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Judge Rhadamanthus
Shining Flame Amarr Empire
6
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Posted - 2013.03.17 00:26:00 -
[1] - Quote
I did a little testing this week. Played Skirmish and used CRU drop ships in all games. This is what happened in EVERY game :
72 people spawned in my CRU ship over 14 matches.
1) Game starts and I Spawn a ship and fly to rooftop/unclaimed OBJ. 2) Bluedots attack and first wave suffer deaths. 3) they spawn in my ship over OBJ. 4) they never leave the ship. EVER the whole game, at least 4 of them. 5) the gunners NEVER stop shooting even when I am way off map repping; they shoot the walls, the sky, the front of my ship sending it into spasms.
I move to a OBJ that ground forces are attacking and hover overhead, my ship stays full. None of them drop out. I try landing. Nothing. I move to the spawn near the MCC and land. All of them sit there, even when I sat there for 8 minutes.
Result = My 800k ship locks 4 to 6 people out of the battle for the whole match. We lose 70% of the games. Even though i take risks to get them to OBJs that are free for enemies, they still sit there shooting the sky.
In PUB matches it seems a CRU DS is in-fact good to help the team lose most of the time.
SUGGESTION : (may add to feedback section later. Just venting atm)
The kick from ship thing has been discussed, so ill add something new - How about a GTFO pad? there are many landing pads on structures already. How about at each spawn near the MCC there is a pad that when you land on it all occupants GTFO. Its a safe place and I can get the message to them that they are useless and not wanted.
This can be an addition to any GTFO green light or whatever gets added as per the DS discussion threads.
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Judge Rhadamanthus
Shining Flame Amarr Empire
6
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Posted - 2013.03.17 00:40:00 -
[2] - Quote
Delirium Inferno wrote:I've had the opposite experience as you, my CRU dropship usually helps win matches. Of course I'm using my mic and switching to the team chat channel telling people to jump out.
Tried it. Silence. Of course these are the results from 14 matches with a 70% loss ratio. By no means fully representative of gameplay as a whole. Also with people in squad chat, they often can't hear me anyway.
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Judge Rhadamanthus
Shining Flame Amarr Empire
13
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Posted - 2013.03.17 09:07:00 -
[3] - Quote
KalOfTheRathi wrote:Would you consider supplying some more information?
Do you have a mic?
Did you enable Team Voice?
Did you use it?
Specifically did you instruct the Blues in what to do?
I switched to team in all but two of the matches. Atleast one of the people in the ship had a mic as I could see the mic symbol and it pulsed green every now and then meaning they were making some noise (breathing, button pressing etc)
I tried to keep it as simple as I could.
1) First I asked if they had a destination 2) Then I told them where I was going 3) I told them I would say when we arrived 4) I told them I would say when it was safe to exit
not once did they acknowledge that they heard me. (I did shout really loudly once so I could hear myself feedback through their mic, so I know at least sometimes I was heard) I also typed a message in team chat each round instruction them to exit the DS as it was not being played as a gun-ship
In most cases most of the ship did not have mics active. Often they were in a squad so not in team chat (not the full squad in the ship, just one random guy). The issue may have been one of communication but I susspect not. There is just nogood reason to hang about in a gun slot if the pilot hangs in a safe spot against a building for a few minutes or parks on a roof or is waiting at the start for pickups.
THE big issue is they are filling the ship stopping people from spawning in who might want to try get an objective. In the best match someone may got AFK to help their child or some valid reason. I need to be able to get them out in a fair way. GTFO pads (or a more ccp friendly name of MUAF pads or TDPs- Man Up And Fight or Troop Deployment Pads) get them out in a most likely safe place. a GTFO at spawn leaves them perfectly safe (PS and OS the exception) |
Judge Rhadamanthus
Shining Flame Amarr Empire
13
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Posted - 2013.03.17 09:12:00 -
[4] - Quote
Mithridates VI wrote:That isn't enough matches for the derpship to be considered a factor in the losses. Could very easily be that 70% of the limited number of matches you played would have been lost with or without the ship, especially seeing as you had the type of team that doesn't know to get out over an objective.
Do you think they would have done any better on the ground?
True there are too many factors to consider the CRU ship the deciding factor. But it is hard to see how removing 4 players from acting (5 if you add me) for the duration of the match would not have some negative effect on my teams performance. |
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