Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
LT SHANKS
You In The Nutz
5764
|
Posted - 2015.04.27 07:19:00 -
[1] - Quote
What do you guys think; does five minutes seem too long?
Assuming we're working with a five point Skirmish map, do you think games would last long enough for the each objective to be fought over? |
Joseph Ridgeson
warravens
3907
|
Posted - 2015.04.27 08:22:00 -
[2] - Quote
In one game I have recorded, it was 15:00 long and we had the point basically the entire time (only lost 50% shields). So if we call it 13 minutes for having the point the entire time, the game will likely last long enough for it to shift 3, maybe 4 times. The first shift will likely be given to the other team as the defending team has all their uplinks and effort focused at the current point. Turning off the Objective means MCC is taking less damage, so the games will naturally be longer. So a game with some serious back and forth could potentially last 25 minutes or more.
They can experiment with the time swap, maybe even make it between 3 and 5 minutes with no warning to the team that has control over it but a 15 second warning for the team that doesn't. This would let the attacking team refocus their efforts where it will be needed. If the current DUST developers are good at anything, it is tweaking numbers. They can tweak if necessary.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
6056
|
Posted - 2015.04.27 09:29:00 -
[3] - Quote
5 did seem a little long, but that sort of thing can be easily changed if actual testing proves it to be too long. We'll see how it plays out, at the very least it will be interesting!
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
|
LT SHANKS
You In The Nutz
5764
|
Posted - 2015.04.27 10:47:00 -
[4] - Quote
In my opinion, to get a decent rotation amongst the other objectives, I feel that three minutes should be the maximum time spent for one team to obtain units. In fact, three might seem a little too much as well.
Say Team A caps the first objective and they hold it down for two minutes. Before the three minute mark, Team B successfully suppresses Team A, allowing them to take over. Will that first objective then belong to Team B at that point or will one of the inactive nodes suddenly become activated? If the former, couldn't both teams be locked in a back-and-forth trade off on one single objective without ever having to reposition to another point in the map. If so, Acquisition could become nothing more than another Domination.
Maybe I'm misunderstanding something about the mode, but if anything, five minutes seems way too long considering our current matches only last fifteen to twenty. |
I-Shayz-I
I----------I
5423
|
Posted - 2015.04.27 13:03:00 -
[5] - Quote
You're misunderstanding.
From what I read, it seems like the 5 minute countdown is how long the objective stays active after the first initial hack. As long as it is active, you continue to gain points...but when the enemy hacks it, they get points from it.
The last minute is crucial because whoever has control of it earns double points.
But the question is, do you sit and defend the point until the very last second, or do you have players scatter around the map to get the hack on the next objective early?
In other words, the 5 minute countdown starts after the first hack. 5 minutes later, it moves to a random location on the map, no matter how many times it flips at that location. No to mention that the objective locations are a lot different from skirmish locations.
My favorite part of this gamemode is that you don't have MCC missiles that can still do tiny amounts of damage even when you flip the objective at the last second with the enemy team only ticks away from winning. the only thing I'm not sure of is if the objective instantly flips after a hack (like a CRU or supply depot) or if there is still a delay where the enemy can rehack.
7162 wp with a Repair Tool!
|
DUST Fiend
16699
|
Posted - 2015.04.27 13:10:00 -
[6] - Quote
I just hope people call out more vehicles for transport so I can pew pew them with my bus
"My bitter is showing. I must retreat to the berry patch."
STUFF
|
Mejt0
Dead Man's Game RUST415
1301
|
Posted - 2015.04.27 13:47:00 -
[7] - Quote
These 5 minutes will order quicker than you think. Especially in hard fights.
Caldari Loyalist
thecreaturehub fan
Mejt0 Sale List
|
LT SHANKS
You In The Nutz
5766
|
Posted - 2015.04.28 21:42:00 -
[8] - Quote
Okay, so Shayz cleared up my misconception about the mode and it is exactly as he described. Now, after playing several games on it, I must say that five minutes is indeed way too long. Each game I played only saw two objectives being fought over.
CCP, can you decrease it to three minutes so that we may get a decent rotation around the map? |
Eruditus 920
Nemo Malus Felix
1719
|
Posted - 2015.04.28 21:46:00 -
[9] - Quote
Can someone enlighten me on what it means when it displays 0:-1?
"Stay gold, Ponyboy..."
|
Vell0cet
OSG Planetary Operations Covert Intervention
3042
|
Posted - 2015.04.28 21:57:00 -
[10] - Quote
I haven't played it yet, but I've watched a couple videos. 5 minutes seems a bit long, but I think 3 would be too short. 4 might be the "sweet spot"-- it's long enough to have meaningful attack/defend scenarios, but it's short enough to allow for 1 extra capture before winning which would make matches more dynamic. If you make it too short, people will just abandon the attempt to capture the current node and focus on getting ready to capture the next one instead. It would become more about running around the map and less about pushing/defending.
Best PvE idea ever!
|
|
|
|
|
Pages: 1 :: [one page] |