View Full Version : How many caps make a good match?
dys
April 20th, 2006, 09:27 AM
I'm just curious to see what others think. We all agree it's difficult to balance the fine line of pleasing both offense and defense. Some teams prefer low scoring games, others higher.
So, the question is:
How many caps per round do you think makes it a fun and fair, well balanced match?
dys
April 20th, 2006, 09:41 AM
I voted 3-4. I think one cap every 10 minutes shows both offense and defense are working hard and putting in the effort. Considering most caps aren't coast to coast, those few minutes spent on moved flags before they get capped tend to be intense, but it still allows for resetting and normal play to start over again. So, by the math of my reasoning, things get crazy about every 7-8 minutes, which in my opinion, is well-balanced.
theCops
April 20th, 2006, 10:18 AM
i like a close game, regardless of how many flags are getting capped.
blowouts are less fun for both the offense and the defense.
however, since i play offense mainly, i have more fun if there's plenty of flag movement, so i voted for 5-6.
Juggernaut02
April 20th, 2006, 10:37 AM
I voted for 3-4 caps, if you win by more than 3-4 caps it means that you are playing a team that was not well organized or that is not up to par with ur team skills.
A challenging game is always more fun that an easy game.
GhOsT
April 20th, 2006, 10:40 AM
The vote was not on the difference in score. Just how many caps per round your team gets. I agree, I like close games. Makes it much more exciting.
Sid6.7
April 20th, 2006, 10:52 AM
The number of caps is not that important. . . its how much the flag moves.
Telos
April 20th, 2006, 12:02 PM
depends on the map really, but I think somewhere between 4-6 is good. On an 8v8 map, if the O scores more than 6, they are doing a good job, or the D sucks. In a 9v9, for some reason I think its easier to cap, like 8 should be average for something like redgiant, or mulch_trench.
sani
April 20th, 2006, 12:30 PM
however many caps it takes to get to the center of a dyspop
Sutterkane
April 20th, 2006, 12:43 PM
I voted 7+. This is odd considering I play defense, but torch2 is one of my favorite maps and there's always loads of capping on it. It's like a damn arena football game.
ass*assassin
April 20th, 2006, 12:53 PM
most intense matches i ever played in went 0-0.. we went three rounds once with HoA and i was the only guy to even touch a flag.. old skool rules (there were none).. had a few more like this.. two best matches ever were against gow (we won 1-0 in the last min of rd2), and null (where we won by one cap again)..
the rules are becoming so skewed towards offense, that it is almost impossible to have a balanced game now. when was the last time there was a change of rules to limit offense? :D
and yes, i play both sides as a utility player.. defense and offense.. the tighter the game, the more important each cap is.. earn it baby
BlackThoughT
April 20th, 2006, 12:57 PM
I think depending on the map, a good round should be anywhere from 4-8
(and obviously there are exceptions for extremely defensive/offensive maps)
Wheaties[TCK]
April 20th, 2006, 01:05 PM
I'd say a good round would be a difference in the team's scores of 1-3 per round. It means it's a close game whether it be 200-170 or 30-10 or whatever. It's always more competitive to have mid range scoring rounds but as long as each team is keeping up with the other it always provides an ejoyable competitive round.
ihaveaname
April 20th, 2006, 01:46 PM
10 per team a round
Jarek
April 20th, 2006, 02:19 PM
i like matches that are close around 6-7 caps.. monkey comes to mind like this, because not too long ago AGT faced gt. on monkey and our D held gt's winning cap for a return in our main room, then we pulled the winning cap and got it with less than ten seconds to go.
i think the reason this was so awesome is because 4 caps and under, you are expecting to get a lot of returns and solid holds on D, but there is nothing more of a boost playing offense when your D gets a return on a decent capping map when you need it.
decap
April 20th, 2006, 02:21 PM
to have it be a fun, fair, and well balanced map, it needs to be more offensive-oriented. if it's a very defensive map, letting out only 3 caps doesn't really show who the better clan is because anyone can hold. i think a map like schtop is very well balanced, if you have a good d you can hold to like 3, but if you have a good offense you can pull out 10+. i think offensive-oriented maps show the better clan because you need to get some periods where you hold them to win. if it's very defensive-oriented, it becomes boring for both the o and d and winning by 4-3 doesn't really say much other than you barely won because of the map.
rabidkevin
April 20th, 2006, 02:27 PM
6-8 caps thats if i play D or O
because a defense doing better than average on such a round could lock it down tighter, and when im playing D my blood is pumping so much harder cause you have to play on the edge of your seat to perform. Getting returns in this game atmosphere is much more rewarding.
I wish we played only 8v8 maps in atleast 1 league, every one of them is balanced very well
Sutterkane
April 20th, 2006, 02:31 PM
']I'd say a good round would be a difference in the team's scores of 1-3 per round. It means it's a close game whether it be 200-170 or 30-10 or whatever. It's always more competitive to have mid range scoring rounds but as long as each team is keeping up with the other it always provides an ejoyable competitive round.
but if the close score means running 3 sgs, it's right out of the question.
donn
April 20th, 2006, 02:37 PM
voted 5-6
allows for the offense to get some flagmovement, defense to get some nice holds, and for occasional coast to coast
different topic but i think 30min rounds are too long =/
gosu
April 20th, 2006, 03:47 PM
0.
shows the goody of the demo. xD
|2on
April 20th, 2006, 05:38 PM
we all know that if you're team were to get 100 caps in a round, you would be happy, and the entire team would be happy. I like playing with really high capping games because i play O, and usually scout, so i don't get satisfaction from DM'ing, and i only like it when i'm the one capping. :D
Jimyd
April 20th, 2006, 06:19 PM
Yeah whenever i offense i like to scout, so i liek it when we cap alot.
