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Defending team caps points faster!?

Discussion in 'General Discussion' started by ShadowMage, Sep 17, 2016.

  1. ShadowMage ShadowMage Active Member

    WHAT THE HELL!?
    As if it weren't hard enough to push into places, if you start capping a point, and the defending team back-caps you AFTER YOU START CAPPING THEIR POINT you lose! This makes no goddamn sense! If the attacking team pushes up and start capping, what should the defensive team do? Clear the area and decap that point?
    Fuck no! Back-cap! Cause that makes sense!

    I went from tolerating this game to actually pissed the hell off. I'm done until the next patch.
  2. This is war.

    You have to protect you supply lines!
  3. Kyros Drakonite Preacher

    I brought this issue last patch on this thread:

    https://forum.eternalcrusade.com/threads/time-extensions-overtime-and-recapture-issues.56711/

    They have since made it worse. Basically, it gives defenders an easy win condition after losing the first point, since recapping basically translates to a game over for attackers.

    Zedek now has 4 points that need to be taken. So now, attackers have to cap 4 points to win, but defenders only need to recap 1. And recapping is easier to defenders than capping is to attacker.

    Pretty silly no matter how you look at it.
  4. ShadowMage ShadowMage Active Member

    Yeah, sure. If EC was a realistic game, that would make sense. But realistic this game isn't. I could even justify it if holding points gave you an advantage, but they don't. This is just something that bucks gaming convention, and it in a very desceptive/unclear way.
  5. That's fine but the timer shouldn't be less to recap than it is to take a point which it is now! This is one of the oddest decisions they've ever taken, it genuinely makes no sense from any perspective I can see.
  6. Ok, now this I understand better.

    True the time to recap the point should not have been faster than the time to cap the new point. That may be a bug then, I would recommend writing up a bug report on it.
    Markosian likes this.
  7. It's intentional on all point A cap points. I did a bit of digging, the idea was to make the initial cap easier for the attackers to try and reduce all maps becoming a meat grinder around point A for the whole match. The problem is they should then reset the timer to the normal for the defenders when trying to recap the point.
  8. True.

    Unfortunately as well, to many of the Objective A locations seem to be the best point to place heavy bolters all around the capture point in elevated positions.
  9. ShadowMage ShadowMage Active Member

    I think that's an issue with all the cap points. They're into multi-tiered building that are damn near impossible to clear quickly. That ckmbined with defending team's closer proximity to the point... it's just a pain to take anything.
  10. Well one way to stop the severe bottle neck in these maps, change it to a different Objective each time. So that it is A,B,C one time then B,A,C one time then C,A,B one time and so forth.

    As an attacker, you should be the one to determine which location to assault first not the defenders. As that makes no tactical sense to allow the people you are attacking to dictate the terms of the engagement.

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