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Thor Odinson42
Molon Labe. General Tso's Alliance
5970
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Posted - 2015.02.04 19:47:00 -
[1] - Quote
Why not make the MCC damage increase by 50% when all objectives are held?
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DeadlyAztec11
Ostrakon Agency
7364
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Posted - 2015.02.04 20:04:00 -
[2] - Quote
Why?
The rate of damage already increases based on how many null cannons your side controls.
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And wave them side to side.
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Show the world we are one.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5973
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Posted - 2015.02.04 20:09:00 -
[3] - Quote
DeadlyAztec11 wrote:Why?
The rate of damage already increases based on how many null cannons your side controls.
Because in stomps it would be nice if you didn't have to waste 10 minutes waiting for the match to end.
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Talos Vagheitan
Ancient Exiles.
872
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Posted - 2015.02.04 20:17:00 -
[4] - Quote
Strongly agree.
I always thought there should be a sort of 'mercy rule' in very one sided games. There is no reason either team should have to sit through the full length of a game that's over in the first several minutes.
This would be good for everybody
Who cares what some sniper has to say
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TritusX
PH4NT0M5
216
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Posted - 2015.02.04 20:38:00 -
[5] - Quote
Talos Vagheitan wrote:Strongly agree.
I always thought there should be a sort of 'mercy rule' in very one sided games. There is no reason either team should have to sit through the full length of a game that's over in the first several minutes.
This would be good for everybody What happens when the other team just decides to use LAV's and they get there first? Then they have a nice advantage over the other team. Even if they hack them all back, the MCC is severely wounded
Forced Death
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Thor Odinson42
Molon Labe. General Tso's Alliance
5974
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Posted - 2015.02.04 21:21:00 -
[6] - Quote
TritusX wrote:Talos Vagheitan wrote:Strongly agree.
I always thought there should be a sort of 'mercy rule' in very one sided games. There is no reason either team should have to sit through the full length of a game that's over in the first several minutes.
This would be good for everybody What happens when the other team just decides to use LAV's and they get there first? Then they have a nice advantage over the other team. Even if they hack them all back, the MCC is severely wounded
I don't think I've ever seen a pub match where someone was capped and came back and won.
Either way there are surely outlying situations, but something like this would at the very least increase your likelihood of finding a decent match or two in your playing session.
I'm selling Templar Codes. 2 of 5 remaining. 225 mil ISK. Message me in game.
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Spademan
Fatal Absolution General Tso's Alliance
5764
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Posted - 2015.02.04 22:09:00 -
[7] - Quote
I wouldn't say that it should happen from the outset.
I would think it nice if it built up. Hold all points and over time they start firing faster or doing more damage. Starts off zero percent extra, still holding all and it goes up to 5%, then 10%, 15% and so on until 50%
What're you looking at me like that for? I'll shank you I will.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4746
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Posted - 2015.02.04 22:16:00 -
[8] - Quote
Something like....?
N=Number of Cannons Held D=Null Cannon Damage
Volley Damage = N*D*(1+0.1(N-1))
Cannon Efficiency 1 Cannons = 100% 2 Cannons = 110% 3 Cannons = 120% 4 Cannons = 130% 5 Cannons = 140%
Total Damage per Volley 1 Cannons = 1.0D 2 Cannons = 2.2D 3 Cannons = 3.6D 4 Cannons = 5.2D 5 Cannons = 7.0D
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spademan
Fatal Absolution General Tso's Alliance
5764
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Posted - 2015.02.04 23:48:00 -
[9] - Quote
Pokey Dravon wrote:Something like....?
N=Number of Cannons Held D=Null Cannon Damage
Volley Damage = N*D*(1+0.1(N-1))
Cannon Efficiency 1 Cannons = 100% 2 Cannons = 110% 3 Cannons = 120% 4 Cannons = 130% 5 Cannons = 140%
Total Damage per Volley 1 Cannons = 1.0D 2 Cannons = 2.2D 3 Cannons = 3.6D 4 Cannons = 5.2D 5 Cannons = 7.0D
I was thinking more along the lines of: For every Xth second while 5 cannons are held, increase damage by 1%
Pull number out of air, let's put 3 in that. Hold for 30 seconds, get 10% extra damage. 1 minute=20% and so on.
What're you looking at me like that for? I'll shank you I will.
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Imp Smash
Molon Labe. General Tso's Alliance
619
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Posted - 2015.02.05 00:03:00 -
[10] - Quote
Happened last night. We got cloned with our MCC at 50% shields and theirs with 2 ticks of armor.
