#Early base capping changes

129 messages · Page 1 of 1 (latest)

stone zenith
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Hi, first of all capping a base to win a battle is a valid option to win a battle.

But i want to believe the majority of players dislike battles where one team goes one way lemming train and the other team goes another, both reaching enemy bases and one team wins, while there are still 10+ players on both teams alive or other similar situations.

I believe no one wins from such battle outcomes, players get less tank experience, less silver, MoE grinders aching hearts.

I believe that solution for this could be very simple, base capping should be allowed if your team has lets say 4-5 remaining alive players only.

So what do community would think about such change?

wicked ice
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I like the idea u can make it depending on the remaining players or remaining time for example u can cap with 10 min remaining .
But yeah its frustrating to have ppl who just drive into enemy cap and do nothing else

bleak surge
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I would say losing this kind of battle they learn something. For example don’t let a flank open or don’t go just forward. It teaches the losing team to watch the map to avoid losing this way. If a team beim caped out in the beginning they just deserve to lose. 🤷🏻‍♂️

versed acorn
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id say limiting cap to 10 mins remaining is a good idea, people on both sides can play more freely until that objective becomes available and everyone has opportune time to play the match

stone zenith
bleak surge
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They deserve to lose it…

stone zenith
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I personally do not like the idea of letting base capping after a certain amount of time, because it still might not solve situations where both teams goes different ways and waits till base cap allowed

stone zenith
bleak surge
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Like in many many other online games.

stone zenith
bleak surge
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Is it a capture the flag mode?

stone zenith
bleak surge
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Ok 👌

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Ok I leave this op.. 😉

wicked ice
stone zenith
hushed token
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Yes

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Just yes

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No games should ever be over in less than 3 minutes because a team decided to just bomb rush a cap and Capt the base out with 7 people in it

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Terrible "gameplay"

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Youd might as well just stay on the que or not even play a match

wicked ice
zinc jackal
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Did I seriously just watch some moron justify early game base capping because they think this game is a cap the flag game? I'm not sure I grasp what is being missed in your post OP. The game is about tanks shooting at eachother. The flag has and always will be a way to control the pace of the game and put pressure on the other team. It is not meant to be rush capped... that's just stupid. 100% agree with you OP either limit the time frame in which it can be capped or limit it to number of players alive.

karmic hawk
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So what we are saying is that we shouldn’t have to defend the base? There’s even a command for it. I don’t like early capping either, but I don’t want to see people rush the cap only to sit hidden till the limit is reached then rush in. If your team will not defend the base, t then they will probably sit there after the limit has passed.

swift stream
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Thread as usual inevitably results in name calling and WG bashing.

zinc jackal
hushed token
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Don't expect much of anything from him

versed acorn
weak wagon
versed acorn
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If you are lucky anyways

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Most of the time they dont actually accomplish anything even in high tier

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When there are people rushing jageroos and 3 tier 9s in a conqueror you dont expect them to learn anything

weak wagon
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Well ...

weak wagon
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But 95% players don't bother to try/learn so that's why they have very low damage standing

versed acorn
pliant mulch
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These days in CW with all those OP light tanks, capturing the flag quickly may be the only way to win.
For those who loose because the opponent capturing the base, did you try to slow them down or you just went the other way?

burnt field
weak wagon
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But yeah I get ya

lost radish
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I do think this is a massive problem, but I also don't think locking bases entirely is the best option either. If based on time remaining, I could see it just promoting more "meatball" strategies where the entire team just goes one direction and rolls over the enemy before the enemy can react. If it is based on players remaining, it just promotes camping so that the base is never unlocked.

The real solution is a bit more complicated. For starters, standard mode base capture times on larger or difficult to traverse maps need to be increased. Maps like great wall suffer a lot with this because there is often no direct path back to base and no long range ability to outspot players in those bases. Then we need to move capture circles to open areas. Having hard cover or a lot of soft cover in a base makes it too easy for attackers to manuever around cover to avoid detection and resets. This goes for standard bases as well as encounter bases. Maps like Erlenberg Encounter are prime examples of this.

weak wagon
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They can't cap at the first 5 minutes

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After that it's unlocked

lost radish
weak wagon
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Still wouldn't be a problem

atomic sable
remote cape
weak wagon
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It's another reason why people are not getting better

remote cape
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I agree. My point was the original OP suggestion would make the overall game play worse for the beliefs I outlined. Locking the cap for the 1st two to three minutes could possibly assist longer game play and modify player game tactics/approach.

weak wagon
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That's pretty much all that it really needs and just a timer

remote cape
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Well it could be "trialed" cheaply and I would imagine quick to turn on and off.

calm hamlet
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The biggest culprit of early capping is encounter kasserine

Delete it

stone zenith
calm hamlet
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Agreed. People will just jump in saying "but a win is a win".

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Forgetting that a win only matters if you have good performance in the match to put a multiplier on

stone zenith
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So far i not saw a single good reason, why current quick base capping mechanics makes sense in a game, so i want to believe it needs some changes

remote cape
scarlet creek
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When 5 down?

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Cappijg might be impossible already

swift stream
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Limits and timers won't work as they have to apply to both modes and all game variants.
I think the only solution is to have an in game voting system, if say 3 players vote by radial to extend cap timer by 90 seconds it will help.
Chances of this being an easy addition to game mech I imagine are slim but it's universal to all modes.

long quest
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So a 6 vs 15 could not start the cap? No thanks.

