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Thread Statistics | Show CCP posts - 0 post(s) |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.12.05 14:44:00 -
[1] - Quote
How about not, you are supressing people behind that redline , and you want them to not be able to see so you can not only supress them but kill them without them seeing you? If they are pushed back , and can not break the lines to capture objectives, what other option do they have to win? By eliminating your clone reserves.. if you worried about the snipers.. don't put your head out in the open.. it's the option you left them with, deal with it. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 15:03:00 -
[2] - Quote
The dark cloud wrote:ive still got a easy way to get rid off this. No payout at all when you loose the match. Its basically the same like on corp matches. When you win you get double the money back that youve put on the table but if you loose you are broke.
I agree somewhat. There should still be base pay for both sides.. but no extra isk gained for the loser because he didn't get to live and salvage the field. Will give a little more incentive to keep playing and push out. Otherwise alot of people, myself included will just exit match once redlined or see there is no hope. Only reason I do still stick around in a match when losing so bad we don't stand a snowballs chance in hell, is for the isk. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.12.05 15:51:00 -
[3] - Quote
The dark cloud wrote:AV didnt got super strong forgeguns are the same since the E3 build. They had beeing nerfed only temporary to test tank vs tank fights and then went back to normal. Well except swarms they have reduced damage cause i still remember that they did 350 HP damage compared to 300 HP per missile that we have now. The balance was perfect on the E3 where you had good AV weapon damage and strong tanks. The main problem that we have now is that resistance modules have beeing toned down while AV weapons allmost remained the exact same which in my eyes is very problematic. Give tanks their resistance modules back and you will see more tanks going out to actually attack.
Why exactly did they lower the passive resist? Was it because the stacking penalty was not taking effect? If so that's a poor choice for a fix. If I remember right, the highest resist was 25%, now 15%? 25% is to much considering the active hardeners are only a few% more, however 20% sounds doable. I would'nt mind if tanks had a little more resist.. but I don't want to see all shield resist mods on a sagaris with base 5k shield that we can't even scratch because it has 90% resist constantly and it mowing down everything in sight with rails and blasters |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 18:20:00 -
[4] - Quote
Tzaar Bomba wrote:You do not deserve points for sitting in a spot where you cannot be touched but you are able to touch others. It is one thing to be safe because youre out of range of the enemy, or because you have high armor/shields. Its another thing entirely to be in a zone where you cant be touched because the game stops you. You deserve to be punished if you cannot support your team mates.
Your precious investment should be used for the good of the overall team. If you pull it out use it, if youre going to be a coward dont bother.
wtf you talking about dude, can't touch them? When I am in a team that has redlined people.. we are usually ripping them to shreds as they hit the ground o.0. and how are they able to spot you but you can't spot them? If thats the case, shall we remove high ground and ledges from the game too? |
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