Sylwester Dziewiecki
533
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Posted - 2015.12.23 04:52:00 -
[1] - Quote
Alena Asakura wrote:(...)
All in all, I find the practice idiotic. I would love to hear any arguments from anyone that can see a purpose to this that actually makes sense in a battle-scenario manner. Well, I have feelings that majority of Dust player-base right now is around 12-14yr old, but it has nothing to do with 'finishing clone'. I think you incorrectly judge it, partially because you are trying to compare it to EVE mechanic in way like it is only a pleasure to harass people by killing they pode, because then they will have bigger problem and will wining even more because of it - both mechanic in Dust, and in EVE has something in common, but it has nothing to do with dealing more pain to the victim, it is more about tactical kill.
Examples: 1) 1v1 - Two players fight on CRU: One of them hacked CRU earlier but he is in militia suit, second one came to hack it with his adv suit - he have advantage over his opponent and killing him fast, but he is not killing his clone, he goes straight to CRU to hack it(unfortunately he do not have hacking module, or MM S suit, all he have is Hacking on lvl1). So, the guy who just die in militia suit patiently and calmly right after drooping on the floors go to spawn screen, then chose fully tanked suit and spawn on CRU to finish off his harmed and nothing expected opponent. Normally if player who came to hack CRU would finish off enemy clone by trowing grenade, guy would not have enough time to spawn on the same CRU, because of 10 seconds penalty before another spawn OR if he would have Hacking skill on lvl3 or beyond (if I'm correct). Same story for hacking nulls terminals. (And I'm gone point it once again - the longer you stay on incapacitated mode the faster you will be able to redeploy to battle. People who die hard always need to wait 10sec. If someone destroy uplink they were about to spawn, then they have another 10 sec of waiting on another uplink. )
2) Another 1v1, but this time one of the players is AScout and he have squad: So two players come across and one of them killing another surprisingly fast, he is happy that he survive and save his officer fit. But what he is not aware is that the guy who he just droop incapacitated is Amarr Scout with e-war fit; and despite that fact that he is dead and he can not kill him he keep realign his 50+ meter passive scanner that light up every redberry in his radius to his squad build up from H/L. They came and **** officer apart. If officer-guy would kill incapacited Scout he would instantly drop from passive scanner. Game is constructed in way that you have no idea that entire team sees you on passive.
3) Scout-shootty v. Squad of 4. Long story, short story: Scout kills 3 players and have to reaload, the 4-th player kill him and inject his 3 friends. Scout loses tons of ISK despite the fact that he was aiming at head, and he was killing them with last shoot when they had 2-5% of HP left. The last guy in the squad saved they clones, so they items will not go to loot pools at the end of match.
4) Kill right before end of match. Everyone who is incapacited while match ends, save they fit like they were not killed, and of cures they fitting do not go to loot pool at the end.
This is Skirmish v1.0
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