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Krom Ganesh
Holdfast Syndicate Amarr Empire
278
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Posted - 2013.09.23 12:20:00 -
[1] - Quote
Doc Noah wrote:Aero Yassavi wrote:Capture the Flag does that in order to ensure you remain balanced on both offense and defense. For Skirmish on the other hand? Your defense should be making sure you have places to spawn if a base goes under attack, not getting killed and then given a free place to spawn before the hack is started. Same concept really, for capture the flag, you need to capture the objective and hold it until its safely in your hands. For Skirmish, its 3-4 capture the objectives that you have to steal and defend/hold until its yours. Being true to the word, "skirmish" is a small localised battle and being able to spawn on the objective ensures that taking an objective isnt easy. If I snuck into an objective and stole it before anyone noticed and spawned on it, isnt that what you're going for? You're essentially asking for zero resistance if the enemy team wasnt actively protecting the objective. Spawning on the objective or spawning on a nearby uplink/CRU isnt much different except you're giving uplinks a better purpose.
The difference is in capture the flag the enemy cannot spawn on a dropped flag. You don't have to worry about an endless stream of enemies appearing out of no where at the dropped flag. At the flag's original location? Yeah, it's fair there because you can grab the flag instantly and get the hell out of there.
And skirmish will still be a small localized battle without objective spawning. When I spawn in, I don't have to travel over a kilometer to reach the nearest point.
And yes, if one team leaves a base unprotected and the other capitalizes on it, the first team should lose the base. They didn't plan well enough. It means tactics and coordination will actually matters as opposed to the defender zerg rush we have now.
And yes, spawning on an objective is different from spawning on an uplink or CRU. The uplink can be easily destroyed and the CRU doesn't actively tell everyone which CRU I am hacking.
Monkey MAC wrote:Combat should not be just as effective as stealth!! This is not your run of the mill fps, it requires teamwork or at least a bit of forethought! This game is not designed as a one man army kinda a game! If you want to storm an entrenched point it will take you more than 1 man to do so!
If an objective is actively held by a fair number of people who have entrenched themselves (uplinks, nanos, etc.), then yes, it should take multiple people. The problem is when an objective is guarded by 1 or 2 people, you remove all uplinks, hack any CRUs, and get the drop on both of them. Now you are stuck on an infinite loop of those 1 or 2 people respawning continuously because you have no way to prevent it in time.
And to whoever said it takes 10 secs to spawn, that is quite often not the case. Often it will be only 3 secs. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
282
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Posted - 2013.09.23 19:30:00 -
[2] - Quote
Vespasian Andendare wrote:Himiko Kuronaga wrote:Whats that you say? Bring friends? No. To hell with friends. That should be optional. Situational. Not for everybody. Not sure if you realized, but Dust is a tactical, squad-based shooter. Friends aren't optional. If you're running around solo, you're doing it wrong.
I'd just like to say that even though Dust is more geared toward squad-based tactics, there are times a solo op is needed.
Such as when the rest of the team keeps the enemy occupied at one or two points allowing a person to sneak to the other objectives. This tactic can serve either one of two purposes: A) enemy doesn't realize an objective is being taken and your team gets an objective B) enemy does realize an objective is being taken and a group rushes of to stop it thus reducing the number of enemies your team has to fight at the main confrontation area.
Rashly saying that solo work shouldn't work because this game is based on tactics is in fact limiting the number of tactics that can be employed.
I'm not saying you should win solely by lone wolfing it, but a single person taking over a lightly guarded objective before reinforcements arrive should definitely be quite feasible whereas right now it is very difficult to accomplish. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
282
|
Posted - 2013.09.23 19:56:00 -
[3] - Quote
Monkey MAC wrote:We offered solutions by him uping hacking skills but that wasn't good enough, if 1 person is gonna assault a point he needs more than just killing the 1 guy who happens to be spawning to do the same thing!
But read the post, see his entitlement, the guy wants everythimg because he killed more than a logi, who spent the match logiing!
Yes, I've seen the OP pulling the KDR card and vehemently disagree with the OPs belief that KDR = player value.
However, I also feel that objective spawning is not something dust should have. Even with hacking to 5 (I currently have 3, btw), that does not mean you will always have enough time to hack the objective since you have to kill the defender(s), run to the objective, begin hacking, and hope that you got there fast enough and they don't get a reduced spawn time.
Edit: This means the defenders are not defeating you through well played tactics. They are defeating you through a nearly guaranteed 2nd, 3rd, etc chance to get revenge.
If to remove objective spawning that means adding more CRUs around objectives, then so be it. Those I can handle ahead of time. Objective spawning I cannot. |
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