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Aeon Amadi
WarRavens
1181
|
Posted - 2013.04.24 15:29:00 -
[1] - Quote
I mean, really - who complained on the forums about the other team turning the game around at the last second and winning?
WHY was this implemented? Who wanted this? It's completely ridiculous that a team can turn all the null cannons to their side and still lose via MCC destruction solely because of those turrets mounted to the bottom. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
730
|
Posted - 2013.04.24 15:44:00 -
[2] - Quote
Yes because it makes perfect sense that one would deploy an expensive tactical vehicle into a battle with no way to fight back against the enemy.
If the enemy took back all the null cannons and you still lost because of MCC damage, you were getting your asses kicked well enough before for them to deserve the win anyways. |
Aeon Amadi
WarRavens
1181
|
Posted - 2013.04.24 15:45:00 -
[3] - Quote
Pokey Dravon wrote:Yes because it makes perfect sense that one would deploy an expensive tactical vehicle into a battle with no way to fight back against the enemy.
If the enemy took back all the null cannons and you still lost because of MCC damage, you were getting your asses kicked well enough before for them to deserve the win anyways.
Annnnnnd why is that, exactly? You've never been in a match where it was 4 -1 for the better part of the match before everyone joined in halfway through the game? |
Maken Tosch
Resheph Interstellar Strategy Gallente Federation
2106
|
Posted - 2013.04.24 15:48:00 -
[4] - Quote
Can't we just wait until after May 6? Who knows what changes there will be anyways to the system. This debate is pointless until then. |
Oxskull Duncarino
Shadow Company HQ
185
|
Posted - 2013.04.24 16:05:00 -
[5] - Quote
No, because the onboard anti ship weapons help limit game duration.
Unfortunately for you the taking of all cannons has been too little too late. I've had games where my side's MCC was well bet into it's armour, and the other side had very little shield damage, Yet we took 4 of the 5 cannons and held them for the most part. One was so close that it came down to us just having one notch of armour as the opposition side had theirs fully destroyed. Great games.
But as Maken posted, lets wait for till the 6th and then once we have had a gander at all the new stuff, we can start to push for changes that are needed to it. |
Aeon Amadi
WarRavens
1181
|
Posted - 2013.04.24 16:14:00 -
[6] - Quote
I would normally agree that we should wait until May 6th but I don't honestly think there's going to be any changes to the MCC warfare progression. The only thing that would affect this is map layouts being changed (I know Manus Peak is getting rid of access to the actual peak that people use to glitch-snipe so they can't be killed).
It still doesn't make much sense that a team who makes a miraculous comeback at the end of the game should still lose despite their hard efforts as breaking out of the Red-line is sometimes very difficult.
I REALLY miss the June/July build in which the game was progressive, with the MCC not moving at all until the original two objectives were destroyed and then it escalated to having to assault a complex. That map was brilliant in terms of what Planetary Conquest should be as I think it's a little crazy that all matches should be "fair".
Why should the defender be on equal footing with the attacker if they own the planet? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
734
|
Posted - 2013.04.24 16:32:00 -
[7] - Quote
Aeon Amadi wrote: I REALLY miss the June/July build in which the game was progressive, with the MCC not moving at all until the original two objectives were destroyed and then it escalated to having to assault a complex. That map was brilliant in terms of what Planetary Conquest should be as I think it's a little crazy that all matches should be "fair".
Why should the defender be on equal footing with the attacker if they own the planet?
Totally agree with you there. The only Skirmish made more sense. Now if they changed it to where defenders had objectives already captured and needed to defend and hold those objectives against attackers...it would make the current system more viable.
And yes the turrets limit the duration of the match significantly. It's my understanding that when an objective is contested, the Null Cannon doesn't keep shooting, so for highly contested fights the battle could drag out a REALLY long time. Now while some people would love this, the turrets allow CCP to create an adjustable hard limit to battle duration. Now if they increase or decrease that limitation that is their choice.
The reason this is important mostly comes down to ISK rewards, if battle dragged too long, people are spending a lot of ISK in most cases, meaning ISK rewards would be higher. This could prove to be problematic if people adopt a playstyle which tries to farm ISK from the battle with minimal loss. If someone is disinterested in playing to win, and makes no attempt to fight and possibly die, they're still making a large ISK reward with minimal loss. Whill positive ISK production is wanted, too much of it causes problems in the market, namely with inflation. Because of this, ISK produced from NPCs much be tightly regulated because too much will crash the market. Which this is not important right now, once the player market opens up and equipment prices are set by players, inflation can become a bit problem.
