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Cal Predine
StarKnight Security
38
|
Posted - 2013.04.21 14:29:00 -
[1] - Quote
Any good Engineer will tell you "you get what you measure". If you measure a production line's worth by the number of widgets it produces, it will absolutely churn the things out. And the number of rejects they produce will be enormous. So you measure the number of "usable" widgets they produce. Simples...
My point is, any chance of another balancing round on the points awards guys?
Remove points awards for destroying neutral structures
Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it.
Make the points rewards reflect the objectives.
I generally play Skirmish games. For me, having no objectives makes Ambush games just feel like they lack depth of gameplay. Now and then I have a quick blat in Ambush, and there are some great players out head-hunting there. And I do my bit to make sure my K/D is high. Because killing people while conserving your clones is how you win Ambush...
I think you all know where I'm going with this...
And then I go back to Skirmish, and I see... exactly the same thing. There's a small minority of players "putting ourselves out there" to take control points and win the game. Because that's how you win Skirmish - you destroy the enemy MCC, and that requires you to take, and hold, control points. And yet, even now, many players are sitting in the hills sniping, or running round in HAVs collecting kills, not taking those control points. Now, I'll agree that I'd rather have a decent sniper on my side than against me, and I acknowledge that a small minority of Skirmish games end when one side runs out of clones. But far more end in failure because insufficient players had the strength of character to support a press forward to take a control point. Or because the "snipers" aren't covering the ground infantry, so every attempt to take a control point (which, after all, requires you to stay in one place for quite some time) results in their being killed by unopposed enemy snipers. So the question is, why is a sniper kill worth as much in Skirmish as it is in Ambush? Players, it seems, will cheerfully ignore their objectives if it pays for them, and while that's a very New Eden concept, who the hell is rewarding these idiots who report in after the battle "oh, yeah, I completely ignored what you asked me to do, and sure, we lost like dogs, but check out these scalps I collected! Can I get paid now?".
And looking at some of the higher-rewarded players in Skirmish, it's pretty clear they didn't put themselves out to meet objectives. Shouldn't the actual objectives of a match guide the rewards?
Or, as any good Engineer will tell you, "you get what you measure". Thanks for reading. |
Draco Cerberus
Hellstorm Inc League of Infamy
25
|
Posted - 2013.04.21 16:36:00 -
[2] - Quote
Skirmishes can be won in 2 ways: Cloning out the enemy team or destroying the MCC.
This is why you see ambush style gameplay in skirmish as an alternative to capturing points. It's not broken, it's different. A player with a high KDR who regularly plays ambush can often do wonders for a team when they get on a roll in an ambush.
They make it hard for the opposing team to take objectives and hold them by killing them before or after they take them. This pushes the team hard because they lose their supply of clones and dropsuits. Making it more costly to continue the push to hold the objectives and being competitive. If it is too costly to hold an objective, your team can rush in and hack the objective more easily.
This type of play, killing the other team, is also a viable option because it allows your team mates, who are not busy with this, to accrue more SP and WP by hacking back the objectives. They just need to follow the tanker in an LAV, jump on the objective when it is clear and hack it.
I hope this helps you to understand how to work with your team when these things are occurring.
|
Eris Ernaga
Super Nerds
150
|
Posted - 2013.04.21 23:41:00 -
[3] - Quote
Cal Predine wrote:Any good Engineer will tell you "you get what you measure". If you measure a production line's worth by the number of widgets it produces, it will absolutely churn the things out. And the number of rejects they produce will be enormous. So you measure the number of "usable" widgets they produce. Simples...
My point is, any chance of another balancing round on the points awards guys?
Remove points awards for destroying neutral structures
Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it.
Make the points rewards reflect the objectives.
I generally play Skirmish games. For me, having no objectives makes Ambush games just feel like they lack depth of gameplay. Now and then I have a quick blat in Ambush, and there are some great players out head-hunting there. And I do my bit to make sure my K/D is high. Because killing people while conserving your clones is how you win Ambush...
I think you all know where I'm going with this...
