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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
523
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Posted - 2013.12.19 15:06:00 -
[2] - Quote
Cass Caul wrote:501st Headstrong wrote:This would be great for us TCOs. +1. Perhaps add a range however, this would encourage squad cohesion. I never liked you could put a defend or on someone, and they just go kill to farm points. It should be the points all Squad mates earn within 25 meters of the Defend order. With someone of what you said, LvL 5 increases this to 50 meters, +5% per lvl. Great thread though, I'll follow it. I've neve really been a part of the whole "stick together team" mentality. I started as the Arbiter and from Closed until February. I took up the shotgun, then fast-hacking and uplinks. My favorite position on the battlefield is overwatch, my second is flanking. My play-style and most people I squad with have always been "stay away from me, you're gonna steal my kills" type of players. I realy think that would be very limiting. It would also be a much bigger tax on the system, as we've seen with grenade, mass driver, and forge guns, the more radius calculations the system needs to handle the more frames per second are going to hurt.
Bit confused...your OP was describing a system that would enable and reward teamwork...but you aren't interested in playing that way? |
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
524
 |
Posted - 2013.12.19 21:58:00 -
[3] - Quote
Cass Caul wrote:Jaysyn Larrisen wrote:Cass Caul wrote:501st Headstrong wrote:This would be great for us TCOs. +1. Perhaps add a range however, this would encourage squad cohesion. I never liked you could put a defend or on someone, and they just go kill to farm points. It should be the points all Squad mates earn within 25 meters of the Defend order. With someone of what you said, LvL 5 increases this to 50 meters, +5% per lvl. Great thread though, I'll follow it. I've neve really been a part of the whole "stick together team" mentality. I started as the Arbiter and from Closed until February. I took up the shotgun, then fast-hacking and uplinks. My favorite position on the battlefield is overwatch, my second is flanking. My play-style and most people I squad with have always been "stay away from me, you're gonna steal my kills" type of players. I realy think that would be very limiting. It would also be a much bigger tax on the system, as we've seen with grenade, mass driver, and forge guns, the more radius calculations the system needs to handle the more frames per second are going to hurt. Bit confused...your OP was describing a system that would enable and reward teamwork...but you aren't interested in playing that way? I think of it as high-end level teamwork. On a 3 point map you need to control of 2 points, on a four point map you need to hold 2 points and push for a third, and on 5 point maps you need to control 3 points to win. With 6 person squads now and the largest maps have 5 objectives, having a squad split up to take control of a map is best. I don't trust blue-dots to be competent. Sometimes splitting up a squad into 2, 2, and 2 or 3, 2,1 or 4, 1, 1 is going to be more beneficial to the team than roaming the map in a group of six.
Ok, gotcha. My thoughts are the "effects" should be for squad members for passives and use the same FRAGO mechanic but but the WP production with levels of skill and/or Dropsuit.
Easy way to prevent WP farming is only the SQD LDR stats (from skill or suit) are calcuated for team bonus. |