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Bright Cloud
Namtar Elite Gallente Federation
1048
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Posted - 2015.05.17 21:11:00 -
[1] - Quote
Playing acquisition can be fun however when the objective flips it is way too predictable. Mainly because all the objectives are pretty close to each other which makes vehicles like LAV/Dropships not really needed to get to the next point, this is espacially the case when the next point is only like 100m away based from the old one.
Another thing is 5 minutes is honestly way too long and given the fact that the final objective is 99% of the time pretty close to where the first one was makes it rather hard for dynamic gameplay. The timer should be cut down to 2:30 (50% cut) and the max possible objective spawns should be increased from 3 to 10, cause the game actually ends after the 3rd objective which can crush your hopes of a comeback and with 10 max possible objective spawns this gets eliminated.
Spawncamping needs to be adressed aswell. On some maps you can literally stand next to the enemys groundspawn and kill them forever. If you could manage a Q-sync in that game mode and not hack a objective you have a never ending killing siesta. This might sound a bit upsetting for hardcore stompers but there should be at least 1 CRU in the redline to provide a safe spawnpoint.
Overall the game mode should be less predictable and with the reduced objective timer you reduce camping or pre setting up a camp. Hell on the train map i can predict the next objective with 80% accuracy. So there is clearly some room for improvement.
Bright is the opposite of dark! Who would have thought of that?!
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Scheneighnay McBob
And the ButtPirates
6641
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Posted - 2015.05.17 21:27:00 -
[2] - Quote
The spawns definitely need to be reworked, glad someone brought that up
Some details can be ignored
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I-Shayz-I
I----------I
5649
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Posted - 2015.05.17 22:34:00 -
[3] - Quote
Yeah, I feel like the timer should be reduced to 3 minutes.
Currently the mechanics make it so that even if you hold the point 100% for two nodes, you still need to hack the third one to win, but as soon as you do, you win.
I would love to see something like a penalty to your points if you get it taken from you, or have the enemy team's points slowly drain i\while they don't have it. Cause it's really annoying to hold the third objective for so long (after the enemy held the first two 100%), only for them to flip it and bam, game over.
Obviously nothing drastic, but enough to where it's much easier to turn the tides.
A shorter timer would help with this a lot. The only way to steamroll the opponent would be to hold 3 points 100% for 3 minutes each (9 minutes total) rather than holding two points for 5 minutes and a third quick hack
7162 wp with a Repair Tool!
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Michael-J-Fox Richards
The Scope Gallente Federation
336
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Posted - 2015.05.17 22:45:00 -
[4] - Quote
i would rather be kicked in the **** than read all that
alts are for sissies. too legit, too legit to quit.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
422
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Posted - 2015.05.17 23:05:00 -
[5] - Quote
I'd like a 45 second timer and for the objective to change much quicker and randomly.
48th Special Operations Force.
Twitter- @48SOF
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Sardonk Eternia
Tiny Universe
309
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Posted - 2015.05.19 02:31:00 -
[6] - Quote
Bright Cloud wrote:Playing acquisition can be fun however when the objective flips it is way too predictable. Mainly because all the objectives are pretty close to each other which makes vehicles like LAV/Dropships not really needed to get to the next point, this is espacially the case when the next point is only like 100m away based from the old one.
Another thing is 5 minutes is honestly way too long and given the fact that the final objective is 99% of the time pretty close to where the first one was makes it rather hard for dynamic gameplay. The timer should be cut down to 2:30 (50% cut) and the max possible objective spawns should be increased from 3 to 10, cause the game actually ends after the 3rd objective which can crush your hopes of a comeback and with 10 max possible objective spawns this gets eliminated.
Spawncamping needs to be adressed aswell. On some maps you can literally stand next to the enemys groundspawn and kill them forever. If you could manage a Q-sync in that game mode and not hack a objective you have a never ending killing siesta. This might sound a bit upsetting for hardcore stompers but there should be at least 1 CRU in the redline to provide a safe spawnpoint.
Overall the game mode should be less predictable and with the reduced objective timer you reduce camping or pre setting up a camp. Hell on the train map i can predict the next objective with 80% accuracy. So there is clearly some room for improvement.
All great ideas. I really hate how it ends after 3rd point. Comebacks need to be possible |
Sardonk Eternia
Tiny Universe
309
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Posted - 2015.05.19 02:35:00 -
[7] - Quote
Michael-J-Fox Richards wrote:i would rather be kicked in the **** than read all that
Why don't you just go ahead and kick yourself in the balls? Illiterate and loud are a bad combo. Make sure to hit yourself hard enough that you can't breed. |
JIMvc2
Consolidated Dust
1
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Posted - 2015.05.19 02:36:00 -
[8] - Quote
The 3 rounds and game over should be extended to 6 rounds. Capturing the thing 3 times and game over = meh way to fast.
The timer needs to be reduced. 5 minutes = Nope
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! Die YOU SHADOW BEING IN THE DARK!!!
