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Thread Statistics | Show CCP posts - 178 post(s) |
Ghost Kaisar
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.22 15:48:00 -
[41431] - Quote
Adipem Nothi wrote:Ghost Kaisar wrote:Nobody likes fighting a fight that isn't challenging and unrewarding. But everyone likes getting paid. If end-game participants were more interested in challenging fights than making Isk, then there wouldn't be blue donuts, cease fires, or otherwise stagnant play. War would be a constant.
There is ALWAYS a crosspoint between challenge and reward. It changes from person to person. Some people are fine with no challenge, all reward. Others are fine with all challenge, no reward.
However, this does not describe the majority at all. And you can't change the players. In a sandbox, you can't just say "Oh, these guys are only in it for the money, lets get them out". It's a SANDBOX. You don't just knock over someones sandcastle because you don't agree with the reasons why they built it.
You can totally regulate the EFFORT and REWARD in PC though. Right now, in my opinion, Effort/Reward is fairly BALANCED. You can easily turn a decent profit in PC for the effort required to hold and defend land. This does not hold true for RAIDING.
Raiding at the moment is horribly skewed on the Effort/Reward axis. For attackers, its Low Effort, Low reward. You show up, or don't, and just fight with no stress. You can get a pub payout from it. For the defenders, It's High Effort, Low reward. You HAVE to show up, and get almost nothing from it. You also don't get a good fight, because LOL MILITIA GEAR.
Raiding has a place, and its necessary to regulate stagnation in PC, as I've said. It serves as a check to those who like the no challenge, high reward players (Which will ALWAYS exist.). It makes them fight for their land when they would rather not to. This is a good thing.
But to teams who already have their hands full defending and attacking, it serves as a MAJOR annoyance. We're trying to optimize our efficiency here, and there's more fights thrown on top that we get nothing out of. We don't get the challenge we want, and we don't get the reward that makes it worth showing up.
Raiding changes are necessary to keep PC fun and profitable to EVERYONE. Not just the farmers, or the fighters, or the raiders. Changes in PC need to benefit all who are involved. Because its a sandbox. Everyone is in it for their own reasons, and nobody likes to be told that their reasons for being in it are wrong, and then penalized for it.
Currently listening to: Tsukihime OST
Un-Retired PC Scout. I miss the old days ;_;
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Ghost Kaisar
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.22 16:09:00 -
[41432] - Quote
For those who wonder what FA comms used to be like. Watch this, up to 0:58
To see what typical PC drama is like, watch the ENTIRE VIDEO.
I was actually there for a few of those chats, I just don't say much when people are raging
Currently listening to: Tsukihime OST
Un-Retired PC Scout. I miss the old days ;_;
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Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
25
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Posted - 2015.07.22 16:09:00 -
[41433] - Quote
Ghost Kaisar wrote:Arkena Wyrnspire wrote:TIL firing a gigantic orbital nuclear death cannon at someone's planet, killing 688 million people and rendering it uninhabitable, is not considered diplomatically offensive by some people.
Gotta love RTS diplomacy. What game?
Sins of a solar empire.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Gallente Guide
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Cross Atu
OSG Planetary Operations Covert Intervention
5
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Posted - 2015.07.22 16:16:00 -
[41434] - Quote
I should see if I can dig up my copy again.
CPM 1, reelection platform here.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.22 16:22:00 -
[41435] - Quote
We're potentially on the same page, Ghost.
Today, a corp needs to hold land to observe any real benefit from PC participation. The corps which hold land stand to benefit far more from peace than war. The reward mechanisms of the current system discourage (rather than encourage) conflict as the interests of end-game participants are directly aligned.
If Raids are introduced in such a way that the interests and reward mechanisms of Raiders directly oppose the interests and reward mechanisms of Landowners, we'll potentially end up with real and sustainable conflict. Opposing interests could be hugely healthy for end-game play.
Anyhow, here's a rough idea of what I (personally) have in mind ...
Suggested Raid Mechanics * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.22 16:23:00 -
[41436] - Quote
Sinboto Simmons wrote:Adipem Nothi wrote:Sinboto Simmons wrote:played PC the other day, two of them in ADV gear the other teams were so bad. Last one we deployed with four scouts for a good ten minutes before bringing in the rest of the team. (We won all three) I don't understand. Are these "make work" matches between friendly corps? Who is DMG at war with? Who are you allied with? One was a real fight, two were new corps 'testing the waters' as it were. (I think we were one group's first PC ever)
We had a new corp hit us yesterday, I think it was their first PC too. Unlike others experience our guys had fun and I think they did to. They had a mix of gear so a smaller payout around 500k but they kept fighting and probably learned a lot. Sent some gg's and hopefully they keep at it learning by attacking different corps.
