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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. |
Dino Malice
Conspiratus Immortalis
24
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Posted - 2013.01.31 14:09:00 -
[2] - Quote
Yes there is.just not enough good players on the field atm
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Svarta Solis
Bragian Order Amarr Empire
8
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Posted - 2013.01.31 14:10:00 -
[3] - 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... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.31 14:27:00 -
[4] - Quote
I would like this. |
iceyburnz
Crux Special Tasks Group Gallente Federation
283
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Posted - 2013.01.31 14:28:00 -
[5] - Quote
Svarta Solis wrote: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.
Ive seen several dramatic turn arounds. Usually as a result of people in elite gear dying too much and hanging back so they can save money.
Morale exists in Dust 514. Its called isk loss. |
Mark Crusader
Much Crying Old Experts
8
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Posted - 2013.01.31 14:32:00 -
[6] - Quote
The MCC to MCC damage is there to put a max time on the match without having to have an actual timer. |
SCAT mania
Seraphim Initiative. CRONOS.
76
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Posted - 2013.01.31 14:32:00 -
[7] - Quote
if ya cant beat them with null cannons, then take out their clones. simples |
Svarta Solis
Bragian Order Amarr Empire
8
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Posted - 2013.01.31 15:05:00 -
[8] - 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. |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2013.01.31 15:12:00 -
[9] - Quote
Mark Crusader wrote:The MCC to MCC damage is there to put a max time on the match without having to have an actual timer.
I think this is a good idea if command points aren't captured, but once they are, the MCC's should conveniently "run out of ammo"
There's something I notice from watching my buddies play LoL's Dominion - even if you were behind by a TON (of crystal thingy hit points?) you can still turn the match around by gaining a majority of the command points.
Also, it is possible to win by clones even if you are losing by MCC HP. That happened to me last night against some of the Imperfect guys. While the command points kept rapidly exchanging hands, we managed to maintain ahead with the MCC HP by a small margin, but clones depleted for our side before the MCC's got to 1/4 armor. Great match, though. |
develsgun
Phyrexian Engineering Legacy Rising
19
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Posted - 2013.01.31 15:55:00 -
[10] - Quote
There is possibility of a turn around but as the lead gets bigger u lose ur chance I beleave that the point of total screwdom aint till ur pretty low in armor on the mcc and ofcoarse a clone victory is always possible |
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KryptixX
Imperfects Negative-Feedback
321
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Posted - 2013.01.31 16:09:00 -
[11] - Quote
Changing anything would just be a waste of time.
In the future you will be able to customize your mcc. You could have an armor tank, shield or DPS and who knows what else. |
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CCP Eterne
C C P C C P Alliance
761
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Posted - 2013.01.31 16:29:00 -
[12] - Quote
Moving from General Discussion to Feedback/Requests. |
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Tregar Kerrigan
Subdreddit Test Alliance Please Ignore
36
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Posted - 2013.01.31 16:39:00 -
[13] - Quote
SCAT mania wrote:if ya cant beat them with null cannons, then take out their clones. simples This.
Generally speaking, if the enemy is dominating most of the points and winning the MCC battle, go for their clones. Hold what you have, let them leroy at you, and finish their clone reserves before your MCC dies. |
Pombe Geek
Red Star.
44
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Posted - 2013.01.31 16:48:00 -
[14] - Quote
Tregar Kerrigan wrote: let them leroy at you
I found this humorous. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.31 16:50:00 -
[15] - Quote
The problem you're encountering isn't really an issue of the firepower aboard an MCC. It is the forced deployment time created by an opposing squad holding all the spawn points thus giving you only start spawn options which require a run/drive to get back into the battle.
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 )
Cheers, Cross |
EternalRMG
ZionTCD Legacy Rising
234
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Posted - 2013.01.31 16:53:00 -
[16] - Quote
As soon as they let us get our own MCC (corp mcc) i bet that CCP is going to give us customizable AMMO so that it can be rocket , railgun , artillery or lasers |
Svarta Solis
Bragian Order Amarr Empire
8
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Posted - 2013.02.01 13:13:00 -
[17] - 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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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.02.01 13:16:00 -
[18] - Quote
I would like it to be possible to completely turn the battle around and win with only 1 bar of armor left on the MCC by capturing and holding all null cannons. |
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