There are comebacks sometimes. |
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pumping up
Crux Special Tasks Group Gallente Federation
144
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Posted - 2015.02.05 01:33:00 -
[11] - Quote
Imp Smash wrote:Happened last night. We got cloned with our MCC at 50% shields and theirs with 2 ticks of armor.
There are comebacks sometimes. Doesnt sound like a one sided stomp though.
Help me gain the C-II Dropsuit
Pilot & Saboteur
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Thor Odinson42
Molon Labe. General Tso's Alliance
5984
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Posted - 2015.02.05 01:40:00 -
[12] - Quote
Spademan wrote:I wouldn't say that it should happen from the outset.
I would think it nice if it built up. Hold all points and over time they start firing faster or doing more damage. Starts off zero percent extra, still holding all and it goes up to 5%, then 10%, 15% and so on until 50%
Exactly like a laser rifle, only slower
I'm selling Templar Codes. 2 of 5 remaining. 225 mil ISK. Message me in game.
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Imp Smash
Molon Labe. General Tso's Alliance
621
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Posted - 2015.02.05 01:44:00 -
[13] - Quote
Not at all. Hard fought and very close. No squads on the other side. Randoms -- mostly NPC corps. 2 squads on our side. The pervasive assumption rolling around the forums that squads always beat randoms is consistently disproved by my experience in game.
The thing is -- say MCC damage was accelerated the longer you held the points. Then people will give up if they can't take the point back in the first 5 minutes. No more hard fought battles. What was one of the most fun matches I had last night (even though we lost by the hairest of hairs) would have been a redline stomp of boring. (maybe)
(also -- tons of modded controllers over there Q.Q. At least with the ACR you can hide the fact your controller has a rapid fire option -- but with scramblers it is plainly visible. Do the barest minimum and hide your cheating people!) |
Thor Odinson42
Molon Labe. General Tso's Alliance
5984
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Posted - 2015.02.05 01:48:00 -
[14] - Quote
Imp Smash wrote:Not at all. Hard fought and very close. No squads on the other side. Randoms -- mostly NPC corps. 2 squads on our side. The pervasive assumption rolling around the forums that squads always beat randoms is consistently disproved by my experience in game.
The thing is -- say MCC damage was accelerated the longer you held the points. Then people will give up if they can't take the point back in the first 5 minutes. No more hard fought battles. What was one of the most fun matches I had last night (even though we lost by the hairest of hairs) would have been a redline stomp of boring. (maybe)
(also -- tons of modded controllers over there Q.Q. At least with the ACR you can hide the fact your controller has a rapid fire option -- but with scramblers it is plainly visible. Do the barest minimum and hide your cheating people!)
I don't want to see anything like this until you've held all of the points for a minute or so. They could have a countdown before the amplified null cannons commence firing to perhaps alert the 8 snipers that the time to do stuff has arrived.
I'm selling Templar Codes. 2 of 5 remaining. 225 mil ISK. Message me in game.
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Talos Vagheitan
Ancient Exiles.
873
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Posted - 2015.02.05 02:09:00 -
[15] - Quote
Spademan wrote:I wouldn't say that it should happen from the outset.
I would think it nice if it built up. Hold all points and over time they start firing faster or doing more damage. Starts off zero percent extra, still holding all and it goes up to 5%, then 10%, 15% and so on until 50%
This is the correct way to do it.
Who cares what some sniper has to say
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Imp Smash
Molon Labe. General Tso's Alliance
623
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Posted - 2015.02.05 05:08:00 -
[16] - Quote
Thor Odinson42 wrote:Imp Smash wrote:Not at all. Hard fought and very close. No squads on the other side. Randoms -- mostly NPC corps. 2 squads on our side. The pervasive assumption rolling around the forums that squads always beat randoms is consistently disproved by my experience in game.
The thing is -- say MCC damage was accelerated the longer you held the points. Then people will give up if they can't take the point back in the first 5 minutes. No more hard fought battles. What was one of the most fun matches I had last night (even though we lost by the hairest of hairs) would have been a redline stomp of boring. (maybe)
(also -- tons of modded controllers over there Q.Q. At least with the ACR you can hide the fact your controller has a rapid fire option -- but with scramblers it is plainly visible. Do the barest minimum and hide your cheating people!) I don't want to see anything like this until you've held all of the points for a minute or so. They could have a countdown before the amplified null cannons commence firing to perhaps alert the 8 snipers that the time to do stuff has arrived.