I think the part that some are missing is corps that want to try to PC now don't have the huge barrier as before, which is a good thing in my books. Raid mechanics definitely could be vastly improved though.
One thing that might help is showing a corps stats when you go to attack them in PC, stuff like PC wins/losses, total # PC battles, average KDR, etc... That way newer corps would have some concept of maybe we shouldn't attack these guys :)
Overlord of Broman
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dzizur
Nos Nothi
508
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Posted - 2015.07.22 16:26:00 -
[41437] - Quote
hah, nice idea https://forums.dust514.com/default.aspx?g=posts&t=209318&find=unread
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.22 16:27:00 -
[41438] - Quote
Adipem Nothi wrote:We're potentially on the same page, Ghost.
Today, a corp needs to hold land to observe any real benefit from PC participation. The corps which hold land stand to benefit far more from peace than war. The reward mechanisms of the current system discourage (rather than encourage) conflict as the interests of end-game participants are directly aligned.
If Raids are introduced in such a way that the interests and reward mechanisms of Raiders directly oppose the interests and reward mechanisms of Landowners, we'll potentially end up with real and sustainable conflict. Opposing interests could be hugely healthy for end-game play.
Anyhow, here's a rough idea of what I (personally) have in mind ...
Suggested Raid Mechanics * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
I 100% agree on the attack window, I've been pushing for that forever.
Overlord of Broman
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.22 16:31:00 -
[41439] - Quote
Ares 514 wrote:
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
Suggested Raid Mechanics * Small Raid - 15,000 CP - 8v8 Acq or Dom * Large Raid - 25,000 CP - 16v16 Skirm (credit: Ares) * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Thinking a successful Large Raid should plunder a larger percentage of clone reserves.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.22 16:33:00 -
[41440] - Quote
Adipem Nothi wrote:Ares 514 wrote:
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
Suggested Raid Mechanics* Small Raid - 15,000 CP - 8v8 Acq or Dom * Large Raid - 25,000 CP - 16v16 Skirm * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market. [/quote]
Much improved and interesting, two types of raids could add a new dynamic. Personally i'd argue for Dom instead of Acq, i hate Acq.
Overlord of Broman
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Cross Atu
OSG Planetary Operations Covert Intervention
5
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Posted - 2015.07.22 16:37:00 -
[41441] - Quote
Adipem Nothi wrote:Ares 514 wrote:
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
Suggested Raid Mechanics* Small Raid - 15,000 CP - 8v8 Acq or Dom * Large Raid - 25,000 CP - 16v16 Skirm (credit: Ares) * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Thinking a successful Large Raid should plunder a larger percentage of clone reserves. If raids are to be, at least in part, a proving grounds for people to gain PC experience then I'd strike Dom from the Small Raid. Acq provides a less static experience and while it's true some PC battles are one sided stomps that's not what a corp needs to practice for so the increased mobility requirement of Acq provides better training materiel than does the static nature of Dom.
0.02 ISK
CPM 1, reelection platform here.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.22 16:44:00 -
[41442] - Quote
Cross Atu wrote:Adipem Nothi wrote:Ares 514 wrote:
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
Suggested Raid Mechanics* Small Raid - 15,000 CP - 8v8 Acq or Dom * Large Raid - 25,000 CP - 16v16 Skirm (credit: Ares) * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Thinking a successful Large Raid should plunder a larger percentage of clone reserves. If raids are to be, at least in part, a proving grounds for people to gain PC experience then I'd strike Dom from the Small Raid. Acq provides a less static experience and while it's true some PC battles are one sided stomps that's not what a corp needs to practice for so the increased mobility requirement of Acq provides better training materiel than does the static nature of Dom. 0.02 ISK I'm inclined to agree on Acq > Dom, though I personally would prefer the Devs to pick the mode which is least likely to lag. As an aside, Heim pointed out that Acq terminals are readily camped by redline HAVs (have not confirmed).
Shoot scout with yes. - Ripley Riley (for CPM2)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.22 16:44:00 -
[41443] - Quote
Cross Atu wrote:Adipem Nothi wrote:Ares 514 wrote:
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
Suggested Raid Mechanics* Small Raid - 15,000 CP - 8v8 Acq or Dom * Large Raid - 25,000 CP - 16v16 Skirm (credit: Ares) * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Thinking a successful Large Raid should plunder a larger percentage of clone reserves. If raids are to be, at least in part, a proving grounds for people to gain PC experience then I'd strike Dom from the Small Raid. Acq provides a less static experience and while it's true some PC battles are one sided stomps that's not what a corp needs to practice for so the increased mobility requirement of Acq provides better training materiel than does the static nature of Dom. 0.02 ISK
Acq works completely different than Skirmish mechanics whereas Dom is much closer. The time required to hack, the redline objectives, the complete lack of clone count in Acquisition all make it unsuitable to PC.
