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shaman oga
Nexus Balusa Horizon
1852
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Posted - 2014.04.10 20:03:00 -
[1] - Quote
If a skirmish is onesided why does not speed the process and just increase the damage of all the null cannons?
If you hold all null cannon for a certain time the damage should increase proportinally.
Same for domination if the enemy never hack the cannon for more than 5 minutes.
Matches would be faster and probably more funny if you eliminate the time waste to hunt redline sniper once you hold all the points.
The unnamed new build it's so secret that nobody know what will be in it, even after patch notes..
\o/ summon me
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21yrOld Knight
Pradox XVI
695
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Posted - 2014.04.10 20:06:00 -
[2] - Quote
I want the war barge back.
Mike Ruan Said I was Dust Famous
DNS first to use game theory.
Neo-Realism.
Prisoner dilemma look it up b4 you meta
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Joel II X
Dah Gods O Bacon
2233
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Posted - 2014.04.10 20:14:00 -
[3] - Quote
21yrOld Knight wrote:I want the war barge back. This. |
Ziiro Celeste
Ikomari-Onu Enforcement Caldari State
45
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Posted - 2014.04.10 20:17:00 -
[4] - Quote
I also want the war barge back; it gave me a chance to see what everyone was rocking and admire other peoples' suits.
The forgotten "A" in AAA
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Awry Barux
Ametat Security Amarr Empire
1752
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Posted - 2014.04.10 20:18:00 -
[5] - Quote
21yrOld Knight wrote:I want the war barge back. ^^^^^^^^^ No warbarge = even less chance for me to squad-invite my blueberries and have a chance of taking on the serious business squads.
Nerdier than thou
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Llast 326
An Arkhos
2826
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Posted - 2014.04.10 20:24:00 -
[6] - Quote
Awry Barux wrote:21yrOld Knight wrote:I want the war barge back. ^^^^^^^^^ No warbarge = even less chance for me to squad-invite my blueberries and have a chance of taking on the serious business squads. Great reason to have the Warbarge back
KRRROOOOOOM
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Zahle Undt
Bullet Cluster Lokun Listamenn
1280
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Posted - 2014.04.10 20:36:00 -
[7] - Quote
Without the arbarge, where will I show off my awesome purple Quafe suits!?
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Byozuma Kegawa
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
218
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Posted - 2014.04.10 20:38:00 -
[8] - Quote
To the idea of more damaging nulls over time is terrible. I've been in matches that started one-sided only to turn over 3-4 times before the original dominating team's loses. The time is there to allow both sides fair and equal chance at turning matches around. You speed it up and suddenly it stops being team vs. team and starts being team vs. clock. That's not what I'd call fun nor fair. As for the warbarge, I do miss goofing around on it. It also let you get a better feel for what you're up against thanks to the roster board. Let you know whether it's going to be fun or a stomp. |
shaman oga
Nexus Balusa Horizon
1852
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Posted - 2014.04.10 20:42:00 -
[9] - Quote
Byozuma Kegawa wrote:To the idea of more damaging nulls over time is terrible. I've been in matches that started one-sided only to turn over 3-4 times before the original dominating team's loses. In fact i've suggested a time like 5 minutes before start increased damage. I've played match where the enemies dominated for all the time and we managed to win in the last five minutes, but these are edge cases.
The unnamed new build it's so secret that nobody know what will be in it, even after patch notes..
\o/ summon me
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The Terminator T-1000
Skynet Incorporated
384
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Posted - 2014.04.10 20:43:00 -
[10] - Quote
shaman oga wrote:If a skirmish is onesided why does not speed the process and just increase the damage of all the null cannons?
If you hold all null cannon for a certain time the damage should increase proportinally.
Same for domination if the enemy never hack the cannon for more than 5 minutes.
Matches would be faster and probably more funny if you eliminate the time waste to hunt redline sniper once you hold all the points.
Bad idea. I have been in plenty of domination matches that appear lump sided the other team takes the letter with all their shield and half the armor gone and win the match. Never thrown in your towel! If the game is so lump sided then of teams would eventually run out of clones. You do not need to kill everyone to run out of clones. When the clones are gone and someone tries to respawn the match is over. |
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darkiller240
K-A-O-S theory
715
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Posted - 2014.04.10 20:47:00 -
[11] - Quote
Why don't allow for the enemy team for a surrender? make it a vote system were 75% has to agree
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Stefan Stahl
Seituoda Taskforce Command
482
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Posted - 2014.04.10 20:50:00 -
[12] - Quote
I agree, MCCs should get destroyed very quickly when all null cannons are held by a single team. The number of comeback's won't change at all, they will just happen after clinging on to the last objective and coming back from there.
Other than that: 1. For every map there should be a CRU between a team's red line and the nearest objective. This 'home CRU' is owned by that side's team at the start of the match. That should save us all the first 20 seconds of a match. 2. On maps that have a 'home objective' - a single objective that is clearly closest to that team's staging area - that objective should be associated with that team at the start of the match. That's another ~20 seconds saved.
Also, when will the game stop loading the warbarge if we're going to look at it for less than 2 seconds most of the time. It just feels like a waste of loading times. |
Byozuma Kegawa
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
218
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Posted - 2014.04.10 20:53:00 -
[13] - Quote
The counter point is that everyone should have every chance to win, even when it doesn't look like they will. Your edge case is still a case in point. That joy of coming from under heel to kick the enemy's ass in spite of whatever lead they had. You speed up null damage and that will never happen again. Stomps will just push to capture all points and keep the other team red-lined all the harder and this game really will live up to the dire expectations doomsayers have. |
Baal Roo
Subdreddit Test Alliance Please Ignore
3097
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Posted - 2014.04.10 21:08:00 -
[14] - Quote
It's an unrealistic suggestion, but I'd like to see a mechanic where the amount of time a team's players spend in the redline gets added up and added as a percentage to the damage the enemy's null cannons do. There could be a static window of time allotted before the damage increase occurs.
For example:
let's say the "free time" is 10 minutes.
So, if there were 10 guys who spawned in and spent 1 minute each in the redline, that would burn through the 10 minutes of free time. Alternately, if all 16 players left the redline at the start of the match and were only there for say, 10-15 seconds each, they would have used up 160-240 seconds (or approximately 2-4 minutes).
Once the team has cummulatively used up the 10 minutes, for every addition 1 minute spent in the redline, the enemy null cannon's would do 1% more damage. So, if you redline the other team, and all 16 were in the redline, that would increase your own team's null cannon damage by 16% per minute. After 7 minutes your null cannons would be doing 212% damage.
This would have the added benefit of punishing redline snipers and tanks.
Lastly, this would have little to no effect on a team that is actively fighting and not just getting redlined.
Hale Satin
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