder

gaunt forge
unkempt osprey
unkempt osprey
timber walrus
median maple
median maple
unkempt osprey
unkempt osprey
obsidian hamlet
gaunt forge
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🍿

cloud ermine
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Just admit you're wrong

median maple
unkempt osprey
cloud ermine
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But we never mentioned wn8 as our argument

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Stop taking copium and admit your are wrong

median maple
median maple
obsidian hamlet
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Screenshot literally highlighted winrate and capture points, says wn8 isn't valid PepeChad

unkempt osprey
cloud ermine
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@median maple dude show me where I pointed at wn8?

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I highlighted 2 things

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None of them is wn8

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God I wish I was still a mod at this point. I'd ban you for trolling

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Nobody with out malicious intent can act like you in here

unkempt osprey
cloud ermine
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I don't get how one can say math is objective. Bet he'd ban math books because they hurt his feelings

last drum
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It's pretty easy to understand. Most games end in team destruction. The more destruction 1 individual achieves the less the rest of the team has to contribute. Thus a higher chance of victory.

cloud ermine
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@last drum liar JustKekU