Acquisition would add a new farming mechanic to PC, recycle crap/undesired gear for 100% value :)
Overlord of Broman
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.22 16:46:00 -
[41444] - Quote
Ares 514 wrote: Acquisition would add a new farming mechanic to PC, recycle crap/undesired gear for 100% value :)
This is an excellent point, and it hadn't crossed my mind. Acq in its present state does not consider clone count limitations (incompatible with PC). Thinking Ares is right in that it could also be farmed.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Ghost Kaisar
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.22 16:50:00 -
[41445] - Quote
Yeah, I saw him thinking about it in the War Room a while ago.
Told him if he actually goes through with it that I'd help, just wouldn't drop corp for it.
Mobius from FA (BEAST tanker) is on board as well, both us saying that he loses our support if he doesn't drop districts after 100%.
Going for 100% is actually a ton of fun. Fight anyone and everyone, then drop it all at the end and watch people pick up the pieces. Always interesting to see what happens in the sudden power void.
Currently listening to: Tsukihime OST
Un-Retired PC Scout. I miss the old days ;_;
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VAHZZ
Nos Nothi
5
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Posted - 2015.07.22 16:55:00 -
[41446] - Quote
I'm with him. It will be fun, plus, I can't say no to another 501st comrade.
A true slayer can only be born in the pits of Molden Heath
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Cross Atu
OSG Planetary Operations Covert Intervention
5
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Posted - 2015.07.22 16:56:00 -
[41447] - Quote
Ares 514 wrote:Cross Atu wrote:Adipem Nothi wrote:Ares 514 wrote:
Personally, I'd like to see raids kept to 16vs16 skirmish so that new corps can properly learn how PC works and work towards owning land if they desire to. Changing the game mode / # of players completely changes the tactics.
Suggested Raid Mechanics* Small Raid - 15,000 CP - 8v8 Acq or Dom * Large Raid - 25,000 CP - 16v16 Skirm (credit: Ares) * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set one hour prior to daily attack timer (credit: Tebu) * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 22:00-22:05) * If executed, Raid begins 30 minutes following execution (credit: Balistyc) * On execution, Raiders and Defenders receive corp-wide notification. For example: - "[Insert Corp Name] warbarges inbound! ETA 22:35. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 22:35. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are stolen; Isk proceeds redistributed by CP contribution * On Raider Defeat, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours * Landowners can use DK to purchase various tactical "anti-raid" consumables from District Market.
Thinking a successful Large Raid should plunder a larger percentage of clone reserves. If raids are to be, at least in part, a proving grounds for people to gain PC experience then I'd strike Dom from the Small Raid. Acq provides a less static experience and while it's true some PC battles are one sided stomps that's not what a corp needs to practice for so the increased mobility requirement of Acq provides better training materiel than does the static nature of Dom. 0.02 ISK Acq works completely different than Skirmish mechanics whereas Dom is much closer. The time required to hack, the redline objectives, the complete lack of clone count in Acquisition all make it unsuitable to PC. Acquisition would add a new farming mechanic to PC, recycle crap/undesired gear for 100% value :) hack time does differ it's true, but as someone who plays skrim more than any other mode and has done since closed I really find Acq to be much closer than Dom as far as relevant tactics, play, and tempo. The only PC, or frankly even skirmish, matches that Dom emulates are one sided or poorly executed ones. A coordinated squad shouldn't spend the bulk of a match hitting a single hard point over and over again despite it's fortified defenses.
Admittedly it's been awhile since I was FC'ing PC battles but when I was in the mix there mobility and coordination were vital in any real fight (stomps not withstanding) and that element is something completely lacking from Dom. Giving players new to PC the misconception that they can "zerg" their way to victory as a consistent method seems like a fast track to undermining moral and discouraging new blood from participation PC. At the very least I've personally seen more than one corp get drummed out of PC near their first push into it for those very reasons (not playing Dom obviously, but rather a failure to understand and employ things like mobility, redeployment, avoidance of zerg behavior, etc.)
My experience tells me pretty firmly that Dom is a poor fit for training PC 'up and comers', but you do make some good points about Aqu (limitless clones aren't exactly a good element for PC training either).
Perhaps raids should be staged on 3 point Skrim maps while full battles are on 5 point maps. That may be our best option considering the problems we've highlighted within both Dom and Aqu.
