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Thread Statistics | Show CCP posts - 2 post(s) |
Will Driver
Horizons' Edge Proficiency V.
174
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Posted - 2014.07.22 05:44:00 -
[1] - Quote
Why doesn't Ambush end the moment the clone count goes to zero? I hate being trapped, not being able to spawn in, yet the game plays on. I usually just end up leaving battle at that point. CCP, please fix this.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
395
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Posted - 2014.07.22 06:10:00 -
[2] - Quote
never leave an ambush, or the end of any match
because isk
Speak out against the heavy QQ
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Unidentified Caldarian
Terminal Courtesy Proficiency V.
197
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Posted - 2014.07.22 06:36:00 -
[3] - Quote
What's worse is this:
You're in a proto suit (150,000 ISK) and you're low on health while you're the only clone left on your team. Every strawberry is hunting for you and there's 0 clones on your side. You haven't died the whole match but then a heavy comes around and f*cks you up. RIGHT when you die the game ends.
This is not Elimination. This must change.
"Falsely misquoted in a bible..." - Jett Pezzin
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RendonaSix
Techs Laboratory
133
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Posted - 2014.07.22 10:11:00 -
[4] - Quote
Unidentified Caldarian wrote:What's worse is this:
You're in a proto suit (150,000 ISK) and you're low on health while you're the only clone left on your team. Every strawberry is hunting for you and there's 0 clones on your side. You haven't died the whole match but then a heavy comes around and f*cks you up. RIGHT when you die the game ends.
This is not Elimination. This must change.
I'm hoping the price is lowered so players like yourself don't even have to care as much and can compete against vets without having to worry about their suit and actually concentrate on killing.
Std - 3k
ADV - 8k
Proto - 47 - 57k < why?.
There's a lot of dogma for why they are priced at this but there's no valid reason. I have been spamming proto non stop for a year now and iv got to the point where I'm questioning why it costs so much.
The price just gives players like myself an edge while other players can maybe die twice before having to use lower tiers which I can one or two shot with my proto scr and so they simply lose.
"For those who have seen the light, repentance you shall find, for within the heart of battle, scum you shall grind"
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CCP Logibro
C C P C C P Alliance
8673
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Posted - 2014.07.22 13:01:00 -
[5] - Quote
In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Doc DDD
TeamPlayers
243
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Posted - 2014.07.22 13:12:00 -
[6] - Quote
CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight.
Ummmm 50 clones ambush go in for like a minute after the last clone dies.... |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6384
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Posted - 2014.07.22 14:28:00 -
[7] - Quote
CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight.
And this is why I always shoot the downed [redacted] on the ground.
Also why I've always sort of hinted at having an extra +5 WP for killing them on the ground >_>;;;
Useful Links
Aeon Amadi for CPM1
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Adelia Lafayette
WarRavens Final Resolution.
806
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Posted - 2014.07.22 14:49:00 -
[8] - Quote
Aeon Amadi wrote:CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight. And this is why I always shoot the downed [redacted] on the ground. Also why I've always sort of hinted at having an extra +5 WP for killing them on the ground >_>;;;
we get +10 for headshots which cause them to not be reviable why not +10 for the execution shot?
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Will Driver
Horizons' Edge Proficiency V.
176
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Posted - 2014.07.22 16:13:00 -
[9] - Quote
Velociraptor antirrhopus wrote:never leave an ambush, or the end of any match
because isk
I hear you on the ISK point, but I've got ISK to burn (170M+) because I've always played within my means. (And no, I'm not giving any away). So it's a good point, but the frustration of hanging around isn't worth the ISK difference for me, my impatience takes precedence, I suppose.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Cody Sietz
SVER True Blood Dark Taboo
3666
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Posted - 2014.07.22 16:15:00 -
[10] - Quote
Adelia Lafayette wrote:Aeon Amadi wrote:CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight. And this is why I always shoot the downed [redacted] on the ground. Also why I've always sort of hinted at having an extra +5 WP for killing them on the ground >_>;;; we get +10 for headshots which cause them to not be reviable why not +10 for the execution shot? For some reason it doesn't insta-kill clones anymore. I could be wrong, I've headshotted people only to have them be revived.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Will Driver
Horizons' Edge Proficiency V.
