You want to know an easy way to add a large layer of depth to capture? Remove one of the capture points. With three there isn’t much incentive to defend a point and as everyone has said how can 2-3 player defend a point against a roving death squad.
remove the third post and add a new incentive in its place (like a large boss mob that gives a global team lvl to whoever kills it) and actually turn it into a true defend and capture mode.
I don’t really enjoy capture, primarily because it heavily rewards early bloomers/offensive heroes. In theory territorial characters should be great, you barricade a point and hold it while the rest of your team takes care of the rest- except as was said earlier, the team moving around in a big blob will quickly overwhelm you and now your side is one man down, making them even less likely to win an encounter.
Does your hero rely on stationary, cooldown-limited abilities? Enjoy never being around them. Does your hero rely on higher level helix abilities to become effective? Well, I hope you can win some fights and get enough experience early (no thanks to you), otherwise you’ll just lag further and further behind the enemy team.
The whole “you level as you play” mechanic feels really out of place in this mode, to be honest. Without a steady stream of minions early wins quickly snowball. At the very least I feel everyone should start at a higher level, giving mid/late game heroes enough resources to be effective in a fight right from the get go, rather than hoping for your team to carry you until then.
Mode needs minions.
No minions no point.
I’m not interested in straightforward pvp
I wished Capture was a capture the flag game mode, not domination.
I only play capture when I’m looking for a brief change of pace to the game. I’ll play 1 or 2 games and then go back to Meltdown or Incursion.
I really like Capture. I love that it’s shorter (7-15 minutes) and more casual.
I just can’t get a group and, usually, one of the teams doesn’t understand how important Varelsi are.
I definitely need to focus more on the Varelsi at the start when I decide to play Capture
Also the shorter time frame is usually the only reason I choose to play Capture, but one sided matches feel even more so on that game type
The only thing I would change about capture (and in all other PvP modes) is the scoring. Capture is a great mode, don’t change it, but too many people play it as a death match. Change the scoring, make objectives mean something.
Thats because its a TDM at its core. Winning early fights gives you level advantage, and at that point its very easy to keep the snowball rolling.
Capture is quite definitely my least favorite PvP mode. Basically, I never CHOOSE to run it, and only do when I’m running with a group of friends who do want to run it.
It’s much too deathmatch-ey for my tastes. Battleborn running at each other and colliding in a barrage of player kills, lather, rinse, repeat. I prefer more objective-based play.
I don’t know how radical of an overhaul the devs are willing to consider, but making it more oriented on controlling and defending space would be my preference, rather than just kill, kill, kill, step on the pad.
I kinda think everyone should level every minute and have no gear cost. No worrying about chasing minions or shards, just focus on fighting, defending, and trying out new skills.
That would give the game a good ten minute or so mode, which it needs. A mode where you’re going to get to try out all the helix choices quickly.
I find Capture pretty boring compared to the other modes and I don’t think I’m alone.
Honestly, it’s just been done in every competitive game for like 20 years now (MMOs, FPS, etc) and I think a lot of people come to Battleborn for something different…it doesn’t surprise me that a lot of players are like me and avoid it completely.
I’d say slowing it down and putting up more turrets and making assaulting points require more teamwork would make it more appealing to me as a Capture hater…but that’s not fair because the current capture lovers actually love it because of it’s frantic, chasing, chaotic nature. So overall I think it might be a wash…
What about placing minions on or near the collectors? They defend the collectors from anyone the collector is not owned by. Just throwing out ideas.
I would actually say that you convinced me of the opposite.
“TDM at its core”. A TRUE Team Deathmatch has no scaling and no emphasis on who got kills when (other than the last kill). Getting early kills has little-to-no impact on getting late game kills (a counter example being something like a UAV or airship in Call of Duty).
But it’s not. The game at its core is “get the collectors”. I have won countless games without even trying to kill people. The way you win the game is by buildables. You build more accelerators and turrets, you will win. The original two maps were great at this because they were all spread out and it was not a huge fight in the middle cough snowblind cough.
But wouldn’t changing the scoring from kills+assists to objectives make people more focused on the winning the game?
It is absolutely terrible to pug and honestly of no interest to me. Its always a steamroll.
[quote=“Nicetoknowyou, post:12, topic:1545433, full:true”]
Thats because its a TDM at its core. [/quote]
No it isn’t, though I would probably like it more if it was.
I’ve found getting some early leveling doesn’t give a team a decisive advantage. I’ve lost count of the matches I’ve won despite a bad start and an ending negative kill/death ratio.
The points mean you can’t be relentless when it comes to killing players. If a player with low health runs away, you can’t afford to chase him all the way across the map because it will take you away from the points.
[quote=“CharacterIV, post:13, topic:1545433, full:true”]
It’s much too deathmatch-ey for my tastes. [/quote]
Funny, that’s the main reason I love it.
I think capture is the best pvp mode. First of all, it’s the only one entirely focused on player fighting. Almost no minions means you can focus nearly exclusively on fighting actual human controlled opponents.
Second of all, it encourages relentless fast-paced combat, instead of a more passive style like hanging back to defend a sentry or your minion grinder point.
Finally, matches don’t drag on forever. If you are getting beaten badly or winning big, you don’t have to keep playing for another 20 minutes or hope a surrender vote passes. The game will end quick and you can move on.
It’s unfortunate that this game doesn’t have a deathmatch mode, but capture is the closest thing to it, and one key reason why I enjoy it the most.
Im not trying to tell you not to play battleborn however why not play a game better designed for that kind of play?
Because I like the game overall for its story and characters. It has more interesting characters then I’ve found in an FPS for a very long time. I enjoy playing them even if one of my favorite game modes is left out. Besides, the PVE is the main reason I play the game.
Also this may not be a trend as I don’t play a lot of multiplayer games, but it seems that deathmatch is starting to get a lot less focus in gaming in general. The only other multiplayer game I play besides this is World of Warcraft and that doesn’t have a deathmatch mode either.
Ideas take any one idea or combine them, they are just ideas being thrown out.
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Add hireable minions to help capture a point only when the point is not owned by your team they stay in the point until death will replace the varelsi. Would need to increase the shard economy greatly.
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All players start at level 5, start everyone with their ultimate. Its supposed to be a quick mode right?
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Make the mode a best of 3 where each team rotates attacking defending the points. One team would start with all three and have to keep them from being captured, once captured that point becomes neutral and will no longer matter. Defending team wins if time runs out attackong team must capture all three points.
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Turn the mode into a king of the hill mode. Ping a point to capture and both teams fight for control, point moves at set intervals.
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Vip variance. Capture a point to become a VIP while you are a VIP you earn points over time for your team if the other team kills the vip they get points. This means a total of three vips on the map a team would need to decide if they want to go for points over time or letting the other team capture two vips and trying to kill them for the bonus points. The scoring would be very tricky for this mode but it could be very interesting.
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Only minions can capture a point. Make it another escort minions mode. Make it so that an entire wave must be destroyed before a new one spawns for each point so that minions dont flood the points. Make it so that the minions are healed over time if they captured a point. This would make the mode more objective based.
I think all these ideas would be interesting except for 1 and 6.
Can’t we have just one pvp mode that focuses exclusively on actual PVP (IE human controlled players fighting other human controlled players). We already have other modes where minions play a crucial role.