CPM 1, reelection platform here.
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Ghost Kaisar
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.22 17:04:00 -
[41448] - Quote
Cross Atu wrote:
Perhaps raids should be staged on 3 point Skrim maps while full battles are on 5 point maps. That may be our best option considering the problems we've highlighted within both Dom and Aqu.
Yup. Nothing compares to skirmish. It's honestly the only decently balanced game mode in Dust.
Ambush has crappy spawns. Domination is almost always a stomp or be stomped. Acquisition is too easy to abuse and is too new to be completely bug free.
3 point Skirmish for new players. It gives them a homepoint to defend, and a point to contest. Good practice on holding majority points to win a match.
5 point is the real deal. Holding 3/5 is MUCH harder than 2/3. Typically boils down to holding homepoint and either
a.) Two points close to eachother
b.) Their homepoint and one easily defended objective.
It's also much harder to anticipate the flow of battle in a 5 point. 3 point is fairly linear. Hold their homepoint and ours, or a homepoint and city.
Currently listening to: Tsukihime OST
Un-Retired PC Scout. I miss the old days ;_;
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Karam Arami
The Knights Of NewEden
53
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Posted - 2015.07.22 17:15:00 -
[41449] - Quote
He's right skirmish for new peeps! Awesome
(T-T)¬('~')/ CHECKMATE!!!
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.22 17:20:00 -
[41450] - Quote
Still thinking an 8v8 "small raid' would be a good thing to have. I like 3pt Skirm as well, but I don't know that it'd make for good 8v8 play. Didn't we use Dom in the squad cup?
* Could make 8v8 "small raids" Ambush and 16v16 "large raids" 3pt Skirm.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.22 17:27:00 -
[41451] - Quote
Adipem Nothi wrote:Still thinking an 8v8 "small raid' would be a good thing to have. I like 3pt Skirm as well, but I don't know that it'd make for good 8v8 play. Didn't we use Dom in the squad cup?
* Could make 8v8 "small raids" Ambush and 16v16 "large raids" 3pt Skirm.
There should be a raid that is identicial to current PC maps etc... it's PC prep. Now a smaller raid or a 3pt Skirm option could be cool too.
Edit: actually thinking about this there has to exist the current 'raid' mechanic of launching a regular PC attack with CP when you hold no districts so you can enter PC.
Overlord of Broman
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.22 17:39:00 -
[41452] - Quote
Ares 514 wrote:Adipem Nothi wrote:Still thinking an 8v8 "small raid' would be a good thing to have. I like 3pt Skirm as well, but I don't know that it'd make for good 8v8 play. Didn't we use Dom in the squad cup?
* Could make 8v8 "small raids" Ambush and 16v16 "large raids" 3pt Skirm. There should be a raid that is identicial to current PC maps etc... it's PC prep. Now a smaller raid or a 3pt Skirm option could be cool too. Edit: actually thinking about this there has to exist the current 'raid' mechanic of launching a regular PC attack with CP when you hold no districts so you can enter PC. Not following. If a corp wants to practice for PC, why not spend their CP on a PC Attack and practice?
Why make Raids more of the same? I'm thinking they should be something different; less "PC Prep" and more "PC Interference". Different tactics, strategies, rewards and goals. Why not different playmode as well?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.07.22 18:44:00 -
[41453] - Quote
Adipem Nothi wrote:Ares 514 wrote:Adipem Nothi wrote:Still thinking an 8v8 "small raid' would be a good thing to have. I like 3pt Skirm as well, but I don't know that it'd make for good 8v8 play. Didn't we use Dom in the squad cup?
* Could make 8v8 "small raids" Ambush and 16v16 "large raids" 3pt Skirm. There should be a raid that is identicial to current PC maps etc... it's PC prep. Now a smaller raid or a 3pt Skirm option could be cool too. Edit: actually thinking about this there has to exist the current 'raid' mechanic of launching a regular PC attack with CP when you hold no districts so you can enter PC. Not following. If a corp wants to practice for PC, why not spend their CP on a PC Attack and practice? Why remake Raids into more of the same? I'm thinking they should be something different; less "PC Prep" (which we already have) and more "PC Interference". Different tactics/strategies, goals and rewards. Why not different playmode(s) as well?
I meant, there has to be the existing CP attack to take your first district. It used to be called a clone pack, it's now called a 'raid' i believe, but it's not the end result what raids should be. So outside the raid mechanics that will be done you'll always be able to practice/do a real PC.
So I realized I was wrong a bit, and raids could differ some, like say 3 point skirm maps.