And then I go back to Skirmish, and I see... exactly the same thing. There's a small minority of players "putting ourselves out there" to take control points and win the game. Because that's how you win Skirmish - you destroy the enemy MCC, and that requires you to take, and hold, control points. And yet, even now, many players are sitting in the hills sniping, or running round in HAVs collecting kills, not taking those control points. Now, I'll agree that I'd rather have a decent sniper on my side than against me, and I acknowledge that a small minority of Skirmish games end when one side runs out of clones. But far more end in failure because insufficient players had the strength of character to support a press forward to take a control point. Or because the "snipers" aren't covering the ground infantry, so every attempt to take a control point (which, after all, requires you to stay in one place for quite some time) results in their being killed by unopposed enemy snipers. So the question is, why is a sniper kill worth as much in Skirmish as it is in Ambush? Players, it seems, will cheerfully ignore their objectives if it pays for them, and while that's a very New Eden concept, who the hell is rewarding these idiots who report in after the battle "oh, yeah, I completely ignored what you asked me to do, and sure, we lost like dogs, but check out these scalps I collected! Can I get paid now?".
And looking at some of the higher-rewarded players in Skirmish, it's pretty clear they didn't put themselves out to meet objectives. Shouldn't the actual objectives of a match guide the rewards?
Or, as any good Engineer will tell you, "you get what you measure". Thanks for reading.
The main reason I destroy installations is because enemys re hack them and if I am low on health can be targeted and killed by one. A lot of a time I am shooting one and someone hacks it I know this is a bad idea and guess what I am running around a corner and a enemy has hacked it and releases a barrage of bullets in to the back of my tank killing me. These installations are not defended and only give 50 points for hacking in which a enemy will probably re hack them best for me to just claim my 100 war points. They are not strategical points at all and not very help ful for an infantry unless enemies are just lining them selves up to die by it.
|
Shijima Kuraimaru
WarRavens
181
|
Posted - 2013.04.22 02:13:00 -
[4] - Quote
Eris Ernaga wrote:Cal Predine wrote:Any good Engineer will tell you "you get what you measure". If you measure a production line's worth by the number of widgets it produces, it will absolutely churn the things out. And the number of rejects they produce will be enormous. So you measure the number of "usable" widgets they produce. Simples...
My point is, any chance of another balancing round on the points awards guys?
Remove points awards for destroying neutral structures
Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it.
Make the points rewards reflect the objectives.
I generally play Skirmish games. For me, having no objectives makes Ambush games just feel like they lack depth of gameplay. Now and then I have a quick blat in Ambush, and there are some great players out head-hunting there. And I do my bit to make sure my K/D is high. Because killing people while conserving your clones is how you win Ambush...
I think you all know where I'm going with this...
And then I go back to Skirmish, and I see... exactly the same thing. There's a small minority of players "putting ourselves out there" to take control points and win the game. Because that's how you win Skirmish - you destroy the enemy MCC, and that requires you to take, and hold, control points. And yet, even now, many players are sitting in the hills sniping, or running round in HAVs collecting kills, not taking those control points. Now, I'll agree that I'd rather have a decent sniper on my side than against me, and I acknowledge that a small minority of Skirmish games end when one side runs out of clones. But far more end in failure because insufficient players had the strength of character to support a press forward to take a control point. Or because the "snipers" aren't covering the ground infantry, so every attempt to take a control point (which, after all, requires you to stay in one place for quite some time) results in their being killed by unopposed enemy snipers. So the question is, why is a sniper kill worth as much in Skirmish as it is in Ambush? Players, it seems, will cheerfully ignore their objectives if it pays for them, and while that's a very New Eden concept, who the hell is rewarding these idiots who report in after the battle "oh, yeah, I completely ignored what you asked me to do, and sure, we lost like dogs, but check out these scalps I collected! Can I get paid now?".
And looking at some of the higher-rewarded players in Skirmish, it's pretty clear they didn't put themselves out to meet objectives. Shouldn't the actual objectives of a match guide the rewards?
Or, as any good Engineer will tell you, "you get what you measure". Thanks for reading. The main reason I destroy installations is because enemys re hack them and if I am low on health can be targeted and killed by one. A lot of a time I am shooting one and someone hacks it I know this is a bad idea and guess what I am running around a corner and a enemy has hacked it and releases a barrage of bullets in to the back of my tank killing me. These installations are not defended and only give 50 points for hacking in which a enemy will probably re hack them best for me to just claim my 100 war points. They are not strategical points at all and not very help ful for an infantry unless enemies are just lining them selves up to die by it.
Might be true for a few, but I know that many of the tankers and FGers out there are popping every one of these things they can right at the beginning of the match to pad WPs for a potential OB. I hear it a lot on team chat. |
ladwar
Dead Six Initiative
190
|
Posted - 2013.04.22 02:32:00 -
[5] - Quote
im just going to number rather bullet for my responses
Cal Predine wrote:Any good Engineer will tell you "you get what you measure". If you measure a production line's worth by the number of widgets it produces, it will absolutely churn the things out. And the number of rejects they produce will be enormous. So you measure the number of "usable" widgets they produce. Simples...