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thor424
Namtar Elite Gallente Federation
207
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Posted - 2015.05.19 02:40:00 -
[9] - Quote
Just another example of incentives and rewards not generating activity.
The game mode could be perfect, but how would you know if most of the players ignore the objectives to passively "sandbox" around?
Thor's Emporium
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1913 DfLo
ScReWeD uP InC Smart Deploy
414
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Posted - 2015.05.19 07:59:00 -
[10] - Quote
Bright Cloud wrote:Playing acquisition can be fun however when the objective flips it is way too predictable. Mainly because all the objectives are pretty close to each other which makes vehicles like LAV/Dropships not really needed to get to the next point, this is espacially the case when the next point is only like 100m away based from the old one.
Another thing is 5 minutes is honestly way too long and given the fact that the final objective is 99% of the time pretty close to where the first one was makes it rather hard for dynamic gameplay. The timer should be cut down to 2:30 (50% cut) and the max possible objective spawns should be increased from 3 to 10, cause the game actually ends after the 3rd objective which can crush your hopes of a comeback and with 10 max possible objective spawns this gets eliminated.
Spawncamping needs to be adressed aswell. On some maps you can literally stand next to the enemys groundspawn and kill them forever. If you could manage a Q-sync in that game mode and not hack a objective you have a never ending killing siesta. This might sound a bit upsetting for hardcore stompers but there should be at least 1 CRU in the redline to provide a safe spawnpoint.
Overall the game mode should be less predictable and with the reduced objective timer you reduce camping or pre setting up a camp. Hell on the train map i can predict the next objective with 80% accuracy. So there is clearly some room for improvement.
Bump
I'm ScReWeD uP
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castba
Rogue Instincts New Eden's Heros
895
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Posted - 2015.05.19 09:30:00 -
[11] - Quote
5 objectives 3 minutes each.
"When everything is OP, nothing is" - CCP Ratatti
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Varoth Drac
Dead Man's Game
873
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Posted - 2015.05.19 09:44:00 -
[12] - Quote
I agree with OP.
Another way to do it, or maybe a variation on the game mode, would be to have a long hack time and make the point switch as soon as you hack it. That way it would be a race each time to get to a new point, and the team would have to redeploy across the map many times.
The hack time would have to be balanced so it can't be hacked too quickly by speed hackers, but not so slowly that people have to spend ages at a console.
I would predict frantic scout battles at the new point, delaying a hack until the mediums arrive to fight it out. Dropping heavies from a dropship would also be a great way to secure a new point for the hack.
Inspiration taken from the uplink mode in Perfect Dark (on N64). |
elric the enchanter
xCosmic Voidx
430
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Posted - 2015.05.19 09:50:00 -
[13] - Quote
Like the idea of reducing the timers.
Really enjoy acquisition but fully admit to not paying much attention to the objectives now. Usually just treat it as more of a spread out Ambush, mainly due to the fact that the chance of fun come-backs are very minimal with the current 'best-2-out-of-3' situation.
I've already had to drastically re-draft a lot of my logi fits due to the faster pace of Acquisition after months of Dom (my 6-kin repper is rusting away!), so would be fun seeing if I had to make them even faster, dampened further etc.
Spawn-camping is also definitely an issue atm.
Cosmic Void Minister of Silly Weapons
Heinz Guderian predicted Tank514
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Reign Omega
T.H.I.R.D R.O.C.K
1
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Posted - 2015.05.19 09:51:00 -
[14] - Quote
Killing.....siesta?
A deadly nap?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! The Incursions are back... and they're golden baby!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8
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Posted - 2015.05.19 10:03:00 -
[15] - Quote
Reign Omega wrote:Killing.....siesta?
A deadly nap? I think he meant Fiesta.
Americans + other languages = funnier than the reverse usually.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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deezy dabest
2
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Posted - 2015.05.19 11:55:00 -
[16] - Quote
A really fast timer would be fun but I feel like the game mode would just become ruled by heavies in LAVs.
Call LAV. -> Wait on first objective to finish. -> Drive to the new objective. -> Hack it. -> Sit there for 30 seconds shooting anything that comes close. -> Hop back in LAV -> Repeat.
The timer as it is now allows a bit of fighting to go on to hold the letter instead of just hacking it and moving on. With a shorter time and less points per letter it just becomes a situation of hack the letter then wait for the next one to become available.
Personally I would rather see 2 - 3 objectives at a time that appear within 1 minute of each other and no closer to each other than 75 meters. |
Regis Blackbird
DUST University Ivy League
890
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Posted - 2015.05.19 16:54:00 -
[17] - Quote
I am also for reducing the timer. 2-3 minutes would probably be the sweet spot.
I would also like a minimum jump distance so the next point is guaranteed not to be right next to the old one. Make vehicles more useful. |
Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.05.19 17:37:00 -
[18] - Quote
Breakin Stuff wrote:Reign Omega wrote:Killing.....siesta?
A deadly nap? I think he meant Fiesta. Americans + other languages = funnier than the reverse usually. Actually not really cause spawnkilling is so easy you could do it while beeing asleep.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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