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Jadek Menaheim
Xer Cloud Consortium
7
|
Posted - 2015.07.13 13:52:00 -
[31] - Quote
Tebu Gan wrote:Tebu Gan writes many words. Wasting your time is also a valid strategy.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 13:57:00 -
[32] - Quote
Jadek Menaheim wrote:Tebu Gan wrote:Tebu Gan writes many words. Wasting your time is also a valid strategy.
True, but not an effective one |
Jadek Menaheim
Xer Cloud Consortium
7
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Posted - 2015.07.13 14:01:00 -
[33] - Quote
Tebu Gan wrote:Jadek Menaheim wrote:Tebu Gan wrote:Tebu Gan writes many words. Wasting your time is also a valid strategy. True, but not an effective one We shall see. Players may use this corp in any number of ways. I have only shaped the system, but I do not direct the choices people make in the sandbox.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Thor Odinson42
Negative-Feedback
6
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Posted - 2015.07.13 14:04:00 -
[34] - Quote
Adipem Nothi wrote:Tebu Gan wrote:... waste of time for BOTH sides. I'm telling you right now, don't bother ... Thor Odinson42 wrote: ... the same 100 or so players waving their d-swords around at each other ... This doesn't sound like a very engaging end-game experience to me. I remember being excited when reading about PC 2.0 early on. I believed it was going to be different this time. I believed that the new model would make room for participation by smaller, historically non-PC corps. I believed that it would be their job to keep end-game play interesting and PC 2.0 moving and lean. I believed that they'd be encouraged to participate and rewarded for participation, as a model which encourages and rewards participation simply makes the most sense. I wonder, what happened?
The constant hand holding and reservations in designing the game around team play. Two plus years and there still isn't a way for teams to persistently play together.
We have these wonderful new mechanics, but the forum folks are still afraid of pushing team play. There is still fear of opening the ISK faucet and tweaking the incentives in pubs.
PC is the complete opposite of every other mechanic in Dust, is it really a surprise? The squads of people that are good in PC scare off entire teams in pubs. People say, well it's a pub I'm not losing ISK. This mindset has fostered a playerbase almost totally void of any trace of a competitive nature.
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Darken-Sol
Intruder Excluder
2
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Posted - 2015.07.13 14:10:00 -
[35] - Quote
CCP Rattati wrote:Loser gets no ISK.
Loser gets Winner "losses" in ISK, distributed equally
That's how it should be and is as far as I know.
A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Order 66. Sounds fun
Crush them
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Aidualc
LATINOS KILLERS CORP RUST415
421
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Posted - 2015.07.13 14:16:00 -
[36] - Quote
Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours
Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/
-- Ecce Initio -- Tomate Pote --
**Respectu, Honorem, Value, Unionem****
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 14:20:00 -
[37] - Quote
Jadek Menaheim wrote:Tebu Gan wrote:Jadek Menaheim wrote:Tebu Gan wrote:Tebu Gan writes many words. Wasting your time is also a valid strategy. True, but not an effective one We shall see. Players may use this corp in any number of ways. I have only shaped the system, but I do not direct the choices people make in the sandbox.
GL, just don't hold your breath. If you do somehow manage to make it work, more power to ya. Like I said, try one of the small corps, a lot of them tend to be quite disorganized, and to put it nicely,"good" in their own way!
I've said in the past, the key to winning lay in big part on the guys you got running the show, the FC. You can take a great team and still watch them lose, throw in a good FC that pushes them to do what they need and they become a godly team. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 14:21:00 -
[38] - Quote
Aidualc wrote:Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/
An hours notice with a set raid window timer (that occurs BEFORE the attack timer). That way you can bleed some clones up to the actual attack, and give the enemy a bit more notice to plan a little. |
Heimdallr69
Negative-Feedback.
6
|
Posted - 2015.07.13 14:25:00 -
[39] - Quote
Count- -Crotchula wrote:what's the point of PC anyway other than to wave your **** around.