Then again i like to yard dm alot and camp respawns, so i guess i like kills too.
DarthGreg
April 20th, 2006, 07:00 PM
Totally depends on the map.
jabroni
April 20th, 2006, 07:03 PM
the more the better.
defense maps are boring on defense and frustrating on offense, but cap-a-thons are fun and fast paced on both sides. even if you get ran over on defense (which i do no matter the map) its still lots of action.
Zogo
April 20th, 2006, 07:17 PM
nothing like 40 caps a round.
caedere
April 20th, 2006, 08:32 PM
It doesn't matter how many caps, the thing that makes a "good" match in my view is one that's close. Doesn't matter if it's 10-10 or 1000-1000.
Nomad
April 21st, 2006, 01:18 AM
i voted for 7+, because i play offense.
i think 5 is kind of the bare minimum for most maps. anything less than 5 and your offense is basically just getting lucky.
on the other hand, i suppose there's such a thing as capping too much - especially in a 9v9 match. i can't imagine it's fun for the defense to just get run completely over.
as has been mentioned, closer matches are usually more fun, if only because it gets intense when it comes down to the wire and there's just a cap or two difference between winning and losing :)
Gogeta
April 21st, 2006, 10:06 AM
i voted 7+ cause that usually means we owned
but i dont think caps matter on making a good match, i think its the gameplay, and if your having fun or not, say its a 2v2 match (like tfl) 10 caps, thats nothing. so, you cant judge a general match by caps, you have to look at the maps also..
dos
April 21st, 2006, 02:16 PM
I like low scoring games.
ODAY
April 21st, 2006, 07:42 PM
i would say if my team is winning its fun ... if were looseing its not
baahahahaha... bleh... winning by one cap is the most satisfing feeling for deffense
Thrash
April 21st, 2006, 09:35 PM
would you feel satisfied defensively if it was 380 to 370 on 2fort?
Telos
April 21st, 2006, 10:30 PM
I think its more about movement than caps. I dont like maps where once you toss it, its basically gone (i.e. throwflag). And I don't like maps where its easy to return the flag from anywhere in the base (ss_shortcut comes to mind). I think mulch_trench is great, cause there is alot of movement, but not neccessarily high scoring. 2fort CAN be like that too, and well is also like that.
Savvy
April 26th, 2006, 10:59 AM
1-2 Speaking from a defensive view :D
dys
April 26th, 2006, 11:55 AM
A lot of responses have been personal preferences and not necessarily answering the question of what keeps it fun and fair for both offense and defense.
It isn't fun for defense to get capped on every 3 minutes. Maybe that's my personal opinion but if you play defense and like a match where you're capped on every 3 minutes then you shouldn't be playing defense.
Alternatively, it isn't fun for offense to only score once every 15 minutes.
Obviously I'm going to be biased towards my own opinion, but it seems to me that a cap every 7-8 minutes is a happy balance between the two, considering the time spent on flag movement and teamplay on moved flags for both O and D.
SoulCutter
April 26th, 2006, 11:56 AM
I think of a good match as one where the O caps 5 or more and the D lets up 4 or less. That's the goal I always try to shoot for when playing D, not letting up more than 4 caps a round. Obviously some maps are different but I think for most maps that's a pretty solid goal.
SteelValor
April 26th, 2006, 01:20 PM
The number of caps is not that important. . . its how much the flag moves.
yep
Gr8Shot
April 28th, 2006, 05:51 AM
i like all those numbers. its fun when the scores real low and close and intense (even better when theres lots of flag movements and returns.) same thing when its a really high scoring close game because that means its so much more fast-paced. its still semi fun blowing out another team, but it sucks balls if you're the one being blown out.
i dunno but thats my take on it, so i woulda voted for all those numbers.
Wheaties[TCK]
April 28th, 2006, 09:12 PM
Yeah sutter, that's it.
rabidkevin
April 28th, 2006, 09:14 PM
A lot of responses have been personal preferences and not necessarily answering the question of what keeps it fun and fair for both offense and defense.
but it IS a personal preference
atheist
April 29th, 2006, 03:45 PM
The best is probably 6 - 9 caps a round due to it meaning that it is fast pace and yet it still can be defensive. Like on schtop its really fast but if you have a good defense you can hold really well but not forever, and it is fun for Offense when you move the flag a lot and still get caps every now and then not by like by actually moving it etc.
Maps like 2fort are nice just annoying for offense, but like slow SLOW maps like bonbon_b6 is rediculously gay.
So I believe we should have more maps like mulch_trench / schtop in rotations and also cp maps :).
dys
April 30th, 2006, 10:57 AM
but it IS a personal preference
then you've misinterpreted the point behind the question.
Quattro
April 30th, 2006, 10:39 PM
Yeah whenever i offense i like to scout, so i liek it when we cap alot.
Then again i like to yard dm alot and camp respawns, so i guess i like kills too.
I FINALLY get your sig... its openfire!! lol
for the longetstime I have glanced at it and wondered, but never took more then 5 seconds to put it together. Well done old chap! lol
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