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jpmannu
Maphia Clan Corporation CRONOS.
13
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Posted - 2012.10.02 07:20:00 -
[1] - Quote
I reckon that respawning on objectives should be like it was before, now the fact that that u cant respawn as soon as enemy virus has been uploaded sucks,...yes CCP, this annoys me because this way u have killed the fight too quickly,when all objectives are lost what u'll see more often now is that one team will be retreated to MCC spawn points wth no other way to respawn, encircled by enemies, tanks, vehichles, snipers and orbital strikes, it's just a mayhem...thats what I think |
Kovinis Sparagas
Final Fortress Happy Tree Fiends
58
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Posted - 2012.10.02 07:41:00 -
[2] - Quote
But its the same for enemies, so its good |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
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Posted - 2012.10.02 07:49:00 -
[3] - Quote
Spawning on an objective being hacked is dangerous anyway and I preferred not to do so. Not a big change for me then. This also encourage Drop Uplink usage, which is nice. |
RydogV
Shadow Company HQ
101
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Posted - 2012.10.02 08:08:00 -
[4] - Quote
I understand your point to a degree. But I think this system works for many reasons. First, it encourages players to actively defend objectives to avoid them falling into enemy hands or placed into a spawn-free state during upload. Too many players hack an objective when the coast is clear and then head off to get some kills and ignore any responsibility to keep the objective safe. Second it slows down the pace of the game just enough so that folks are not rushing in blind or acting foolishly trying to attack/defend an objective. I also prevents any spawn camping (especially by snipers) around the objective since both teams are forced to advance into the area from another location. Third, it does (as a previous poster suggested) encourage the use of drop uplinks...something was considerably lacking in the previous build an important tool not to be neglected. Finally, I think that the impending fear of getting base raped initiates a sense of urgency and better coordination among players to hold key tactical assets instead of playing a selfish game. Failure to assist in holding objectives ruins their game too. And the battles I have fought to hold that last blue cannon have been some of the best of the Beta so far.
The ability to spawn inside the MCC allows for some protection and ability to coordinate and execute a breakout should the team be pushed back to the bases. It is inconvenient to be sure but never hopeless. |
Chihiro Itto
Algintal Core Gallente Federation
0
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Posted - 2012.10.02 08:12:00 -
[5] - Quote
I agree with Boki. This approach gives the inertia to the attacker and gives a much larger bonus to the action of hacking. Now if you manage to succeed in starting a hack it's harder for the other team to switch it off, meaning the sneaky approach or last gasp hack is worth the risk. Previously trying to hack while any enemies were near was largely pointless. It also means that defending points that are being uploaded to isn't as necessary. Harder work for the defenders, but that balances on both sides.
This is a positive in my view. It also promotes the use of uplinks, which is another good thing tactically and in the interests of support players. |
Tarn Adari
Crux Special Tasks Group Gallente Federation
157
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Posted - 2012.10.02 11:50:00 -
[6] - Quote
I like that. Haven't played myself yet after the patch, but this was actually a thing that I suggested (not sure if they listened to me or even read my post, or thought of it on their own...I think I'll just take credit for the change )...When you attacked a target in the last build, the enemy could instantly spawn to defend, while you had to hike there from the nearest objective (or a dropped Uplink) when you died, which made the fight biased in favor of the defenders. If one team had control over all objectives and was in a completely defensive pposition, it was next to impossible for the other team to do anything about it. Now, a small squad or even a single player can sneak behind the enemies' line of defense and successfully take and hold an objective.
(I admit, that on certain maps this was also possible in the old build, namely the 5 objectives map...I often took my scout suit to the objective right next to the enemies starting position to drop an Uplink and then take and defend that objective on my own...sometimes I succeeded, since few enemies bothered to spawn there to defend...I think they thought a successful attack on that objective unlikely...but that was the only map and the only objective where I was able to pull that of...the others I can take, but not defend alone, since enemies are always near) |
jpmannu
Maphia Clan Corporation CRONOS.
13
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Posted - 2012.10.02 14:49:00 -
[7] - Quote
What are u sayin??...there's an HELL of a fight just going on around that objective and I cant respawn on that????....CMOOOOOOOOON |
Jariel Manton
SVER True Blood Unclaimed.
210
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Posted - 2012.10.02 15:16:00 -
[8] - Quote
Umbat Boki wrote:Spawning on an objective being hacked is dangerous anyway and I preferred not to do so. Not a big change for me then. This also encourage Drop Uplink usage, which is nice.
I was going to agree that the system should have been like it was before but then read this, and your right. Drop uplinks should be used instead of the objective. |
Dzark Kill
Tronhadar Free Guard Minmatar Republic
115
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Posted - 2012.10.02 15:18:00 -
[9] - Quote
Jariel Manton wrote:Umbat Boki wrote:Spawning on an objective being hacked is dangerous anyway and I preferred not to do so. Not a big change for me then. This also encourage Drop Uplink usage, which is nice. I was going to agree that the system should have been like it was before but then read this, and your right. Drop uplinks should be used instead of the objective.
IMO they should go further and only allow spawning to occur at Clone Reanimation units or Drop uplinks. I mean what is the point in having Clone Reanimation units near objectives if you can just drop on the objective. |
jpmannu
Maphia Clan Corporation CRONOS.
13
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Posted - 2012.10.02 15:54:00 -
[10] - Quote
...drop uplinks then, spawnkillers are partying. |
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Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.10.02 16:11:00 -
[11] - Quote
The only part don't get with it is the unrealism to it. It is owned by us, it is being hacked, meaning it is not under thier control yet.. so why does it stop functioning before they have full control :\ maybe if there was a message along with the " objective A is being hacked" that said something like " objective A is being hacked, clone reanimation has been disabled. I don't know, think it's just that I'm so used to the old way that the rules for it don't seem right lol. For someone never playing this before hand though, there shouldn't be a problem |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2012.10.02 16:21:00 -
[12] - Quote
Chihiro Itto wrote:I agree with Boki. This approach gives the inertia to the attacker and gives a much larger bonus to the action of hacking. Now if you manage to succeed in starting a hack it's harder for the other team to switch it off, meaning the sneaky approach or last gasp hack is worth the risk. Previously trying to hack while any enemies were near was largely pointless. It also means that defending points that are being uploaded to isn't as necessary. Harder work for the defenders, but that balances on both sides.
This is a positive in my view. It also promotes the use of uplinks, which is another good thing tactically and in the interests of support players.
I haven't tried a counter-hack because I haven't been able to get near the point, which is good for the attackers, but I think the slower re-hack time would need to be balanced to be the same speed as the original hack to take into account the distance the defenders now have to cover. Not sure if this was implemented, but I hope it was. |
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