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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2012.12.31 16:54:00 -
[1] - Quote
Well given this player in a later post mentions he primarily plays ambush i can understand the penalty there as a kills and deaths is the point of that mode, not in skirmish of course.
For skirmish as a logibro i may go 5/11 really bad game for me regardless, but still end up top3-5. cause each of my deaths ive rezz 2-3, rep 3-5. and either team spawned a handful, resupply a handful, or straight up RE the fool trying to take cap an objective when im on the other side of the map(bad red dot).
Anyway in skirmish this would be a bad idea, however in ambush i am all for it under one condition, that the penalty not take effect unless you actually die. If you are crushed, blown up, or bleedout because you didnt wait to be rezzed.
The reason for this is simple what effects the clone count isnt the moment you go down, even though stats wise it counts as a death if you are rezzed than the clone count doesnt drop. Cant tell you the number of times we're in a tight match and im yelling at my mic only to realize later noone can hear me to not opt to respawn, all those impatient tarts cost us the game because they cant wait for me to stab them with my needle. If nothing else that penalty will hopefully teach them they need a bit more patience and not simply opt to respawn when they go down. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2012.12.31 21:04:00 -
[2] - Quote
Oh another solution would be to raise to clone count from 150-200 and in the tutorial section of the game and/or create a introductory battle session similar to Assassin's Creed MP that walk players through the finer points of things in battle, right now it only tells us how to navigate the neocom, marketplace and dropsuit stuff but nothing about in game mechanics.
A key mechanic newbies need to know is that dying though adding to your personal stat does not drop the clone count until you bleed out/opt to respawn or if you suit is otherwise unrevivable. If however you are revivable dont simply push square, wait sometimes triage is on the way but not nearby enough to prompt the message that triage is nearby. Something they need to fix, also it seems the help requested does little more than tell me that im requesting help i have not noticed in any way that a person requesting help is asking me for help, the triage symbols appear regardless it seems. It might help us logi's if we know if someone is actively asking for help by changing the color of the triage symbol since flashing just tells us they are close to bleeding out. If they change flashing to indicate help requested they could just make players close to death turn red. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2012.12.31 21:30:00 -
[3] - Quote
Yes perhaps not a tutorial but definitely a in game tips or out game tips in a optional sections would be nice. And i know a lot of people who didnt know about the clone count mechanic. I didnt realize it myself until i played a game or two of ambush and saw that the clone count didnt drop until i actually was no longer revivable so yea that is something of importance for that mode.
As it is most ppl assume oh well i died no point in getting revved and dying again. yes many will do it to prevent themselves from adding to their own death stat, but there are enough players who would endure the risk and trust their teammate to rev them at the opportune moment if they knew that getting revved wont count as a lost clone.
Edit- Lets face it people there are only two types of players who come to the forums the rest discover this stuff by playing the game or by some piece of info they see on their screen and say huh i never knew that. |
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