Acturus Galaxy
Horizons' Edge
3
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Posted - 2013.03.12 14:49:00 -
[1] - Quote
Quill Killian wrote:CCP, et al.:
Here's a short list why:
1. Maps are too big. 2. Too few players. 32 players doesn't cut the mustard on maps that could comfortably fit 64 players, if not more. 3. Small squad sizes. Four-person squads? Ha! Talk about a joke in this mode. 4. Randomly placed objectives. I feel like I'm playing in someone's crazed idea of an amusement park, not a military base or industrial/research hub. 5. Too little damage done when holding the letters. 6. It takes too long to finish a match. 7. Half the time skirmish is won or lost by the stupid clone count, not by destroying the enemy MCC.
If skirmish is eventually meant to be a version of MAG's domination mode (or, heck, even the pedestrian Sabotage mode) well, good God, we're going to be waiting a long time before it gets straightened out.
Look, I usually don't rant and rave about these things. I figure they'll get solved at some point. But, darnit, I've been patient long enough, and seen too few changes, to feel comfortable sitting on my butt and not saying a peep about design decisions by CCP.
Best of luck, CCP, but, man, you're really taking all nine of your cat's lives here and have no insurance left.
1. No they are not, they should be bigger, big enough that a sniper cannot from a single point cover the whole map. And big enough that LAVS are needed to transport infantry around on the map.
2. More players is welcome if the maps are larger, there need to be room to regroup, call in dropships, lavs and havs without being overrun. There also need enough space between players for the scouts to sneak around. A bigger map promotes more tactical play instead of everyone running in two blobs chasing each other.
3. Large squads when 24vs24 becomes available. It is hard enough when an elite squad of 4 smash the opposing random team. If you had an elite 8 person squad vs 16 randoms it would become very boring. Now the chance for having a good squad on each side is increased.
4. Agreed, but I do enjoy playing the current maps. But I have never been aware that there was an defending team and one invading team.
5. Damage is fine
6. I do not agree, I prefer games that last more than 5 minutes. Play ambush for short encounters. In skirmish I have seen many times the objectives going from being blue to all red and actually loosing a match that looked like an easy victory after the first 5 minutes. There would not be enough time to push back the defending team if the matches were shorter. All would be lost as soon as one team manages to capture all the letters.
7. Not in the games I am playing, it is rarely won or lost on the clone counts. Most matches I play are fairly equal and taking out the defending teams clone can be the last option if you are unable to capture the letters. A change in tactics from going head to head against a strong heavy defending team to take them out with sneaky scouts, snipers and hit and run or whatever it is called.
I really enjoy the large open skirmish maps. I play ambush for chaos and just meaningless mayhem. The skirmish is for more slowpaced tactical play in my opinion, I do like that fact that I can spawn and avoid being shot at within the first 10 seconds. |