By keeping the battles short, it helps to keep the cost and ISK production from each battle to a minimum. And although people can theoretically do the same thing by playing multiple battles in a row, it prevents farming of random battles. Two organized corps could queue sync together, and purposefully AFK in the MCC, or endlessly contest objectives back and forth to make the battle literally endless, rack up an infinite amount of ISK, and inflate the market. |
Bojo The Mighty
Bojo's School of the Trades
961
|
Posted - 2013.04.24 19:53:00 -
[8] - Quote
I agree but for all the wrong reasons, they hurt my dropships. |
gbghg
L.O.T.I.S.
1213
|
Posted - 2013.04.24 20:07:00 -
[9] - Quote
Bojo The Mighty wrote:I agree but for all the wrong reasons, they hurt my dropships. you only get hurt if you manage to fly into their flight path, in which case you deserve the damage, though i wonder if anyone has ever been killed by it, and whether the MCC pops up on the kill feed. |
ladwar
Dead Six Initiative
240
|
Posted - 2013.04.24 20:31:00 -
[10] - Quote
yes yes and lol. |
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Aeon Amadi
WarRavens
1181
|
Posted - 2013.04.24 20:43:00 -
[11] - Quote
Pokey Dravon wrote:Aeon Amadi wrote: I REALLY miss the June/July build in which the game was progressive, with the MCC not moving at all until the original two objectives were destroyed and then it escalated to having to assault a complex. That map was brilliant in terms of what Planetary Conquest should be as I think it's a little crazy that all matches should be "fair".
Why should the defender be on equal footing with the attacker if they own the planet?
Totally agree with you there. The only Skirmish made more sense. Now if they changed it to where defenders had objectives already captured and needed to defend and hold those objectives against attackers...it would make the current system more viable. And yes the turrets limit the duration of the match significantly. It's my understanding that when an objective is contested, the Null Cannon doesn't keep shooting, so for highly contested fights the battle could drag out a REALLY long time. Now while some people would love this, the turrets allow CCP to create an adjustable hard limit to battle duration. Now if they increase or decrease that limitation that is their choice. The reason this is important mostly comes down to ISK rewards, if battle dragged too long, people are spending a lot of ISK in most cases, meaning ISK rewards would be higher. This could prove to be problematic if people adopt a playstyle which tries to farm ISK from the battle with minimal loss. If someone is disinterested in playing to win, and makes no attempt to fight and possibly die, they're still making a large ISK reward with minimal loss. Whill positive ISK production is wanted, too much of it causes problems in the market, namely with inflation. Because of this, ISK produced from NPCs much be tightly regulated because too much will crash the market. Which this is not important right now, once the player market opens up and equipment prices are set by players, inflation can become a bit problem. By keeping the battles short, it helps to keep the cost and ISK production from each battle to a minimum. And although people can theoretically do the same thing by playing multiple battles in a row, it prevents farming of random battles. Two organized corps could queue sync together, and purposefully AFK in the MCC, or endlessly contest objectives back and forth to make the battle literally endless, rack up an infinite amount of ISK, and inflate the market.
While I understand your view point, I have a counter argument:
Where does this logic go once ISK trading is made available between Dust mercs and Capsuleers? |
The Black Jackal
The Southern Legion RISE of LEGION
417
|
Posted - 2013.04.24 20:52:00 -
[12] - Quote
I'd like to point out that when MCCs become Player-Owned, they are very expensive (120 mill last noted) targets. Forgive me, but if my corporation is going to sink that much funds into any piece of equipment, it better be able to shoot back at whatever is shooting it.
To be fair, this includes aircraft, ground targets, the base, etc. etc.
On a side note, I believe that if you're the defender, you should:
A) Start without an MCC... why would you need it when you'd have a base of operations in the area.
B) Control all objectives. You own the planet, the defences there are likely yours. You should control them.
And on the side of the Attacker:
A) Have to disable Null Cannons, not 'take control' of them. (Similar to Skirmish 1.0)
B) Have to progressively destroy control 'shields' to hack Null Cannons. These shields can be hacked, or blown up by weapons, to allow you to access the Null Cannon Controls (which should be housed inside a building, and not in the open).