My point is, any chance of another balancing round on the points awards guys?
1. Remove points awards for destroying neutral structures
Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it.
2. Make the points rewards reflect the objectives.
I generally play Skirmish games. For me, having no objectives makes Ambush games just feel like they lack depth of gameplay. Now and then I have a quick blat in Ambush, and there are some great players out head-hunting there. And I do my bit to make sure my K/D is high. Because killing people while conserving your clones is how you win Ambush...
I think you all know where I'm going with this...
And then I go back to Skirmish, and I see... exactly the same thing. There's a small minority of players "putting ourselves out there" to take control points and win the game. Because that's how you win Skirmish - you destroy the enemy MCC, and that requires you to take, and hold, control points. And yet, even now, many players are sitting in the hills sniping, or running round in HAVs collecting kills, not taking those control points. Now, I'll agree that I'd rather have a decent sniper on my side than against me, and I acknowledge that a small minority of Skirmish games end when one side runs out of clones. But far more end in failure because insufficient players had the strength of character to support a press forward to take a control point. Or because the "snipers" aren't covering the ground infantry, so every attempt to take a control point (which, after all, requires you to stay in one place for quite some time) results in their being killed by unopposed enemy snipers. (3)So the question is, why is a sniper kill worth as much in Skirmish as it is in Ambush? Players, it seems, will cheerfully ignore their objectives if it pays for them, and while that's a very New Eden concept, who the hell is rewarding these idiots who report in after the battle "oh, yeah, I completely ignored what you asked me to do, and sure, we lost like dogs, but check out these scalps I collected! Can I get paid now?".
And looking at some of the higher-rewarded players in Skirmish, it's pretty clear they didn't put themselves out to meet objectives. Shouldn't the actual objectives of a match guide the rewards?
Or, as any good Engineer will tell you, "you get what you measure". Thanks for reading. 1. I am that genius and guess what turret installations never help me when I need them. now if neutral targets/point whatever gave no points for destroying them, guess what I would still destroy it. and its just your selfishness that wants points for hacking it, to you I say no there is point in your reason. 2.the point system is a set number for a reason to change it would upset the balance in the game so to you also stop being greedy. 3. you don't like snipers I take it. the point system measure the effectiveness of players not of the match which would reward everyone much less then it is now and not reward for other thing helping in the match like repairing, supplying ammo, capturing turrets. |
Midas Fool
On The Brink CRONOS.
0
|
Posted - 2013.04.22 08:04:00 -
[6] - Quote
Cal Predine wrote: Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it.
PSA: please, please, please for the love of god destroy neutral turrets. If you have friendly tanks, please destroy them double time. Having watched a great deal of tank play with my corpmate, I can tell you that there is nothing that makes me angrier at blueberries than watching them hack a railgun turret the tank is about to destroy, get shottied, and then watching the turret flip and two-hit the tank. Watching turrets flip on you feels pretty stupid on the ground, too.
" without exposing himself to significant danger" OP doesn't use vehicles.
It isn't selfish if the damned tank is gonna help you win you the game. If anything, its selfish to hack them in the first place for a measly 50 points. The tank driver and his squad being a few hundred closer to an orbital is SO detrimental... |
Daedric Lothar
Onslaught Inc RISE of LEGION
271
|
Posted - 2013.04.22 11:29:00 -
[7] - Quote
I don't think people really care about getting points when they kill the neutrals. Mostly it would be because they have a dropship or tank they spent 2 million on and don't feel like losing it in 3 seconds.
Sounds like you hate snipers, your solution is nonviable considering sniping is a legitimate playstyle and one of the core class picks of the game. |
bacon blaster
Taiyou Corporation
15
|
Posted - 2013.04.22 11:41:00 -
[8] - Quote
Wow, dude. Get over yourself.
I don't do tanks, they are expensive and I have poor skills. I also don't have forge gun skills, really, either. The only points I will get out of turrets are from hacking them. That said, I have absolutely no problem with team mates blowing them up, just not in my face.
Turrets can easily get turned on you in a few seconds, I've seen many friendly tanks get blown up by turrets that were blue not two seconds before, and I've been mowed down by them, myself. We blow up turrets for a reason, and that reason is that we dislike getting a face full of particle blasts.
That said, notice how people do not actively blow up depots and cru's until they are red and causing a problem. A cru might be a good hack, but sometimes it's better to farm it. Other times, still, it's existence has become problematic, and it shall be destroyed.
