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Maximus Stryker
Who Are Those Guys
875
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Posted - 2014.03.18 18:14:00 -
[1] - Quote
In a Skirmish, clone count starts at 150, yet when an entire team spawns in with 16 clones at the start of the battle. the clone count remains at 150 until someone is killed. So really, each clone arrives at a battle and then has 150 reserves for the team.
Furthermore, the battle should not end in Skirmish when clone reserves reach 0. Instead, the team with clones depleted to 0 should be prevented from spawning (as they have no clones) but those alive should be allowed to fight on till they die (and don't get picked up by a needle).
Also, I believe the same can be said in PC, if a clone pack is sent to attack a district, 16 players spawn in and still have 120 clones left, you don't start a clone pack attack with 104 clones...do you?
Clones need to be deducted from the clone counter upon each spawn, not upon death. So a Skirmish should begin with 150 clones as as each player spawns, the count is reduced. So if an entire team spawns at the same time in the start of a match, the clone count would quickly go from 150 to 134.
(I think this is this right or did I totally miss the boat?)
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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Dauth Jenkins
Ultramarine Corp
253
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Posted - 2014.03.18 18:18:00 -
[2] - Quote
Maximus Stryker wrote:In a Skirmish, clone count starts at 150, yet when an entire team spawns in with 16 clones at the start of the battle. the clone count remains at 150 until someone is killed. So really, each clone arrives at a battle and then has 150 reserves for the team.
Furthermore, the battle should not end in Skirmish when clone reserves reach 0. Instead, the team with clones depleted to 0 should be prevented from spawning (as they have no clones) but those alive should be allowed to fight on till they die (and don't get picked up by a needle).
Also, I believe the same can be said in PC, if a clone pack is sent to attack a district, 16 players spawn in and still have 120 clones left, you don't start a clone pack attack with 104 clones...do you?
Clones need to be deducted from the clone counter upon each spawn, not upon death. So a Skirmish should begin with 150 clones as as each player spawns, the count is reduced. So if an entire team spawns at the same time in the start of a match, the clone count would quickly go from 150 to 134.
(I think this is this right or did I totally miss the boat?)
Then the game would never end before the mcc blew (red line snipers, MCC AFKers)
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Maximus Stryker
Who Are Those Guys
875
|
Posted - 2014.03.18 18:28:00 -
[3] - Quote
Dauth Jenkins wrote:Maximus Stryker wrote:In a Skirmish, clone count starts at 150, yet when an entire team spawns in with 16 clones at the start of the battle. the clone count remains at 150 until someone is killed. So really, each clone arrives at a battle and then has 150 reserves for the team.
Furthermore, the battle should not end in Skirmish when clone reserves reach 0. Instead, the team with clones depleted to 0 should be prevented from spawning (as they have no clones) but those alive should be allowed to fight on till they die (and don't get picked up by a needle).
Also, I believe the same can be said in PC, if a clone pack is sent to attack a district, 16 players spawn in and still have 120 clones left, you don't start a clone pack attack with 104 clones...do you?
Clones need to be deducted from the clone counter upon each spawn, not upon death. So a Skirmish should begin with 150 clones as as each player spawns, the count is reduced. So if an entire team spawns at the same time in the start of a match, the clone count would quickly go from 150 to 134.
(I think this is this right or did I totally miss the boat?) Then the game would never end before the mcc blew (red line snipers, MCC AFKers) It would end quite easily, have you seen how fast a 4 cap or 5 cap game takes...
Or better yet, add a multiplier and adjust null cannon settings, when a team has all null cannons online in their favor, it does extra damage...
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1865
|
Posted - 2014.03.18 19:24:00 -
[4] - Quote
The way I think of it you're being delivered to the battlefield alive and kicking instead of spawning out of the reserves deployed for the fight. |
Maximus Stryker
Who Are Those Guys
876
|
Posted - 2014.03.19 02:31:00 -
[5] - Quote
Kristoff Atruin wrote:The way I think of it you're being delivered to the battlefield alive and kicking instead of spawning out of the reserves deployed for the fight. that may be, but i also thought your merc never leaves the merc quarters...that is how we are able to instantly move our the region and fight with no travel time like EVE pilots have.
Also, this doesn't help with the problem of still having mercs alive when the clone reserve hits zero. I stand by the fact that alive mercs should still be able to fight to till their death in Skirmishes and attempt to pull out a win via war barge destruction.
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3522
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Posted - 2014.03.19 02:53:00 -
[6] - Quote
Maximus Stryker wrote:In a Skirmish, clone count starts at 150, yet when an entire team spawns in with 16 clones at the start of the battle. the clone count remains at 150 until someone is killed. So really, each clone arrives at a battle and then has 150 reserves for the team.
Furthermore, the battle should not end in Skirmish when clone reserves reach 0. Instead, the team with clones depleted to 0 should be prevented from spawning (as they have no clones) but those alive should be allowed to fight on till they die (and don't get picked up by a needle).
Also, I believe the same can be said in PC, if a clone pack is sent to attack a district, 16 players spawn in and still have 120 clones left, you don't start a clone pack attack with 104 clones...do you?
Clones need to be deducted from the clone counter upon each spawn, not upon death. So a Skirmish should begin with 150 clones as as each player spawns, the count is reduced. So if an entire team spawns at the same time in the start of a match, the clone count would quickly go from 150 to 134.
(I think this is this right or did I totally miss the boat?) No clones don't get deducted by spawn. Because then you wouldn't deduct after a clone termination. When you spawn and lets say all 16 players survive the entire match. Therefore of the 150 clones, 16 were used, 0 were lost thus resulting in 150 clones of biomass available. Using a clone is not losing a clone
Also it's not so much clone count as it it clone reserves. Clone count insinuates that 150 spawns would end the match, in that case the last person who spawns in bringing the count to zero loses the match for the team.