If the reds lemming and overreach, capping is the way to punish them. Red deserves less xp/silver and green deserves the win for playing smart. If red caps and we’re not forced, they also deserve less.

scarlet creek
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@swift stream so you want toxic players to block you from winning so they don't waste their 2x daily boost?

long quest
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👆Or out of spite

scarlet creek
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Every solution suggested in here is very short sighted and doesn't consider most cases.

swift stream
stone zenith
stone zenith
scarlet creek
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You in coldwar mode? That's what you get from a mode thst hasn't been finished. Same size maps but tanks are effectively 3 time as quick

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People like quick tanks

warped mulch
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as a moe grinder I agree

calm hamlet
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When you're mark grinding and your allied team caps 3 minutes in its beyond frustrating

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Because there's literally nothing you can do about it

clever pelican
scarlet creek
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How often does this happen?

clever pelican
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As others already sayed it depends on the map. But yeah its very dificult to adress the problem without take the possibility to punish zerging teams. One solution could be to give higher earnings for such short games with low dmg/ xp/silver. or to change the system with boosters. Make it possible to activate them after the game.

gray walrus
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no, your team should be punished for not doing proper defence

pliant mulch
gray walrus
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spread out, stop going in lemming trains

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and WG can make the effort also to fix this by moving out the spawns to an entire side of the map, not a few dots

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halloween mode has better spawns if you noticed

pliant mulch
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Quick cap has been a complaint for very long time. I personally hates TDM mode whether it is WoTC, WoWS-PC, or even COD. Unlike COD we don't have enough players to allow people to filter out certain game modes. Lastly, don't forget there is no team unless you manage to platoon; teams are formed by people with same short / long term goals for that game.

stone zenith
stone zenith
# gray walrus then that's a good reason to lose

How is the good reason to lose, then there is no fight just drive a tank for 2min and your or other team wins? No one in that battle gets anything, tank experience, silver or MoE, just a wasted few min of gameplay

pliant mulch
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These days in Era 2, unless you are driving the GAU-8 or Wiesel Mk1, you just want to get it over with asap and move on in most games. You just hope the lemmings train leaders are group of those tanks, at least you the non OP tank can go around to pick up the stragglers for some XP.

gray walrus
stone zenith
stone zenith
gray walrus
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its a team game, and i'll respond when i get around to it i have a life. if the team makes a mistakes, YOU lose also

stone zenith
bleak surge
remote cape
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after the game would be great. How to do it is another problem.

weak wagon
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1-2k

swift stream
weak wagon
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Like normal

swift stream
weak wagon
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A timer is the answer lol

bleak basalt
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Newbie to game . I say just get rid of Cap totally . It spoils game for me and i play to destroy other tanks simples

pliant mulch
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You cannot deal with strategy too much these days especially with the hordes of GAU-8 and Wiesel Mk1.

pliant mulch
weak wagon
pliant mulch
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Era-3 is quite playable at bottom tier, just need to stay back a bit. Wiesel TOW usually just 1, the TOW takes time to reload. Heavy tanks can bounce missiles.

pliant mulch
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1st thing on the to-do list going into an Era-2 battle regardless of mode: Find out how many GAU-8 and Wiesel Mk1 there are on the enemy side? Then find out how many of those on your side and where are they. When game starts find out where the friendly GAU-8 and Wiesel Mk1 are going, follow them so you can take some shots at the enemies when the hordes are distracting them.

bleak basalt
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Trouble is at moment era 3 is just lemons follow the leader no strategy😅😅

gray walrus
weak wagon
pliant mulch
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Era-3 has more lemmings trains I found. Most follow the mob for a good part of the game.

calm hamlet
# gray walrus disagree, i don't want baby guard rails to protect bad teams. if you lose in 2 m...

You're only looking at half of the issue here. The problem isn't just losing in 2 mins it's also when your own team forces a cap 2 mins in because it kills the natch for everyone

If the match ends too early that's it, the potential for having a good game is gone because a win is only a multiplier to be added onto your earnings. You still need good performance to actually get something out of winning

bleak surge
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In a capture the flag/ base gamemode it is an legit tactic to cap the base. I mean just shoot this early capture the base tanks. The game is also about winning . 🤷🏻‍♂️

weak wagon
bleak surge
weak wagon
bleak surge
weak wagon
calm hamlet
bleak surge
gray walrus
royal hazel
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There are 15 minutes per battle and being able to cap at any time is valid tactic, there should not be any mechanism to stop base capping as soon as possible.

It can be frustrating when a battle is over in a few minutes because of capping, I don't necessarily like it (be it on winning or losing side) but it is a valid game play tactic and a collective failure of the losing team to prevent it.

There are times you can tell a game will be lost in the first few minutes when your team has lost a number of tanks or the opposition is closing in on your base, and the only way to win is to cap.

I like getting lots of damage, kills and killing all the opposition to maximise rewards, but the main objective of each battle is to win, not to provide the greatest earning potential for silver, XP or MOE progress. These are a consequence of playing and winning the battle, the longer the battle goes on usually means these are greater, but who is to say the winning team would not have achieved their maximum potential earnings in a battle by capping when they did instead of having a loss?

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What about the season Daily objective, win two battles, or other ops or a contract that require a win?

We all moan about not being able to win a battle, which can lead to not wanting to play or think of deleting the game. How often have you said to yourself, I'm sick of winning so I'll stop playing or delete the game, it's not being able to win a game that leads to this.

I would think losing the majority of your games in a session is more frustrating than winning them by the base being capped quickly.

We should not be trying to stop and potentially punish the opposition, or your team, from achieving the objective before a battle has started, when it should be the team that failed that should be punished, and they are, they lost.

Winning a battle provides a morale boost to the player meaning they are more likely to play another game rather than stop. To introduce a mechanism to delay a team from winning by capping before the battle starts, or during it, is wrong and should not happen. That is what we (as a player) and our team are there for.