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Cooper Eudaemon
DUST University Ivy League
119
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Posted - 2014.01.21 07:47:00 -
[1] - Quote
It isn't hard to notice that a match isn't lost the moment the clone count hits zero.
Neither does it last until every member of a team has been killed. Instead, it's somewhere in between.
I've even seen a match where both sides hit zero, and the side that hit zero first won.
So, what determines a victory/loss from cloning out?
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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lee corwood
Knights Of Ender Public Disorder.
389
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Posted - 2014.01.21 18:07:00 -
[2] - Quote
I'm generally confused by your question...
Are you asking for confirmation that when a team clones out the other first, they win?
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Cooper Eudaemon
DUST University Ivy League
127
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Posted - 2014.01.21 18:13:00 -
[3] - Quote
No, quite the opposite.
I've specifically been in a match where both sides' clone counts hit zero, but the side whose count hit zero first actually won.
So, there's something that determines a victory due to clone loss besides simply hitting zero, and I'm trying to figure out what that is.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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lee corwood
Knights Of Ender Public Disorder.
389
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Posted - 2014.01.21 18:16:00 -
[4] - Quote
The side who gets cloned out first loses. I wouldn't trust the numbers all that much. I have often been in matches were my ticker said we had 4 guys left, but I couldn't spawn back into battle because of 'insufficient' clones. So there are no other factors, the system is probably just really slow to catch up to you. I've even sat in matches as long as 2 mins after we lost all our clones. I think its just lag in the system.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Cooper Eudaemon
DUST University Ivy League
127
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Posted - 2014.01.21 18:21:00 -
[5] - Quote
That makes a lot of sense.
I keep forgetting just how much lag screws this poor game up.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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Apothecary Za'ki
Biomass Positive
15
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Posted - 2014.01.23 11:25:00 -
[6] - Quote
maybe its to do with how meny are still alive and with nanite injectors
Nanite Injectors! Nanite Injectors Everywhere!
Minmatar Logibro in training. Rusty needles anyone?
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Zaaeed Massani
Mics Only Dust
1
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Posted - 2014.01.23 15:41:00 -
[7] - Quote
As it was explained to me, it has to do with how many people on each team attempt to spawn in after the clone count hits zero.
For example:
If the Reds hit zero first, and after they hit zero nobody on their team attempts to spawn in, the match will continue.
When the Blues then hit zero, if their team keeps spamming the "respawn" button while the reds continue to not attempt to spawn, the Reds will win. ________________________________________________
That's not from a dev afaik, just another player who is quite knowledgeable about the game, having played since the day the beta came out. However, as I researched, everything else he said was proven true, so I'm inclined to believe him at this point. |
Leadfoot10
Molon Labe. Public Disorder.
260
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Posted - 2014.01.23 17:11:00 -
[8] - Quote
It is my understanding that clones decrease when someone bleeds out, and not when they are killed. Winning or losing the match has nothing to do with respawning (you can't respawn at all once you reach 0 clones). For this same reason, if you use a nanite injector, the clone count does NOT decrease. This also explains the intermittent delay between reaching zero clones and the end of the round. NOTE: when someone dies because of explosive damage or a headshot, they instantly bleed out. Hope this helps...Leadfoot |
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