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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Svarta Solis
Bragian Order Amarr Empire
8
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Posted - 2013.01.31 14:08:00 -
[1] - Quote
Anyone think it would be better if the MCC to MCC damage was zero on skirmish maps. Or if not zero, then certainly much lower than it currently is. That way, it would be possible to turn around losing situations. Often one team gets ahead early, and I think I have never once witnessed an early lead being turned around, there just isn't time. |
Svarta Solis
Bragian Order Amarr Empire
8
|
Posted - 2013.01.31 14:10:00 -
[2] - Quote
To give an example, your MCC is on its last bar of health, and you've taken all but one NULL canon. You dive in heroically and start hacking it, and your hack completes just in the nick of time. A desperate fight for the finishing blow follows... |
Svarta Solis
Bragian Order Amarr Empire
8
|
Posted - 2013.01.31 15:05:00 -
[3] - Quote
Dino Malice wrote:Yes there is.just not enough good players on the field atm
Ok, I stand corrected. Just played my first skirmish where there was a turn around, it was cool, and a close finish, mainly happened because blue started playing like a team. At one point I stood right in front of a heavy with nothing but a scrambler pistol, prepared to die to hold him up for for a few seconds. But I survived as blues all converged on him at the same time.
Still, I think the MCC to MCC damage could be turned down a little, and it would help create opportunities for close matches like this. |
Svarta Solis
Bragian Order Amarr Empire
8
|
Posted - 2013.02.01 13:13:00 -
[4] - Quote
Cross Atu wrote:The solution you are looking for is already present in game, create a speedy first deploy fit with an uplink and make sure you are running with a squad who does the same. Seeding the battlefield with uplinks early on makes a world of difference. I've seen squads use this tactic to turn around a bad situation in more than one instance (and that was with use of only the Militia Uplinks, the Proto are even better )
I do this, try and sneak around enemey lines and drop an uplink, often with much success enabling blue to overrun the field entirely. I find there just isn't enough time for that to be effective because obviously it does take quite some time to come back from a losing sitation.
I think lowering the MCC to MCC damage would allow such a turn around to be possible, that is if blue really do make a full come back and take over all the letters. It would possibly allow the leadership of the game to change sides more times during a match. Currently I find that the team that gets ahead in the first few minutes almost always win, regardless of how the ownership of letters changes after that.
The game seems to be decided by the time your MCC gets to zero shields.
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