Depots are great, because they don't provide a horrendous advantage, not in the same way other installations do. The ammo is nice, but it's not something that can determine the course of a fight.
Also, bit of advice for handling snipers: don't stand still out in the open. We shoot those idiots. If you want to be one of those people, great, but don't come bitching about it when we take your head of 5 or 6 times in a row in the same spots.
We contribute a good deal to the skirmish maps, providing intel to our allies, drawing down the number of clones the enemy has, and clearing out hostile snipers.
I agree that some times you get a team that has too many snipers, but that doesn't nerf the game for everyone. That;s why they nerfed rep tools, people were spamming orbitals with them.
really, dude, get over yourself. You're not the only one playing the game. |
shaman oga
Nexus Balusa Horizon
27
|
Posted - 2013.04.22 11:52:00 -
[9] - Quote
I have a question, why a tank have to waste 30 seconds to destroy a CRU or supply depot? to gain 50 wp? Most of the time i destroy them for tactical purpose, first of all the supply depots, they provide:ammo, AV grenades, new dropsuits and they offer a good cover. So don't blame tank users for destroying things, help them!!!
|
pegasis prime
The Shadow Cavalry Mercenaries
142
|
Posted - 2013.04.22 13:12:00 -
[10] - Quote
Its not selfish when us tankers destroy instalations as most of the time the blueberrys cant keep them and that becomes a problem I.e. crus= enimy support supply depos = enimy ammo and turrets = dead tank if your off your gaurd |
|
Halador Osiris
Dead Six Initiative
214
|
Posted - 2013.04.22 14:42:00 -
[11] - Quote
Cal Predine wrote: Remove points awards for destroying neutral structures
Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it. Railguns are a threat to vehicles. You think I want measly WP? I want to keep my 650,000 ISK DS, and that turret is the #1 thing that will kill it. With a vehicle, you want as many options of places to run as possible. Take a look at this picture. Say the green dot was a rail installation, the red area represents the area I can't fly because of that one turret. If I take it out, a whole lot of space is freed up. |
Stephen Rao
Verboten XXI
6
|
Posted - 2013.04.22 14:51:00 -
[12] - Quote
Cal Predine wrote: Remove points awards for destroying neutral structures
Many matches, some genius will decide that it's their job to blow up every turret in sight before their allies have a chance to press them into service for the team's benefit (they'll often try the CRU or equipment depot as well, but they have enough armour that they attacker usually gives up and looks for softer targets before they blow. Usually...) I now firmly expect to hear a bunch of voices saying "ahhh, that's so they don't fall into enemy hands". Aha. Right - that's why they blow them up while their team-mates are actively hacking them I guess? The truth is nothing of the sort, it's just selfish me, Me, ME!!!! gameplay, where someone is grabbing any and all warpoints he can, to the detriment of the overall team effort, without exposing himself to significant danger. It's also frequently followed by a column of enemy vehicles rolling (largely unopposed) into the team's end-zone, but that's by the by. What is beyond doubt is that a neutral control point is no threat, and is a potential aid. No points should be awarded for destroying it. I agree with you other points, but this one irks me. When I run a tank on Skirmish, I now seek out turrets because, left alone, they have destroyed at least 5 of my Tanks. I do not mean the ones on the enemy's side, but the ones on MY side that MY team has abandoned to go for MOAR POINTS!!! on a different corner of the map. You don't even need to give me points for it, I'll still destroy them.
+++EDIT+++ I run Militia tanks mainly, so it's not like I lost a Standard or Advanced tank to a turret. Still, I'd rather the enemy have to work to kill me rather than hack a turret and let the autopilot shoot me in the ass... |
Mechoj Nomreps
Dead Six Initiative
8
|
Posted - 2013.04.22 14:54:00 -
[13] - Quote
I can understand that tanks want to destroy the turrets and I do not mind neutrals should not give points though, they should however leave the supply depots and CRU's alone. |
Severus Smith
L.O.T.I.S.
213
|
Posted - 2013.04.22 16:58:00 -
[14] - Quote
CRU's are horrible. As infantry I hate them and blow them up with RE's or my Forge Gun whenever I can.
On a map like Skim Junction my team will dominate and push the enemy completely out of the complex and back towards their MCC. Then suddenly a random enemy scout will hack the CRU, their entire team will swarm out and hack every objective, and now my team is stuck outside having to retake what we completely owned 30 seconds earlier...
All because of that one f******* CRU. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
49
|
Posted - 2013.04.22 17:19:00 -
[15] - Quote
I'm a dropship pilot and please understand this: All turret installations must be destroyed at all times!
