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Beren Hurin
OMNI Endeavors
183
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Posted - 2013.01.14 15:22:00 -
[1] - Quote
So has anyone experimented with the objective/Null cannon system to know exactly how these mechanics work (or are supposed to work). Some of the questions I have. I'll update this with a guide once we get more details.
Do all cannons fire at once?
Does each cannon do a set amount of damage to the MCC?
If a cannon is contested during a normal firing phase is it 'inactive'?
How often do they fire?
Does it matter if you are attacking or defending?
Are timers on 5 objective maps different that 4 or 3 ?
Does having 3 null cannons of a 5 obj map do the same damage as having 3 on a 3 obj map?
Does holding objectives have anything to do with spawn timers (what does affect this?) ?
Do all MCCs have the same HP from one map to the next?
Basically, if there are "two ways to win," clone depletion or MCC destruction, then a game strategy that focuses on one or the other of these may be optimal. Getting your whole team on board may be the hard part. |
Thranx1231
CowTek
90
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Posted - 2013.01.14 15:34:00 -
[2] - Quote
Beren Hurin wrote:So has anyone experimented with the objective/Null cannon system to know exactly how these mechanics work (or are supposed to work). Some of the questions I have. I'll update this with a guide once we get more details.
Do all cannons fire at once?
Does each cannon do a set amount of damage to the MCC?
If a cannon is contested during a normal firing phase is it 'inactive'?
How often do they fire?
Does it matter if you are attacking or defending?
Are timers on 5 objective maps different that 4 or 3 ?
Does having 3 null cannons of a 5 obj map do the same damage as having 3 on a 3 obj map?
Does holding objectives have anything to do with spawn timers (what does affect this?) ?
Do all MCCs have the same HP from one map to the next?
Basically, if there are "two ways to win," clone depletion or MCC destruction, then a game strategy that focuses on one or the other of these may be optimal. Getting your whole team on board may be the hard part. 1. No. 2. Unknown, probably. Seems like they got a buff on the reset. May be tied to #8 3. Doesn't seem like it. I have seen them fire while contested. They only don't fire if they are neutral. Once you own them they shoot the Red MCC. Seems to me. 4. Up. Sorry. Huge in ground Rail Gun Thingie. Very technical description when I make it up. 5. Timers are all 15 minutes. 6. 3 vs 5? Unknown. Sometimes the battles feel like it. 7. No. Spawn timers are tied to spawn sites. Look at Drop Link attributes in market. The fancy ones. 8. Sure looks like to me. The Shield/Armor arcs are identical battle to battle. But that may not indicate similar values.
On your observation: well isn't that the Kitten truth. |
Beren Hurin
OMNI Endeavors
183
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Posted - 2013.01.14 19:53:00 -
[3] - Quote
So you kind of misnumberd my question, but whatever. Your answers were somewhat helpful. I guess I sort of had a bit of a revelation about 5 point maps. If it is a competitive match, it seems like the play with them is significantly different, as they are more often switching hands with only 1 or 2 being mostly defended most of the game.
This means the damage from the rest is less likely to occur if they don't hit MCCs while in flux. Additionally 5 point maps seem more 'skirmishy' while 3 point maps feel more 'brawlish'.
One thing that I'm thinking this means for the more skirmish style matches is that I think I have an answer to the "how long should I defend this site" question. I think the answer is "as long as it takes to get off a shot", then its not as much worth defending. Timing and rythm could be key.
More questions:
The thing is I am going to have to test how the timers work, because I'm wondering if you reset them if you hack them?
I also wonder if all cannons hit for the same amount?
Or could cannon A hit harder than B and C?
Also do the cannons affect armor differently than shield. i.e. should play style change once you get into armor?
I guess theoretically if there is a 15 min timer there exists multiple scenarios for which it is necessary. I haven't seen too many matches where the timer ended the game, though. |
ladwar
Dead Six Initiative
1
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Posted - 2013.01.15 09:08:00 -
[4] - Quote
Beren Hurin wrote:More questions:
The thing is I am going to have to test how the timers work, because I'm wondering if you reset them if you hack them?
I also wonder if all cannons hit for the same amount?
Or could cannon A hit harder than B and C?
Also do the cannons affect armor differently than shield. i.e. should play style change once you get into armor?
I guess theoretically if there is a 15 min timer there exists multiple scenarios for which it is necessary. I haven't seen too many matches where the timer ended the game, though.
base on what i seen
hack times are base on skill and number of people hacking but the time for it to change from red to blue is the same, now i never really counted it but its about 8 seconds
yes cannons hit for the same and fire at the same rates.
no they do not nor do the mcc shields charge up in any way.
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GarryKE
Omnispace Trading Company
60
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Posted - 2013.01.15 15:31:00 -
[5] - Quote
If your team is really well defending a couple NULL cannons, can you destroy any of the others to stop the enemy team's damage against your MCC?
That's something I've always wondered but never seen happen. Of course, it might not be a good idea but this is just out of curiosity. |
Beren Hurin
OMNI Endeavors
183
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Posted - 2013.01.16 16:34:00 -
[6] - Quote
So if you put a connon right into contested mode before it shoots it is technically not 'hostile' and shoots at nothing, correct? Which means it may be worth, assaulting a lightly defended cannon right before it fires, put it in contested and then stand back and camp the clones who try to take it back rather than defend it. |
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