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Cross Atu
Conspiratus Immortalis Covert Intervention
1577
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Posted - 2013.08.20 18:21:00 -
[1] - Quote
Currently turrets rarely serve any tactical purpose due to being farmed/destroyed at the start of the game while in a natural state. Giving WP for destroying hostile deployed assets makes sense, allowing neutral/inactive assets to be destroyed is likewise fine but the ability for one player with a forge gun, rail gun etc. to farm 700 WP or more at the start of a match without engaging in any form of combat simply doesn't track (that total by the way is one from my testing, even using a stationary rail turret rather than a FG or HAV it is easy to pick up between 200-500 WP at the beginning of a match without leaving the red zone).
This behavior not only devalues the tactical import of turrets and other deployable structure assets but it also degrades team tactics/game pacing by causing a mad rush on spawn in. Rather than trying to get objectives hacked, uplinks deployed or fire lines set up many Mercs are trying to scoop those easy points causing a more sluggish start to matches.
Proposal: Simply cease granting War Point for the destruction of any neutral (i.e. white/yellow turrets/depots/CRUs). Leave all other mechanics, such as the ability to destroy them while neutral, and the ability to earn WP from destroying them while hostile, exactly as it currently stands.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1580
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Posted - 2013.08.20 18:55:00 -
[2] - Quote
Vitharr Foebane wrote:Denying the enemy assets before they start shooting at your team is a completely viable tactic in my opinion. But they're not denying the enemy anything. The assets taken out in this manner are those near (or even in) the friendly red zone that's being awarded WP for denying your team assets before they can start shooting at the enemy. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1590
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Posted - 2013.08.20 21:25:00 -
[3] - Quote
Oso Peresoso wrote:I think you're exaggerating with the '700 WP' number. I think in a typical (full) match, even if you go directly for all the turrets with a FG or a tank or whatever, you'll only get about 300-400. That said I don't have any problem with reducing/removing the WP reward. I also don't think removing the WP reward would change player behavior too much, the only reason to do this is to take away the WP themselves from something people will do anyway. I am in fact, not exaggerating, but to be clear I am not claiming that 700 WP is the average, I'll clarify. On average from taking out assets from within the red line you're only likely to pull down between 200-500 WP depending on map, sockets, how quickly you grab a rail/forge/tank etc. that being said 700 WP from within the red line using just a rail turret to farm isn't even my best score (and this was without use of the defend order, that can push it even higher). Now to be clear the higher end of these scores usually include tagging something hostile as well, but even if you're talking the points from doing nothing except destroying nute installations you can get up there pretty quick. Lets consider an example with squad order;
From the red line at the start of the game a Merc destroyed 5 neutral assets while 'wearing' the defend order, a pretty common occurrence. 3 x Turrets (mixed types) 1 x CRU (guess we didn't need to spawn there ) 1 x Supply Depot (is 50 WP really more valuable?)
Total before squad order: 400 WP Total after squad order: 480 WP Total toward OB: 560 WP (for doing essentially nothing)
Now that's assuming that our test merc has only moved far enough to enter a ground spawn turret and hasn't taken any targets of opportunity against hostiles. It is also completely possible to do this with a 0 SP character running a 0 ISK starter fit. It can also go higher on some maps where there are four or more turrets within range of a starting rail gun, or through use of a rail tank or FG.
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
1594
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Posted - 2013.08.20 22:19:00 -
[4] - Quote
Nekrokult wrote:HereGÇÖs an idea (considering Skirmish mainly): Installations (Turrets/CRU/Supply) donGÇÖt exist at all at start. What you have are hackable nodes. After a hack, you pick what type of structure should drop down (like OMS) on that node. After that, that installation can be destroyed or hacked like they are now. If destroyed, a cooldown period starts, after that cooldown the node becomes hackable again like in the start. This would allow a more strategic variety and a constantly changing battlefield. On topic, I agree with WP removal on neutral installations. You sir, get a +1
0.02 ISK Cross |
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