I-Shayz-I
ZionTCD
368
|
Posted - 2013.07.05 23:23:00 -
[1] - Quote
Right now there's no reason to have them less than 10 seconds sprinting distance from the hacking point...that's just insane.
If I hack an objective, at least one person will be able to spawn and hunt me down before I even have a chance to run away and hide. If I instead hack the CRU first, I have a better chance of not being overrun, but I shouldn't have to do this in order to take an objective.
CRU's should at least be on the opposite side of the base, or in between objectives, or completely separate from the objectives similar to how turrets are placed on the outside of bunkers.
The 4 point map with the tabletop, or the 5 point map with all of the objectives close together hack the CRU's in good places. The newer maps need to be changed though. |
I-Shayz-I
ZionTCD
369
|
Posted - 2013.07.06 11:11:00 -
[3] - Quote
Delenne Arran wrote: Other than that, all I can say is if you really want to one-man hack objectives right next to the CRU, invest in Codebreaker Modules and start throwing points at Minmatar Logistics.
Have level 5 Minmatar logistics and level 4 hacking.
Hacking isn't the problem, it's the fact that it's pointless to have a CRU right next to an objective since you can also spawn on the objective, which means that if you hack the CRU and have allies spawning on it, you spawn right next to where the enemy is spawning on their objective.
The 5 point map which has a CRU in between C and B is what I'm talking about. C can use that CRU to advance on B, or B can use it to advance on C. This creates strategic 'tug of war' gameplay and teamwork instead of the boring "capture all objects in a small base" gameplay.
If on the 3 point map there was a CRU in between each of the objectives in a circle around the outside of the map, and one CRU and supply group in the middle, there would be more paths and directions for players to go, which would make the game much more enjoyable. ____________________________________________________________
Think of my idea similar to waypoints. You capture one CRU and move on to the objective from that point. If the enemy manages to push you back, you will lose that point and need to go a different route, or spawn back the the previous objective and defend it from the advancing wave of enemies. However, while that side of the map may be pushing with more forces, the other side is now weak and your team can slowly move in from another direction and take the objective you were going for. |