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Takahiro Kashuken
Red Star. EoN.
2484
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Posted - 2014.02.11 14:01:00 -
[1] - Quote
Scrap the clone count for some modes which generally would be about defending something or attacking something so time is more of a factor than clone count
Think of modes where you have to steal something or disable something and its at any cost so time>clone count
Intelligence is OP
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4107
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Posted - 2014.02.11 14:07:00 -
[2] - Quote
I would like the "timer" to be part of the gamemode, kind of like how the MCC shooting eachother works as a hidden timer. Though I disagree, I think that the clone count should stay.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
242
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Posted - 2014.02.11 14:12:00 -
[3] - Quote
Takahiro Kashuken wrote:Scrap the clone count for some modes which generally would be about defending something or attacking something so time is more of a factor than clone count
Think of modes where you have to steal something or disable something and its at any cost so time>clone count
So, MAG gamemodes?
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Takahiro Kashuken
Red Star. EoN.
2484
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Posted - 2014.02.11 14:13:00 -
[4] - Quote
DeadlyAztec11 wrote:I would like the "timer" to be part of the gamemode, kind of like how the MCC shooting eachother works as a hidden timer. Though I disagree, I think that the clone count should stay.
What about tho when you do actually get back and forth games yet one side is getting cloned out way too quick to keep the fun going?
I always found timed modes added more of an incentive to win than ticket based modes, with ticket based modes everyone can see how its going and can on there own decide to quit and afk in the mcc but on timed if its close you can still pull it back becasue you know how long you got left
Intelligence is OP
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Takahiro Kashuken
Red Star. EoN.
2484
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Posted - 2014.02.11 14:17:00 -
[5] - Quote
ResistanceGTA wrote:Takahiro Kashuken wrote:Scrap the clone count for some modes which generally would be about defending something or attacking something so time is more of a factor than clone count
Think of modes where you have to steal something or disable something and its at any cost so time>clone count
So, MAG gamemodes?
Not MAG perse but yes
Take acq, fantastic mode to play, 20min, obj take 2 transports
All you needed was 2mins and 2 gates down to get both out and the amount of times i managed to do that was awesome
You had the winning transport, the entire bunker line was still up, your squad has suicided onto the gate to get it down, you had about 30sec to get it up to the crate, the gate blows you drive through the enemy has mined the **** out of the raod and are out with RPGs if you happened to be me you were PL leader with vehicle skills maxed out and you make it with 5seconds to spare
You dont get that in DUST, it lacks intensity and urgency that timed modes can bring
Intelligence is OP
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Nirwanda Vaughns
327
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Posted - 2014.02.11 14:20:00 -
[6] - Quote
as things are i think ambush needs to be changed to 80 and 100 clones. atm 50 clone games are over in less than 5 mins. wether the ttk changes in 1.8 will be significant enough to alter that i dunno. Also i would prefer to have ambush as infantry only with the smaller maps of old and then have a vehicle focused mode similar to the tank superiority mode in BF3 where the vehicle count is upped to 8 per team maps are slightly larger than a domi is now to give more room but it'd help balance things. tanker and vehicle users can go try stomp in their own mode while those of us who just want infantry have that option too
Proto and proud!!
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Lucifalic
Nos Nothi
299
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Posted - 2014.02.11 14:30:00 -
[7] - Quote
How about just other game modes. Kinda getting boring having the same 3.
And a big YES to mag game modes. Aquisition was fun but mag domination was the best.
Here since Closed beta. Scout for life.
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Takahiro Kashuken
Red Star. EoN.
2488
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Posted - 2014.02.11 14:54:00 -
[8] - Quote
Lucifalic wrote:How about just other game modes. Kinda getting boring having the same 3.
And a big YES to mag game modes. Aquisition was fun but mag domination was the best.
Lets be honest we wont get a 256 gamemode in DUST
Maybe on PS4 we break the 100mark
Intelligence is OP
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Lucifalic
Nos Nothi
300
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Posted - 2014.02.11 15:01:00 -
[9] - Quote
Fully aware but the idea of a larger game mode can be used. Even a proper defend and attack game mode would be a great addition.
Here since Closed beta. Scout for life.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
245
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Posted - 2014.02.11 15:15:00 -
[10] - Quote
Takahiro Kashuken wrote:ResistanceGTA wrote:Takahiro Kashuken wrote:Scrap the clone count for some modes which generally would be about defending something or attacking something so time is more of a factor than clone count
Think of modes where you have to steal something or disable something and its at any cost so time>clone count
So, MAG gamemodes? Not MAG perse but yes Take acq, fantastic mode to play, 20min, obj take 2 transports All you needed was 2mins and 2 gates down to get both out and the amount of times i managed to do that was awesome You had the winning transport, the entire bunker line was still up, your squad has suicided onto the gate to get it down, you had about 30sec to get it up to the crate, the gate blows you drive through the enemy has mined the **** out of the raod and are out with RPGs if you happened to be me you were PL leader with vehicle skills maxed out and you make it with 5seconds to spare You dont get that in DUST, it lacks intensity and urgency that timed modes can bring
That was my last damn trophy to get the Platinum. Never was big into Acquisition.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Spkr4theDead
Red Star. EoN.
1798
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Posted - 2014.02.11 15:33:00 -
[11] - Quote
Takahiro Kashuken wrote:ResistanceGTA wrote:Takahiro Kashuken wrote:Scrap the clone count for some modes which generally would be about defending something or attacking something so time is more of a factor than clone count
Think of modes where you have to steal something or disable something and its at any cost so time>clone count
So, MAG gamemodes? Not MAG perse but yes Take acq, fantastic mode to play, 20min, obj take 2 transports All you needed was 2mins and 2 gates down to get both out and the amount of times i managed to do that was awesome You had the winning transport, the entire bunker line was still up, your squad has suicided onto the gate to get it down, you had about 30sec to get it up to the crate, the gate blows you drive through the enemy has mined the **** out of the raod and are out with RPGs if you happened to be me you were PL leader with vehicle skills maxed out and you make it with 5seconds to spare You dont get that in DUST, it lacks intensity and urgency that timed modes can bring Ah man, those were the days. Valor making a joke out of SVER in Acquisition. Then on SVER, well.... I wish there was video of those times.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Nirwanda Vaughns
327
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Posted - 2014.02.11 15:37:00 -
[12] - Quote
they just need ot bring back a new and improved skirm 1.0 and 99% of the playerbase would be happy and a large portion of the vets who left would probs flock back too
Proto and proud!!
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Spkr4theDead
Red Star. EoN.
1798
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Posted - 2014.02.11 16:15:00 -
[13] - Quote
Takahiro Kashuken wrote:Scrap the clone count for some modes which generally would be about defending something or attacking something so time is more of a factor than clone count
Think of modes where you have to steal something or disable something and its at any cost so time>clone count
Thinking > killing
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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