Plus I'm sure almost everyone in PC now relentlessly spams officer's equipment, much like a pub match!!! Honestly there is no point..it is a waste of isk and you lose more than you gain if you use proto...I thought PC was where the proto was used but you got top players using apex suits Now
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 14:29:00 -
[40] - Quote
Heimdallr69 wrote:Count- -Crotchula wrote:what's the point of PC anyway other than to wave your **** around.
Plus I'm sure almost everyone in PC now relentlessly spams officer's equipment, much like a pub match!!! Honestly there is no point..it is a waste of isk and you lose more than you gain if you use proto...I thought PC was where the proto was used but you got top players using apex suits Now
Agreed, it's quite literally becoming nothing more than a "glorified" pub. |
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.13 14:32:00 -
[41] - Quote
Tebu Gan wrote:Aidualc wrote:Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/ An hours notice with a set raid window timer (that occurs BEFORE the attack timer). That way you can bleed some clones up to the actual attack, and give the enemy a bit more notice to plan a little.
Assume District X and Y have attack timers set at 23:00. If a Raider Corp knows that your A-Team is scheduled to defend District X at 23:00, they can potentially raid District Y at advantage (as your defense will be limited to your B-Team or your allies).
This adds value to espionage, introduces tactical elements, and (perhaps most importantly) gives the non-PC corp a chance at actually inflicting casualties on an established "L33T" corp.
Shoot scout with yes. - Ripley Riley (for CPM2)
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.13 14:33:00 -
[42] - Quote
Tebu Gan wrote: . .
OH had a PC battle (might have well been a no show) against a full 16 that literally grouped up in MLT gear thinking they were going to capitalize on this terrible "feature". 15 wasted minutes later, we come out victorious with a whooping 2 clones lost!
Doing some quick calculations here.
300k/16, the enemy team came out with around 18K a piece. With our numerous kills, we managed to net 18k for our side a piece off BPO and MLT gear. And I'm not sure but the guy who lost 2 clones on our side may have been running a bpo, further dropping their payout to 1k per player.
I find it quite pathetic how losing is encouraged with the intent of "Making Isk". Thanks for the crap shows Rattati!
In anycase Jakek, it should be quite interesting for you. One, running all bpo and MLT, you will likely get redlined from the start. That or the only point you will hold is your home point. When the enemy team realizes you are running cheap gear and not trying to win, they will switch and do the same. At least some will and the rest will hang back just in case someone does try to hack a point.
Look, even if you manage to kill 25 clones at 150k a pop, it will still only net you a payout with a full 16 of 187k. And that's assuming they run full proto the whole match, of which they likely won't.
Sure I find this idea of "bleeding their wallets" neat, but it's just not practical. You simply won't make money in PC unless you own a district. You aren't going to bleed anything unless you risk something yourself. I've had payouts upwards to 2mil where both sides were putting up a good fight.
Then we have these fights where people try to make money off of this mechanic that end up being a bigger waste of time for BOTH sides. I'm telling you right now, don't bother, but you will soon find out. Better off trying this on some noob corp in PC, NF will be wise to this tactic.
And for flux sake, can you people quit trying to lose and actually give us a good fight, or just a fight period. Want to make isk, go play FW or Pubs like the rest of us and USE that isk to put up a fight in PC. So sick of PC anymore. Let's just go waste our time against someone that won't even put in half an effort.
I'd say you are underestimating people's will to win and kill. Also, people tend to hate dying so that's why many tend to upgrade suits.
Furthermore, according to my experience in playing in a stupidly OP team, the most expensive matches for that kind of team is the ones where stompers are redlining the opposition. Thirst for kills is so strong that stompers take stupid risks like getting redline turreted, tanksniped, sniped and most of all dying to redline timer.
KERO-TRADER is my official Eve character for Dust trading.
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Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 14:37:00 -
[43] - Quote
KEROSIINI-TERO wrote:
I'd say you are underestimating people's will to win and kill. Also, people tend to hate dying so that's why many tend to upgrade suits.
Furthermore, according to my experience in playing in a stupidly OP team, the most expensive matches for that kind of team is the ones where stompers are redlining the opposition. Thirst for kills is so strong that stompers take stupid risks like getting redline turreted, tanksniped, sniped and most of all dying to redline timer.