That part made me lol.
Meh, this is all just my one opinion out of many. It would definitely hurry up stomp matches -- that's unarguable. |
Adipem Nothi
Nos Nothi
6392
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Posted - 2015.02.05 14:24:00 -
[17] - Quote
Thor Odinson42 wrote:DeadlyAztec11 wrote:Why?
The rate of damage already increases based on how many null cannons your side controls. Because in stomps it would be nice if you didn't have to waste 10 minutes waiting for the match to end.
It would be nice if stomps were observed in 1/10 matches rather than 5/10. We're treating a symptom here instead of addressing the cause.
Shoot scout with yes.
- Ripley Riley
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Thor Odinson42
Molon Labe. General Tso's Alliance
6007
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Posted - 2015.02.05 14:53:00 -
[18] - Quote
Adipem Nothi wrote:Thor Odinson42 wrote:DeadlyAztec11 wrote:Why?
The rate of damage already increases based on how many null cannons your side controls. Because in stomps it would be nice if you didn't have to waste 10 minutes waiting for the match to end. It would be nice if stomps were observed in 1/10 matches rather than 5/10. We're treating a symptom here instead of addressing the cause.
The cause is terrible payouts and nothing for squads and teams of organized players to do beside roll through pubs in between the occasional PC battles.
Terrible payouts ensure that those not doing the latter (with success) are financially inferior and cannot afford to even counter with ADV gear. These issues have been ignored for so long that team play in Dust has eroded. I don't see anything outside of some items in the backlog that address the cause so we might as well come up with some remedies to ease the suffering caused by the symptoms.
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DeadlyAztec11
Ostrakon Agency
7367
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Posted - 2015.02.05 16:33:00 -
[19] - Quote
Thor Odinson42 wrote:DeadlyAztec11 wrote:Why?
The rate of damage already increases based on how many null cannons your side controls. Because in stomps it would be nice if you didn't have to waste 10 minutes waiting for the match to end. If it's taking your team that long to lose then you should make the most of it and learn from your mistakes and or try to make a comeback.
I have helped the team score narrow comebacks by providing opportunities for people to resist. By capturing a CRU in a badly defended place you can give the opportunity to make that comeback.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Spkr4theDead
Red Star.
2870
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Posted - 2015.02.05 16:42:00 -
[20] - Quote
Thor Odinson42 wrote:Why not make the MCC damage increase by 50% when all objectives are held? It's fine already. That won't give the losing team any chance to bounce back.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Thor Odinson42
Molon Labe. General Tso's Alliance
6012
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Posted - 2015.02.05 18:05:00 -
[21] - Quote
DeadlyAztec11 wrote:Thor Odinson42 wrote:DeadlyAztec11 wrote:Why?
The rate of damage already increases based on how many null cannons your side controls. Because in stomps it would be nice if you didn't have to waste 10 minutes waiting for the match to end. If it's taking your team that long to lose then you should make the most of it and learn from your mistakes and or try to make a comeback. I have helped the team score narrow comebacks by providing opportunities for people to resist. By capturing a CRU in a badly defended place you can give the opportunity to make that comeback.
It's more about making it end for both parties if one team isn't participating.
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tritan abbattere
DBAG CORE
17
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Posted - 2015.02.06 02:14:00 -
[22] - Quote
Something i have thought of is having an objective that both sides have in a redline area that opens up if you hold all objectives. This should take a minja 15 seconds to hack alone. This would upload a virus to the MCC causing it to self destruct. your team has time to remove the virus or Kill the target if its just a solo Guy. Either way this would be the hardest objective to take but be the insta win. you can reward players with 500 points if the hack goes through.
I am the all mighty Tritan. Fear me for I am a MassHole
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killian178
Random Gunz RISE of LEGION
113
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Posted - 2015.02.06 02:30:00 -
[23] - Quote
I like to fight my fights thank you, stomp or not. Id rather spend more time in battle, making sp, than spend time w scotty. Patience is a virtue guys.
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Grimmiers
783
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Posted - 2015.02.06 02:36:00 -
[24] - Quote
Or we could just have an warpoint option for deployable null cannon installations, or that warbarge strike that hits the mcc. The null cannon can potentially do more damage but can be hacked/destroyed by the enemy.
Just increasing null cannon damage would be hard to convey to the new players that might miss update info. |
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