I don't kill enemies that are hacking turret installations just so later I can come around and destroy it. Turrets are bad for everyone. I'd even do it if I got -50 WP for destroying them. |
Skihids
The Tritan Industries RISE of LEGION
1209
|
Posted - 2013.04.22 18:53:00 -
[16] - Quote
Nobody defends an installation. You complain about the lack of interest in taking and keeping objectives, but turrets are a complete afterthought and are usually only manned if the enemy has a vehicle on the field.
That means your team is an impediment to you if you run a vehicle. They grab the 50WP and then abandon the installation until it gets hacked by the enemy. Nobody stays with it because they are positioned in a useless spot for killing infantry and leave you fully exposed to being shot in the back. So it's usually the AI that kills your vehicle.
I consider all installations the equivilant of rouge drones that will turn on me at a moments notice.
It might be different if the stupid things were defended and used, but tell me the last time YOU spent a match defending your installations. I'll wager that amounted to a total of 0.01% of your game time.
|
Cal Predine
StarKnight Security
41
|
Posted - 2013.04.22 19:13:00 -
[17] - Quote
I have to say it's a valid observation that turrets get flipped pretty quickly. In general, there's very little defensive play going on in Dust. I find this a bit of a shame, but unsurprising given that the game doesn't reward you for defending a point of interest, but *does* reward you for allowing it to be captured, then capturing it back. To my mind, that doesn't make a great deal of sense, and discourages some of the more cerebral elements of gameplay. I'm sure we've all seen people waiting for the enemy hack on control points to complete so they can hack them back. Unfortunately, it's more in their interest to allow the enemy to achieve their objectives (albeit briefly) than to actually counter them, even when the hack has a long time to run and it's clearly within their power to do something about it. Once again, you get what you measure - it seems to me, if you get there fast and act decisively to prevent a hack from completing, you should be rewarded at least as well as someone taking the point back later.
Someone will say "Ahh, but hacking it back gives more warpoints towards your team's next orbital strike" Very true. And allowing the hack to complete gives more warpoints towards your enemy's next orbital strike. And while you're stationary hacking that point back, guess where it's going to land?
For a counter-example on the defensive play argument, the game does reward defending control points by planting explosives around them, and we see this tactic being used fairly frequently (and well, exploits-aside).
I think a battlefield without turrets, CRUs and Equipment Depots would be pretty dull for everyone except vehicle crews, but that's what we're increasingly seeing. While it may be some people's idea of a driver's paradise, it makes the game less interesting for everyone who needs to spawn in near the action, and re-equip to deal with an evolving battlefield. And that's from someone who uses vehicles. Fast ones which somehow can still survive a bit of fire from a rail turret if they're set up right. |
Draco Cerberus
Hellstorm Inc League of Infamy
26
|
Posted - 2013.04.22 19:28:00 -
[18] - Quote
Skihids wrote:Nobody defends an installation. You complain about the lack of interest in taking and keeping objectives, but turrets are a complete afterthought and are usually only manned if the enemy has a vehicle on the field.
That means your team is an impediment to you if you run a vehicle. They grab the 50WP and then abandon the installation until it gets hacked by the enemy. Nobody stays with it because they are positioned in a useless spot for killing infantry and leave you fully exposed to being shot in the back. So it's usually the AI that kills your vehicle.
I consider all installations the equivilant of rouge drones that will turn on me at a moments notice.
It might be different if the stupid things were defended and used, but tell me the last time YOU spent a match defending your installations. I'll wager that amounted to a total of 0.01% of your game time.
The last time I defended a turret was in closed beta when we could still shoot the MCC with them for major WP. I would love to see this again, it might change the way people look at them, rather than kill them they would want to use them again. |
Ops Fox
ZionTCD
212
|
Posted - 2013.04.22 21:02:00 -
[19] - Quote
Too bad we cant get Mobile vehicle modules like the mobile CRU and a medium end vehicle so it would be armored enough not just any newb would take take it out but cheaper than a tank. then both sides would be happy, or atleast people in a corp where the resources to dedicate a vehicle to MCRU and MSUPPLY every battle exist. |
Jason Pearson
Seraphim Initiative. CRONOS.
872
|
Posted - 2013.04.22 21:15:00 -
[20] - Quote
Hacking turrets is bad and you should feel bad if you do it. I try to support my team as much as I can when I play, and I play as a vehicle user. Want to know what happens when I get pushed back and hit a red turret because you thought it was a good idea to hack it and then didn't hold it? I get ****** from both sides. You say we're selfish for destroying them? No, we're playing smart and understand what is going to happen, you're not going to hold the Turret because you're going to hack it and then move on to the objective, and we're not going to defend it because you need us up there pushing in the HAV, we need it gone so we can safely proceed as it's hinders us a lot more than helps us.