176
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Posted - 2014.07.22 16:19:00 -
[11] - Quote
CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight.
Thanks for the response. I suppose this makes sense. However, more often than not this just provides a lot of frustration for the player so I'd like to see this changed somehow. The "clone count to zero but still pull out the win" scenario is very rare in Ambush, which is usually a landslide for one team over another. So the wait-time frustration is not worth the very rare cases you mention. Removing these frustrating aspects of the game would make it more enjoyable to play overall.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1083
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Posted - 2014.07.22 21:02:00 -
[12] - Quote
CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight.
I have NEVER seen this happen?
The **** are you talking about. I've been in close matches, and ALWAYS the team that hits 0 first, loses. Yet the match draws on for an extra minute and a half. In any case, shouldn't all the clones be bleed out at this point! After a minute or more waiting, I can't imagine there is hope somewhere.
And we are talking Ambush here, not objective based game modes.
Tanks - Balancing Turrets
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6391
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Posted - 2014.07.22 21:23:00 -
[13] - Quote
Adelia Lafayette wrote:Aeon Amadi wrote:CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight. And this is why I always shoot the downed [redacted] on the ground. Also why I've always sort of hinted at having an extra +5 WP for killing them on the ground >_>;;; we get +10 for headshots which cause them to not be reviable why not +10 for the execution shot?
I'd rather reward players for skill with the +10 for headshots and utilize +5 for termination to get people into the habit of doing it. No sense in giving the same rewards for something that actually takes player skill and something that literally everyone can do, what with the guy being incapacitated already
Useful Links
Aeon Amadi for CPM1
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knight guard fury
Carbon 7 Iron Oxide.
1142
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Posted - 2014.07.23 04:30:00 -
[14] - Quote
CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight.
ive had situations like these where both teams hit 0 but the team to hit zero first looses anyways, so i what your saying kinda isnt true unless you prove me wrong. ive actually had many close games where there are 0 and even 1 when both at o, we killed all clones but we still lost because we hit zero first so im thinking thats not working as intended or your just wrong about the first part but the MCC part is correct.
SP earned perday/week
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Jaselyn Cabellos
G.L.O.R.Y Dark Taboo
13
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Posted - 2014.07.23 05:31:00 -
[15] - Quote
Will Driver wrote:CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight. Thanks for the response. I suppose this makes sense. However, more often than not this just provides a lot of frustration for the player so I'd like to see this changed somehow. The "clone count to zero but still pull out the win" scenario is very rare in Ambush, which is usually a landslide for one team over another. So the wait-time frustration is not worth the very rare cases you mention. Removing these frustrating aspects of the game would make it more enjoyable to play overall. Its only a LandslidLandslide because of the spawning problem I suppose it will be better in the future.
~Tanking is my G.L.O.R.Y~
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CCP Logibro
C C P C C P Alliance
8686
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Posted - 2014.07.23 12:04:00 -
[16] - Quote
knight guard fury wrote:CCP Logibro wrote:In an ambush game (or any game mode) the clone count will briefly go to 0 as until someone bleeds out at 0 clones, they haven't used up their final clone yet. There are times where a team can hit 0 clones, but actually win as they either blow up the enemy MCC or cause the enemy team to use up their final clone by causing them to have someone bleed out at 0 clones.
Sometimes hanging and not trying to respawn (which terminates your clone) while your clone is down can cause your team to win the match if it's a close fight. ive had situations like these where both teams hit 0 but the team to hit zero first looses anyways, so i what your saying kinda isnt true unless you prove me wrong. ive actually had many close games where there are 0 and even 1 when both at o, we killed all clones but we still lost because we hit zero first so im thinking thats not working as intended or your just wrong about the first part but the MCC part is correct.
It's very rare in an ambush match as usually the team that hits 0 first will have someone bleed out first, as at the very least the clone that's bleeding out on their side has less time remaining before it finishes bleeding out than the other team's clone.
As you said, winning with 0 clones left via MCC destruction is much more common (but still rare).
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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