Not underestimating boredom in the least. Hell we team kill each other in no shows out of the sheer boredom of sitting in a match with nothing to do.
Thing is, we have gotten quite wise to this tactic. If you want to try it, be my guest. We will without a doubt, pull BPO's and minimize losses to make sure you DON'T get anything resembling a payout. |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.13 14:38:00 -
[44] - Quote
Thor Odinson42 wrote:complete opposite of every other mechanic in Dust, is it really a surprise? The squads of people that are good in PC scare off entire teams in pubs. People say, well it's a pub I'm not losing ISK. This mindset has fostered a playerbase almost totally void of any trace of a competitive nature.
That's a rather depressing narrative. I say we test it. Implement actual Raids and see just how clever, menacing and troublesome the "non-competitive" players can be. I don't believe that "non-competitive" players wish to be coddled; I believe it much more likely that they don't wish to waste their time and/or refuse to be bound to a schedule by a video game.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.13 14:43:00 -
[45] - Quote
There needs to be variation in the value of districts. This would encourage competition between the top corps for the best districts, and encourage lower level corps to train up for better rewards.
The system at the moment encourages picking on the weak.
More things to spend corp resources on would be good too, to go along with these more valuable districts. Things such as district defences. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 14:44:00 -
[46] - Quote
Adipem Nothi wrote:Tebu Gan wrote:Aidualc wrote:Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/ An hours notice with a set raid window timer (that occurs BEFORE the attack timer). That way you can bleed some clones up to the actual attack, and give the enemy a bit more notice to plan a little. Assume District X and Y have attack timers set at 23:00. If a Raider Corp knows that your A-Team is scheduled to defend District X, they can raid District Y on short notice at potential advantage, as your defenses will be limited to your B-Team and/or your allies. This adds value to espionage, introduces tactical/strategic elements, and (perhaps most importantly) gives the non-PC corp a chance at actually inflicting casualties on an established "L33T" corp.
Sure, would make more sense though to put the raid timer before the main attack timer. This way a successful raid could pave the way for a flip. And I'm not sure if you could have a raid and attack on the same district at the same time. I assume raids would have to happen outside of the attack timer with the code. |
Balistyc Farshot
MONSTER SYNERGY
292
|
Posted - 2015.07.13 14:52:00 -
[47] - Quote
Tebu Gan wrote:Aidualc wrote:Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/ An hours notice with a set raid window timer (that occurs BEFORE the attack timer). That way you can bleed some clones up to the actual attack, and give the enemy a bit more notice to plan a little.
I like this whole idea except the reason for the 20 minute notice is because you want people to be a little surprised. I think 1 hour is too generous, but 20 minutes doesn't let you finish your current match sometimes. Lets go 30 minutes to get a nice even half hour notice. Also to tip the advantage for the defenders because this could get out of hand later, lets give them 12 and the attackers 8. That way the defending team has a minor leg up. I also think it should be Acq so neither team can really dig in like in Dom.
Maybe a DK item would be to shutdown the raiding window so there is a little give and take there.
"Dying with your rep tool out - the logi-flasher!"
Who hasn't been caught by a cute little female scout doing this?
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Balistyc Farshot
MONSTER SYNERGY
292
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Posted - 2015.07.13 14:58:00 -
[48] - Quote
Tebu Gan wrote:
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Assume District X and Y have attack timers set at 23:00. If a Raider Corp knows that your A-Team is scheduled to defend District X, they can raid District Y on short notice at potential advantage, as your defenses will be limited to your B-Team and/or your allies. This adds value to espionage, introduces tactical/strategic elements, and (perhaps most importantly) gives the non-PC corp a chance at actually inflicting casualties on an established "L33T" corp. Sure, would make more sense though to put the raid timer before the main attack timer. This way a successful raid could pave the way for a flip. And I'm not sure if you could have a raid and attack on the same district at the same time. I assume raids would have to happen outside of the attack timer with the code.