When it comes to Supply Depots, it all depends on the situation. I'll push up, and see an enemy well dug in using the Supply Depot to it's max potential (Swapping out when they get low, spamming AVs at me, etc) and I'll notice my blues aren't able to push up because they don't have that advantage, I'm going to focus the Supply Depot first, even though it'll be useful once we've pushed in, it takes far too long and sometimes we can't sustain those casualties (Better start thinking about that in PC, your clones are gonna be expensive).
If however, I see squads moving together and we're winning the fight on a supply depot, I'll leave it be and try to kill as many as possible so we can get the hack in. Now I know other tankers will simply kill it but it isn't "Oh look free points" because If we wanted more points we'd just go find a few enemies to kill, giving us more WP in a fraction of the time.
On CRUs, When we have an objective hacked and we're guarding it (mostly when I'm providing overwatch on it) the last thing I want is two objectives to hold in the same area, I'm not going to do it and there's only one way I can only watch one, by eliminating the other so the CRU has to go. At this moment in time, the CRU offers no value other than a quick thing to hack and deploy a squad on an objective, and believe me, a capable squad will spawn very fast and take out your blue dots, atleast if they hack the Objective we have time before their squad spawns.
Maybe in the future the CRU will be the only one you can spawn at instead of the objective itself, but until then Tankers destroying it aren't trying to pad their score (again, this has a **** load of health and we'd be better off farming reds for an extra 50 WP) but trying to make sure a red doesn't manage to bring the entire area down because someone decided not to watch the CRU.
Your post makes me think you would prefer to have everyone play your way, but the fact is we don't. That HAV that you assume is just racking up kills and not hacking points? He just saved your ass from an entire squad moving up on your position. That sniper in the hills you assume is just farming? He just killed the two enemy snipers that were seconds away from pulling the trigger on you.
How do you know that the higher rewarded players aren't putting themselves in danger? I regularly get 2000-3000WP in a Skirmish, how? I'm doing things that are indirectly assisting my team. I will drive up and let my gunners get kills if I see it's needed, but otherwise I'm focusing purely on keeping enemy tanks away from you guys, stopping Dropships from getting past us and LAVs driving straight through our line to the next objective, and I have to say It works.
Point is, you're playing an insignificant Public Skirmish, you want more depth? Get involved with a Corporation who is planning on getting into FW/PC in the future, don't force the casual players into something because it doesn't fit your preferred playstyle. |
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Shijima Kuraimaru
WarRavens
187
|
Posted - 2013.04.22 21:24:00 -
[21] - Quote
Skihids wrote:Nobody defends an installation. You complain about the lack of interest in taking and keeping objectives, but turrets are a complete afterthought and are usually only manned if the enemy has a vehicle on the field.
That means your team is an impediment to you if you run a vehicle. They grab the 50WP and then abandon the installation until it gets hacked by the enemy. Nobody stays with it because they are positioned in a useless spot for killing infantry and leave you fully exposed to being shot in the back. So it's usually the AI that kills your vehicle.
I consider all installations the equivilant of rouge drones that will turn on me at a moments notice.
It might be different if the stupid things were defended and used, but tell me the last time YOU spent a match defending your installations. I'll wager that amounted to a total of 0.01% of your game time.
If my squad doesn't need me running something else, I'll happily take a well placed turret, use and defend it. There's a particular turret in the Fishbowl that I favor in OMS matches. I've killed reds on it, taken it, and held it for 90% of the match multiple times and racked up kills when reds wandered into my kill zone.
There are those of us out there who can, and will, make good use of turrets given the chance. Just pray we're on your team and get to them first. |
Cal Predine
StarKnight Security
41
|
Posted - 2013.04.27 07:48:00 -
[22] - Quote
Among the reflexive commentary, there are some valid points being brought up here. "Turrets are an afterthought", for example - again I have to agree that their design and associated gameplay is kind of raw, and they could certainly use some love, but is that going to just be a waste of CCP's time?
Those who've been keeping up with the longterm plans will know it's intended that such battlefield furniture will be called in much like it is in the OMS maps, but under player control, and at their own cost in ISK. Clearly something will need to be done before that's implemented, because as it stands, unless the turrets arrive "blue" the "see turret shoot turret" reflex will make that feature rather redundant, and costly to the players who are trying to use turrets to help them defend.