68 inches above sea level...
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1868
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Posted - 2014.03.19 04:29:00 -
[7] - Quote
Maximus Stryker wrote:Kristoff Atruin wrote:The way I think of it you're being delivered to the battlefield alive and kicking instead of spawning out of the reserves deployed for the fight. that may be, but i also thought your merc never leaves the merc quarters...that is how we are able to instantly move our the region and fight with no travel time like EVE pilots have. Also, this doesn't help with the problem of still having mercs alive when the clone reserve hits zero. I stand by the fact that alive mercs should still be able to fight to till their death in Skirmishes and attempt to pull out a win via war barge destruction.
The instantly moving thing isn't supposed to be that way forever, they just haven't had time to actually implement some method for us to move around New Eden. There'll always be instant pub matches, but for other game modes the intent was for us to actually exist in New Eden. In the meantime we have the war barge before a battle, so we really aren't going straight from quarters to battle. We're preparing on a barge first and then deploying along with the clone reserves.
As for people still alive when the clone reserves are depleted I hope they never make them fight to the death. When shooters have that mechanic you always get those guys who try to hide and drag it out as long as possible. If I'm dead and staring at the map I just want to get paid and move on to shooting nerds in the face. It isn't as if a handful of people are going to turn the game without any respawns. If you're being cloned out it's likely that you're far behind on MCC damage as well. |
Maximus Stryker
Who Are Those Guys
877
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Posted - 2014.03.19 18:22:00 -
[8] - Quote
Kristoff Atruin wrote:Maximus Stryker wrote:Kristoff Atruin wrote:The way I think of it you're being delivered to the battlefield alive and kicking instead of spawning out of the reserves deployed for the fight. that may be, but i also thought your merc never leaves the merc quarters...that is how we are able to instantly move our the region and fight with no travel time like EVE pilots have. Also, this doesn't help with the problem of still having mercs alive when the clone reserve hits zero. I stand by the fact that alive mercs should still be able to fight to till their death in Skirmishes and attempt to pull out a win via war barge destruction. The instantly moving thing isn't supposed to be that way forever, they just haven't had time to actually implement some method for us to move around New Eden. There'll always be instant pub matches, but for other game modes the intent was for us to actually exist in New Eden. In the meantime we have the war barge before a battle, so we really aren't going straight from quarters to battle. We're preparing on a barge first and then deploying along with the clone reserves. As for people still alive when the clone reserves are depleted I hope they never make them fight to the death. When shooters have that mechanic you always get those guys who try to hide and drag it out as long as possible. If I'm dead and staring at the map I just want to get paid and move on to shooting nerds in the face. It isn't as if a handful of people are going to turn the game without any respawns. If you're being cloned out it's likely that you're far behind on MCC damage as well. Not necessarily, and especially in some close PC's
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
|
deepfried salad gilliam
Sanguine Knights
531
|
Posted - 2014.03.19 18:47:00 -
[9] - Quote
Dauth Jenkins wrote:Maximus Stryker wrote:In a Skirmish, clone count starts at 150, yet when an entire team spawns in with 16 clones at the start of the battle. the clone count remains at 150 until someone is killed. So really, each clone arrives at a battle and then has 150 reserves for the team.
Furthermore, the battle should not end in Skirmish when clone reserves reach 0. Instead, the team with clones depleted to 0 should be prevented from spawning (as they have no clones) but those alive should be allowed to fight on till they die (and don't get picked up by a needle).
Also, I believe the same can be said in PC, if a clone pack is sent to attack a district, 16 players spawn in and still have 120 clones left, you don't start a clone pack attack with 104 clones...do you?
Clones need to be deducted from the clone counter upon each spawn, not upon death. So a Skirmish should begin with 150 clones as as each player spawns, the count is reduced. So if an entire team spawns at the same time in the start of a match, the clone count would quickly go from 150 to 134.
(I think this is this right or did I totally miss the boat?) Then the game would never end before the mcc blew (red line snipers, MCC AFKers) well guess what then your team can go get all the cannons and win pretty quick
module poll
stuff for alts
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deepfried salad gilliam
Sanguine Knights
531
|
Posted - 2014.03.19 18:54:00 -
[10] - Quote
Kristoff Atruin wrote:Maximus Stryker wrote:Kristoff Atruin wrote:The way I think of it you're being delivered to the battlefield alive and kicking instead of spawning out of the reserves deployed for the fight. that may be, but i also thought your merc never leaves the merc quarters...that is how we are able to instantly move our the region and fight with no travel time like EVE pilots have. Also, this doesn't help with the problem of still having mercs alive when the clone reserve hits zero. I stand by the fact that alive mercs should still be able to fight to till their death in Skirmishes and attempt to pull out a win via war barge destruction. The instantly moving thing isn't supposed to be that way forever, they just haven't had time to actually implement some method for us to move around New Eden. There'll always be instant pub matches, but for other game modes the intent was for us to actually exist in New Eden. In the meantime we have the war barge before a battle, so we really aren't going straight from quarters to battle. We're preparing on a barge first and then deploying along with the clone reserves. As for people still alive when the clone reserves are depleted I hope they never make them fight to the death. When shooters have that mechanic you always get those guys who try to hide and drag it out as long as possible. If I'm dead and staring at the map I just want to get paid and move on to shooting nerds in the face. It isn't as if a handful of people are going to turn the game without any respawns. If you're being cloned out it's likely that you're far behind on MCC damage as well. i think you should be able to quit and get paid for what you did
module poll
stuff for alts
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