You missed his point a little. If one district is being defended, then you attack a separate district which also could have a defense afterward. Then flipping the districts could be performed. This increasing the number of attacks could spread out the ringers and solve that problem as well. The A team doesn't know which district to defend. The first or devote themselves entirely to the second, stop the raid and hold the defense.
"Dying with your rep tool out - the logi-flasher!"
Who hasn't been caught by a cute little female scout doing this?
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Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 15:09:00 -
[49] - Quote
Balistyc Farshot wrote:Tebu Gan wrote:
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Assume District X and Y have attack timers set at 23:00. If a Raider Corp knows that your A-Team is scheduled to defend District X, they can raid District Y on short notice at potential advantage, as your defenses will be limited to your B-Team and/or your allies. This adds value to espionage, introduces tactical/strategic elements, and (perhaps most importantly) gives the non-PC corp a chance at actually inflicting casualties on an established "L33T" corp. Sure, would make more sense though to put the raid timer before the main attack timer. This way a successful raid could pave the way for a flip. And I'm not sure if you could have a raid and attack on the same district at the same time. I assume raids would have to happen outside of the attack timer with the code. You missed his point a little. If one district is being defended, then you raid a separate district which also could have a defense afterward. Then flipping the districts could be performed for either district. This increasing the number of attacks could spread out the ringers and solve that problem as well. The A team doesn't know which district to defend. The first or devote themselves entirely to the second, stop the raid and hold the defense.
This is already done with mass attacks that stack timers, spreading a corps resources thin for battles. We don't need a raid to do what we can already do with normal attacks. Simply having raids that bleed clones would be enough with no special gimmicks needed.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.13 15:12:00 -
[50] - Quote
Tebu Gan wrote: Sure, would make more sense though to put the raid timer before the main attack timer. This way a successful raid could pave the way for a flip. And I'm not sure if you could have a raid and attack on the same district at the same time. I assume raids would have to happen outside of the attack timer with the code.
Agreed. Can't have the same district being attacked and raided at the same time. Setting raid window equal to one hour prior to attack window ...
Balistyc Farshot wrote: I like this whole idea except the reason for the 20 minute notice is because you want people to be a little surprised. I think 1 hour is too generous, but 20 minutes doesn't let you finish your current match sometimes. Lets go 30 minutes to get a nice even half hour notice.
Completely agree. 20 minutes is a bit tight on second thought; we wouldn't want to encourage folks to leave battle. Updating to 30 minutes.
Suggested Raid Mechanics * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z.
* On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.13 15:17:00 -
[51] - Quote
Balistyc Farshot wrote: Maybe a DK item would be to shutdown the raiding window so there is a little give and take there.
Love this idea! Also love the concept of "strategic items" being sold via DK Market.
Are you thinking this "Raid Screen" should render a district immune to raids permanently or should it be a consumable item (i.e. immune to raids for, say, 48 hours)?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aidualc
LATINOS KILLERS CORP RUST415
423
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Posted - 2015.07.13 15:33:00 -
[52] - Quote
Yeap, 30min ... is a good time for a "raid battle" preparation, Domination could be the game mode... and you only need strategy to defend one objetive.. not all the logistic for 4 - 5 objetives.
And now with the platoons even random berries could go to the "domination" battle.
100 vs 100 clones. no counter atack
16 vs 16 to get fun...
Raider winner stole 100 clones to the district and can be selled with CP (so you need a former cop to do that) Defender Winner keeps the loosers clones and 48 hours of protection... (district Lock only for Riders, not PC atacks)
-- Ecce Initio -- Tomate Pote --
**Respectu, Honorem, Value, Unionem****
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.13 15:41:00 -
[53] - Quote
Aidualc wrote:Yeap, 30min ... is a good time for a "raid battle" preparation, Domination could be the game mode...
Between the modes of Acq or Dom, I say we let the Devs pick the one which is least likely to lag.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Heimdallr69
Negative-Feedback.
6
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Posted - 2015.07.13 15:45:00 -
[54] - Quote
Adipem Nothi wrote:Aidualc wrote:Yeap, 30min ... is a good time for a "raid battle" preparation, Domination could be the game mode...