And for all the protestation and vitriol, what I'm talking about *is* largely WP farming. I'm not saying that there aren't players who genuinely believe they're helping the team by destroying turrets which single shot all friendly vehicles while apparently representing zero threat to enemy vehicles, but let's set those aside for the moment...
I'm thinking about the guys who run to a turret, hack it, and use it to destroy all the other turrets within LoS. That, I think you'll agree, rather conflicts with the "destroy all turrets, they're bad M'Kay?" ethos we're hearing here, and is a result of the fact that it's faster to do that than to run on to the next turret and hack it.
So why do these turrets get flipped with such ease that they represent a threat to friendly units? Partly turret mechanics and placement, for sure (it's usually not that hard to advance on an unmanned turret without getting shot up, if you know what you're doing), but also partly because there are too few defensively-aware players to hold everything that needs to be defended.
Why are there so few of us willing to "hold the line" and defend?
Because it doesn't pay so well.
So, how can we incentivise defensive play? Reward it! I'm not saying the game should promote sitting at a control point waiting for an enemy attack which may never come - there's not much fun to be had there - but intelligent defensive play. Roving defence squads, maybe in an LAV or two, which keep an eye on the map (or get dispatched by the field commander when that feature gets implemented) and defend territory from enemy advances - that's smart gameplay. It doesn't seem unreasonable to give them some recognition for responding fast and repulsing attacks, rather than just rewarding the occasional kill they may get.
You get what you measure.
And smarter defence would in turn encourage clever tactical attacks, rather than WTFZergLOL.
And if we *really* wanted to help and encourage defenders, we could give them some sort of force multiplier to help them. We could call it a turret...
If we were really thinking blue-sky, we might even make it un-hackable once you take control of it (that would *really* filter the concerned players from the blatant WP farmers), or possibly (in the case of player-spawned turrets) allow it to be extracted from the field for a partial refund once the tactical situation has moved on, or even adopt a smaller design which is man-portable but has a setup/ takedown time, so it doesn't become a liability once its job is done. Or we could go lowest common denominator and just blow it up, I guess...
But most of all, CCP, remember that you get what you measure. Reward helpful objective-focussed acts, but reward them all, not just the flashy high-glory redline-rush ones. And destroying neutral emplacements? Should that be rewarded? Best look where your roadmap is heading, and whether it includes player-summoned battlefield furniture. |
Rachoi
HavoK Core RISE of LEGION
43
|
Posted - 2013.04.27 08:25:00 -
[23] - Quote
sigh... to all who blow them up for the 'saftey of a tank' should really get over it.. you called it in, your own investment... even if it blew up in your face.
i rather like to keep installations in one peice untill the enemy gets them. as for Supply Depots.... i say NEVER blow them up, because what if you're one of those people that needs a suit swap? or some ammo cause your Hives ran dry? as for CRUs... last ditch option is to blow them up.
aside from that... wait till we can call those bastards in ourselves, that would mean feilds are gonna start empty |
golddust freeman
Algintal Core Gallente Federation
0
|
Posted - 2013.04.27 14:06:00 -
[24] - Quote
Screw installations.....You know what pisses me off? When im blowin one up and a blueberry hacks it last second. I'm not blowin it up for 50pts I'm doing it for the team. And if you need 50pts to farm so bad go shoot someone in the face dude |
Garrett Blacknova
Codex Troopers
2625
|
Posted - 2013.04.27 14:09:00 -
[25] - Quote
The last time I defended any turrets was.... the last time I played skirmish.
I was a Shotgun Scout, watching over the flanking routes the enemy AV guys were trying to use to catch our tnak off-guard. A few times, I saw someone trying to hack one of our Rail turrets, and I got in behind him and made sure it didn't work. Other times, I could people setting traps with Prox mines or REs. Shotgun to the back of the head, then back off and clear the line with SMG fire. Or, in one situation where an AR guy was shooting me at long enough range that fighting back wasn't practical, I just Shotgunned the Proxmine and suicided. Deny him the kill, and save the tank.
Never did get a thank you letter. I wonder if the guy even realised what I was doing. I ran a decent K/D, and not a bad WP score by the end of the match, but I did a few things that cost me on both aspects in order to better serve the team.
Would be nice if that was rewarded, but there's no viable way to reward a lot of playstyles without leaving worse "free WP" and "free SP" exploits than we already have.