This should have to be repeated for every Null Cannon Facility, as without an MCC, they become the sole way for the defender to destroy the hostile MCC. (Unless you make heavy weapons capable of damaging the MCC, which I sincerely do hope happens, so you can, in planetary conquest' strike at the attackers, rather than waiting for them to come within range of your Null Cannons. |
Aeon Amadi
WarRavens
1181
|
Posted - 2013.04.24 21:06:00 -
[13] - Quote
The Black Jackal wrote:I'd like to point out that when MCCs become Player-Owned, they are very expensive (120 mill last noted) targets. Forgive me, but if my corporation is going to sink that much funds into any piece of equipment, it better be able to shoot back at whatever is shooting it.
To be fair, this includes aircraft, ground targets, the base, etc. etc.
On a side note, I believe that if you're the defender, you should:
A) Start without an MCC... why would you need it when you'd have a base of operations in the area.
B) Control all objectives. You own the planet, the defences there are likely yours. You should control them.
And on the side of the Attacker:
A) Have to disable Null Cannons, not 'take control' of them. (Similar to Skirmish 1.0)
B) Have to progressively destroy control 'shields' to hack Null Cannons. These shields can be hacked, or blown up by weapons, to allow you to access the Null Cannon Controls (which should be housed inside a building, and not in the open).
This should have to be repeated for every Null Cannon Facility, as without an MCC, they become the sole way for the defender to destroy the hostile MCC. (Unless you make heavy weapons capable of damaging the MCC, which I sincerely do hope happens, so you can, in planetary conquest' strike at the attackers, rather than waiting for them to come within range of your Null Cannons.
This would be a much more favorable ideal than both MCCs lighting each other up while the players fight over neutral components and objectives on a field that one side (or the other) has already been to.
Agree with this completely and frankly, I've wondered myself why the Defender needs an MCC if they own the district already. |
knight of 6
SVER True Blood Unclaimed.
129
|
Posted - 2013.04.25 01:26:00 -
[14] - Quote
it used to be that you could man and operate the turret... you could also drive the mcc. |
slypie11
Planetary Response Organisation
200
|
Posted - 2013.04.25 01:38:00 -
[15] - Quote
Damn, why did CCP take out all the good stuff before I started to play. Seriously, what was so wrong with that game mode that they had to take it out and put in some half-a$$ed domination knockoff |
Mithridates VI
DUST 411
968
|
Posted - 2013.04.25 01:42:00 -
[16] - Quote
gbghg wrote:Bojo The Mighty wrote:I agree but for all the wrong reasons, they hurt my dropships. you only get hurt if you manage to fly into their flight path, in which case you deserve the damage, though i wonder if anyone has ever been killed by it, and whether the MCC pops up on the kill feed.
MCC turrets kill 3 people a month. They were involved in a kill stat discussion in IRC.
Sometimes they hit my merc directly because I am sniping from on top of the MCC. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
361
|
Posted - 2013.04.25 02:35:00 -
[17] - Quote
ladwar wrote:yes yes and lol. Are you Kitten Serious? That would be Great to see on a video.
I had a Corp Mate that jumped onto the cannon under the MCC with a Sniper Rifle and picked off Reds from that high vantage point. I have only managed to do it once but I didn't have a Sniper Rifle available at the time. |
gbghg
L.O.T.I.S.
1237
|
Posted - 2013.04.25 02:41:00 -
[18] - Quote
Mithridates VI wrote:gbghg wrote:Bojo The Mighty wrote:I agree but for all the wrong reasons, they hurt my dropships. you only get hurt if you manage to fly into their flight path, in which case you deserve the damage, though i wonder if anyone has ever been killed by it, and whether the MCC pops up on the kill feed. MCC turrets kill 3 people a month. They were involved in a kill stat discussion in IRC. Sometimes they hit my merc directly because I am sniping from on top of the MCC. lol was not aware of that, interesting little fact. |
Cross Atu
Conspiratus Immortalis
896
|
Posted - 2013.04.25 02:48:00 -
[19] - Quote
Maken Tosch wrote:Can't we just wait until after May 6? Who knows what changes there will be anyways to the system. This debate is pointless until then.
+1
I'm pretty sure 12 days isn't going to break anyone
Cheers, Cross |
Aeon Amadi
WarRavens
1181
|
Posted - 2013.04.25 06:21:00 -
[20] - Quote
Cross Atu wrote:Maken Tosch wrote:Can't we just wait until after May 6? Who knows what changes there will be anyways to the system. This debate is pointless until then. +1 I'm pretty sure 12 days isn't going to break anyone Cheers, Cross
inb4 utter disappointment after the new wears off? |
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