Overlord of Broman
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xavier zor
Second-Nature
1
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Posted - 2015.07.22 19:25:00 -
[41454] - Quote
Karam Arami wrote:xavier zor wrote:Karam Arami wrote:xavier zor wrote:The lag is real That is about as funny as getting scalped by Mr musterd wasnt a joke, i am lagging every 5th match. Its mr musturd ffs... Just got a 73 metre PLC kill while running melee min scout, even meleed an ak.0 to death wielding a darths lol! Thanks for the correction. I've done waaaay better with plcs. Once in a galmando I made a 150 meter kill on a thales sniper he pegged me once in the back, I turned over, looked up, and *thunk* direct hit on a cal scout. Romulus Hex gives me his props every time I go against him.
Only 150m is your best?
Lmao
When i sound salty, i don't mean it :)
Just returned
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Ghost Kaisar
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.22 19:27:00 -
[41455] - Quote
xavier zor wrote:Karam Arami wrote:xavier zor wrote:Karam Arami wrote:xavier zor wrote:The lag is real That is about as funny as getting scalped by Mr musterd wasnt a joke, i am lagging every 5th match. Its mr musturd ffs... Just got a 73 metre PLC kill while running melee min scout, even meleed an ak.0 to death wielding a darths lol! Thanks for the correction. I've done waaaay better with plcs. Once in a galmando I made a 150 meter kill on a thales sniper he pegged me once in the back, I turned over, looked up, and *thunk* direct hit on a cal scout. Romulus Hex gives me his props every time I go against him. Only 150m is your best? Lmao
Woah
Currently listening to: Tsukihime OST
Un-Retired PC Scout. I miss the old days ;_;
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Karam Arami
The Knights Of NewEden
55
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Posted - 2015.07.22 20:06:00 -
[41456] - Quote
xavier zor wrote:Karam Arami wrote:xavier zor wrote:Karam Arami wrote:xavier zor wrote:The lag is real That is about as funny as getting scalped by Mr musterd wasnt a joke, i am lagging every 5th match. Its mr musturd ffs... Just got a 73 metre PLC kill while running melee min scout, even meleed an ak.0 to death wielding a darths lol! Thanks for the correction. I've done waaaay better with plcs. Once in a galmando I made a 150 meter kill on a thales sniper he pegged me once in the back, I turned over, looked up, and *thunk* direct hit on a cal scout. Romulus Hex gives me his props every time I go against him. Only 150m is your best? Lmao Probably not I just remember the ones where people try to troll me and the bridge falls on them lol
(T-T)¬('~')/ CHECKMATE!!!
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Dreis ShadowWeaver
Corrosive Synergy No Context
5
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Posted - 2015.07.22 20:16:00 -
[41457] - Quote
xavier zor wrote:Karam Arami wrote:xavier zor wrote:Karam Arami wrote:xavier zor wrote:The lag is real That is about as funny as getting scalped by Mr musterd wasnt a joke, i am lagging every 5th match. Its mr musturd ffs... Just got a 73 metre PLC kill while running melee min scout, even meleed an ak.0 to death wielding a darths lol! Thanks for the correction. I've done waaaay better with plcs. Once in a galmando I made a 150 meter kill on a thales sniper he pegged me once in the back, I turned over, looked up, and *thunk* direct hit on a cal scout. Romulus Hex gives me his props every time I go against him. Only 150m is your best? Lmao Doesn't the PLC round self-destruct after about 200M anyway?
150M is pretty damn good.
Creator of the 'Nova Knifers United' channel
My Minja Blog
The PLC saved my soul
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VAHZZ
Nos Nothi
5
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Posted - 2015.07.22 20:18:00 -
[41458] - Quote
I have a question. Will any of you good chaps be joining me in the reclaiming of Molden Heath?
A true slayer can only be born in the pits of Molden Heath
Vader's Fist
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Dreis ShadowWeaver
Corrosive Synergy No Context
5
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Posted - 2015.07.22 20:26:00 -
[41459] - Quote
VAHZZ wrote:I have a question. Will any of you good chaps be joining me in the reclaiming of Molden Heath? I can't tell if he's serious or not; it seems very out-of-character for him...
Creator of the 'Nova Knifers United' channel
My Minja Blog
The PLC saved my soul
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VAHZZ
Nos Nothi
5
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Posted - 2015.07.22 20:27:00 -
[41460] - Quote
Dreis ShadowWeaver wrote:VAHZZ wrote:I have a question. Will any of you good chaps be joining me in the reclaiming of Molden Heath? I can't tell if he's serious or not; it seems very out-of-character for him... Serious.
A true slayer can only be born in the pits of Molden Heath
Vader's Fist
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