Between the modes of Acq or Dom, I say we let the Devs pick the one which is least likely to lag. Dom.. Acq can be camped by tanks in their redline
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Thor Odinson42
Negative-Feedback
6
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Posted - 2015.07.13 15:50:00 -
[55] - Quote
Adipem Nothi wrote:Thor Odinson42 wrote:complete opposite of every other mechanic in Dust, is it really a surprise? The squads of people that are good in PC scare off entire teams in pubs. People say, well it's a pub I'm not losing ISK. This mindset has fostered a playerbase almost totally void of any trace of a competitive nature.
That's a rather depressing narrative. I say we test it. Implement actual Raids and see just how clever, menacing and troublesome the "non-competitive" players can be. I don't believe that "non-competitive" players wish to be coddled; I believe it much more likely that they simply don't wish to waste time and effort.
Yet people play pub after pub from the redline. I can't think of anything that's more of a waste of time and effort in Dust. |
Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.07.13 17:31:00 -
[56] - Quote
CCP Rattati wrote:Loser gets no ISK.
Loser gets Winner "losses" in ISK, distributed equally
That's how it should be and is as far as I know.
A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses. I thought raids were supposed to be a thing. With the system you're describing, that's not possible.
The anti-tunnel snake taskforce has assembled
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 18:19:00 -
[57] - Quote
Scheneighnay McBob wrote:CCP Rattati wrote:Loser gets no ISK.
Loser gets Winner "losses" in ISK, distributed equally
That's how it should be and is as far as I know.
A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses. I thought raids were supposed to be a thing. With the system you're describing, that's not possible.
Sure it is, yr supposed to run MLT / BPO and hope that they run proto then proceed to kill them. Makes for some AWESOME game play. Non PC players cried with joy when this was announced, so it must be great! Yea yea, still bitter over this. It's just such an awful idea for what supposed to be the most expensive game mode. Boiled it down to a crap show is all it did.
Anyhow, previously, losers got absolutely nothing from a loss. Be happy you get rewarded at all just for losing. H |
SLENDER M4N
Xer Cloud Consortium
710
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Posted - 2015.07.13 18:22:00 -
[58] - Quote
I personally don't mind losing against NF. All I want to do is kill Kain ONCE and maybe Aeon or Anon if they're present.
Get ready Jadek. Mrs. Menahiem is waiting!
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.13 19:20:00 -
[59] - Quote
CCP Rattati wrote:Loser gets no ISK.
Loser gets Winner "losses" in ISK, distributed equally
That's how it should be and is as far as I know.
A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
You sure do put a lot of faith in that Skill > Gear theory.
You can turn down any idea just by saying "Well, Kain Spero did passive ISK generation in PC". Try it with RoF mods.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.13 19:26:00 -
[60] - Quote
SLENDER M4N wrote:I personally don't mind losing against NF. All I want to do is kill Kain ONCE and maybe Aeon or Anon if they're present.
Shouldn't be hard, I'm a very aggressive player and take a lot of risks/chances in order to put the hurt on the enemy.
My fitting line-up (all are proto, all have flux grenades, and all have drop uplinks):
Gallente Assault - Lightly armored with biotics and myrofibrils. Caldari Assault - Completely shield tanked with an Assault Rail Rifle, no grenades/equipment. Minmatar Assault - Super light shield tank with biotic focus. Gallente Logi - Precision enhancers with a light armor tank and scanners. Caldari Logi - Heavy shield tank with triage hives. Minmatar Logi - (I rarely use this fit and honestly don't even remember what it is) Amarr Logi - Imperial Flux Uplinks with heavy armor Minmatar Commando - Mass Driver / ACR with shield regen focus. Amarr Scout - Walking passive radar, designed to first find targets on passives with 18db precision and then scan them with Proximity Scanner.
Only one you should really have any trouble with now is my Sniper fitting, which you're going to have to figure out yourself
You can turn down any idea just by saying "Well, Kain Spero did passive ISK generation in PC". Try it with RoF mods.
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