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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.06.24 18:08:00 -
[31] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together. ^ Much easier solution than attempting to shorten pointless matches by introducing something that could be exploited or not work as intended. If it still isn't ending fast enough...double the multiplier every 30 seconds.
That, or a mechanic which would work for BOTH the multiple null cannon control AND damage by vehicles ability:
If the MCC takes several hits during small time period, it would take proportionally greater damage. That would work well for cases of total null cannon control, as well as vehicles' supporting.
Technical implementation could be: Besides traditional shield and armor HP, MCCs could have a variable resistance shield, which would recharge at moderate rate. It would start with, say, 50% maximum damage mitigation (just an easy example!) A single null cannon hit would take it down to 30% (another example) in addition to normal damage that the null hit would cause although reduced by 50%. IF the MCC would be hit immediately, the normal damage would be higher as the resistance would be lower! The resist % would drop even further to some 10-15%.
That way rapid shots on MCC would be more powerful, even devastating
Now the sweet thing considering the vehicle damaging ability: The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
KERO-TRADER is my official Eve character for Dust trading.
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.06.24 18:15:00 -
[32] - Quote
KEROSIINI-TERO wrote:[
Now the sweet thing considering the vehicle damaging ability: The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
This is an interesting idea. I like it.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.06.24 19:01:00 -
[33] - Quote
Bright Cloud wrote:Tech Ohm Eaven wrote:ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c Please I used to be an arrogant jerk in replication I used to singlehandedly win matches when bored of shooting or when the enemy team was a full complement of 24 slayers There used to be a secret critical spot on the mcc Drop a tank and plus 15 damage cestus mcc Ten to twenty shots later and i won no matter the bodycout by the enemy team slayers I doubt it that you could do that today since the MCC has huge amounts of HP. You will barely make a dent with a single rail tank today. Unless they fixed it (which I'd assume they have), you're not shooting at the right spot. I remember where he is talking about, I remember shooting it with Rail Installations.
Hell, I remember shooting the MCC with a Large Blaster turret back in Skirmish 1.0 (yes, it had the range), there was no secret sweet spot necessary back then and it never devolved into a whole team firing installations at an MCC. It wouldn't happen this time around either (at least not as regularly as some would have you believe).
I won't dodge another silver bullet
Just to save a little face
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 20:06:00 -
[34] - Quote
KEROSIINI-TERO wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together. ^ Much easier solution than attempting to shorten pointless matches by introducing something that could be exploited or not work as intended. If it still isn't ending fast enough...double the multiplier every 30 seconds. That, or a mechanic which would work for BOTH the multiple null cannon control AND damage by vehicles ability: If the MCC takes several hits during small time period, it would take proportionally greater damage. That would work well for cases of total null cannon control, as well as vehicles' supporting.Technical implementation could be:Besides traditional shield and armor HP, MCCs could have a variable resistance shield, which would recharge at moderate rate. It would start with, say, 50% maximum damage mitigation (just an easy example!) A single null cannon hit would take it down to 30% (another example) in addition to normal damage that the null hit would cause although reduced by 50%. IF the MCC would be hit immediately, the normal damage would be higher as the resistance would be lower! The resist % would drop even further to some 10-15%. That way rapid shots on MCC would be more powerful, even devastating Now the sweet thing considering the vehicle damaging ability:The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
But why bother? The idea is to reduce the time taken for a match to end when one team has given up or can't gain a foothold. Why the need for overly complicated new mechanics, deployment of vehicles, merc co-ordination, or anything directly player-driven in that scenario? |
Tectonic Fusion
2
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Posted - 2015.06.24 22:09:00 -
[35] - Quote
It could be a unique feature to end the game with sheer force if both teams are even and the game's about to end. Position a squad of vehicles to start lighting up the MCC.
(GIF)
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demonkiller 12
TERRA R1SING New Eden's Heros
803
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Posted - 2015.06.27 06:37:00 -
[36] - Quote
ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c if your team has managed to redline the enemy team in 2 minutes, NO ONE ON YOUR TEAM NEEDS ANY SP as we all have 80+ million already |
deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.27 07:37:00 -
[37] - Quote
Don't we have enough idiot blueberries shooting the MCC with installations as it is? |
The KTM DuKe
0uter.Heaven
374
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Posted - 2015.06.27 07:56:00 -
[38] - Quote
If you were playng in chrome you should know that railgun turrept was able to shoot quite at 600m, now it s 300m, so if you are asking to give back to railgun his range of fire i would say no as there are already too many "tankers" that stays in the red line a whole game. If i have to be honest i doubt you were referring to this and you just need to open a thread.
"Have fun and don't be an aGÇóGÇó hole" zaria min deir. \o/
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.27 09:00:00 -
[39] - Quote
The KTM DuKe wrote:If you were playng in chrome you should know that railgun turrept was able to shoot quite at 600m, now it s 300m, so if you are asking to give back to railgun his range of fire i would say no as there are already too many "tankers" that stays in the red line a whole game. If i have to be honest i doubt you were referring to this and you just need to open a thread. Dont want that cause 300m range is enough to hit the MCC. Thats if you are moving out of your redline.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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