I think the best part of this suggestion is the removal of WP rewards for neutral objective destruction. THAT makes sense, but the rest, not so much. A Skirmish objective hack is already worth double the WP of a kill, and even a Hack Assist on one of the cannons gets you as much as your kill WP. Non-primary objectives also earn you WP in line with the value of a kill, meaning that hacks and kills are equal on the list of secondary objectives. Sounds fair to me. |
pegasis prime
The Shadow Cavalry Mercenaries
149
|
Posted - 2013.04.27 14:18:00 -
[26] - Quote
Jason Pearson wrote:Hacking turrets is bad and you should feel bad if you do it. I try to support my team as much as I can when I play, and I play as a vehicle user. Want to know what happens when I get pushed back and hit a red turret because you thought it was a good idea to hack it and then didn't hold it? I get ****** from both sides. You say we're selfish for destroying them? No, we're playing smart and understand what is going to happen, you're not going to hold the Turret because you're going to hack it and then move on to the objective, and we're not going to defend it because you need us up there pushing in the HAV, we need it gone so we can safely proceed as it's hinders us a lot more than helps us.
When it comes to Supply Depots, it all depends on the situation. I'll push up, and see an enemy well dug in using the Supply Depot to it's max potential (Swapping out when they get low, spamming AVs at me, etc) and I'll notice my blues aren't able to push up because they don't have that advantage, I'm going to focus the Supply Depot first, even though it'll be useful once we've pushed in, it takes far too long and sometimes we can't sustain those casualties (Better start thinking about that in PC, your clones are gonna be expensive).
If however, I see squads moving together and we're winning the fight on a supply depot, I'll leave it be and try to kill as many as possible so we can get the hack in. Now I know other tankers will simply kill it but it isn't "Oh look free points" because If we wanted more points we'd just go find a few enemies to kill, giving us more WP in a fraction of the time.
On CRUs, When we have an objective hacked and we're guarding it (mostly when I'm providing overwatch on it) the last thing I want is two objectives to hold in the same area, I'm not going to do it and there's only one way I can only watch one, by eliminating the other so the CRU has to go. At this moment in time, the CRU offers no value other than a quick thing to hack and deploy a squad on an objective, and believe me, a capable squad will spawn very fast and take out your blue dots, atleast if they hack the Objective we have time before their squad spawns.
Maybe in the future the CRU will be the only one you can spawn at instead of the objective itself, but until then Tankers destroying it aren't trying to pad their score (again, this has a **** load of health and we'd be better off farming reds for an extra 50 WP) but trying to make sure a red doesn't manage to bring the entire area down because someone decided not to watch the CRU.
Your post makes me think you would prefer to have everyone play your way, but the fact is we don't. That HAV that you assume is just racking up kills and not hacking points? He just saved your ass from an entire squad moving up on your position. That sniper in the hills you assume is just farming? He just killed the two enemy snipers that were seconds away from pulling the trigger on you.
How do you know that the higher rewarded players aren't putting themselves in danger? I regularly get 2000-3000WP in a Skirmish, how? I'm doing things that are indirectly assisting my team. I will drive up and let my gunners get kills if I see it's needed, but otherwise I'm focusing purely on keeping enemy tanks away from you guys, stopping Dropships from getting past us and LAVs driving straight through our line to the next objective, and I have to say It works.
Point is, you're playing an insignificant Public Skirmish, you want more depth? Get involved with a Corporation who is planning on getting into FW/PC in the future, don't force the casual players into something because it doesn't fit your preferred playstyle.
+1 to you good sir this is probably the best breakdown of why we blow the crap out of everything . |
Garrett Blacknova
Codex Troopers
2626
|
Posted - 2013.04.27 14:53:00 -
[27] - Quote
Cal Predine wrote:Why are there so few of us willing to "hold the line" and defend?
Because it doesn't pay so well.
So, how can we incentivise defensive play? Reward it! I'm not saying the game should promote sitting at a control point waiting for an enemy attack which may never come - there's not much fun to be had there - but intelligent defensive play. Roving defence squads, maybe in an LAV or two, which keep an eye on the map (or get dispatched by the field commander when that feature gets implemented) and defend territory from enemy advances - that's smart gameplay. It doesn't seem unreasonable to give them some recognition for responding fast and repulsing attacks, rather than just rewarding the occasional kill they may get. You know how you encourage a squad to defend a turret?
Get the Squad Leader to mark it with a defend order.
I've done it with turrets, I've done it with Supply Depots, I've done it with key objectives, I've done it with squadmates who are well-placed and sticking to a good area the team needs to control...
USE YOUR ORDERS, and if your squadmates aren't morons, they'll follow those orders and guess what? EXTRA WP FOR DOING YOUR JOBS! |
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