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Thread Statistics | Show CCP posts - 5 post(s) |
The Loathing
The Southern Legion
178
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Posted - 2013.07.26 10:47:00 -
[1] - Quote
Australia and New Zealand just want to thank you for making PC a viable option for us once again!
Our PC matches since the latest update have been great fun to play, and you have truly proven yourselves to be listening to us. My many whiny threads against PC lag can be put to bed for the moment.
I raise my glass, fellas. |
The Loathing
The Southern Legion
181
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Posted - 2013.07.26 12:34:00 -
[2] - Quote
CCP FoxFour wrote:Glad you are enjoying it!
Have you been using clone starter packs? If so how do you feel about the 100 clone size?
A VERY good question to ask, Fox.
The 100 clone pack has presented a major challenge when facing a Corp that is even half decent. 100 deaths is not unusual when versing the elite of Dust, and League Of Infamy are no exception. We lost 2 out of 3 matches due to the 100 clone count. Our last match we tried a few countering tactics that saved our clones before the MCC win ticked over, but any defending Corp worth their salt know the win is in cloning the enemy, not objective dominance.
I'd like to say we need more than 100 clones in a pack, but we have not played defense yet and that could be the only saving grace for some defending Corps. Perhaps a little more time for opinion is needed.
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The Loathing
The Southern Legion
184
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Posted - 2013.07.27 00:04:00 -
[3] - Quote
SponkSponkSponk wrote:We've thrown a few clone packs around since Uprising 1.2
More than once we've lost on clones while holding all points, with the red MCC on a bare sliver of health.
I think 130 clones is perhaps too high and around 120 would be a better number.
However, even better than that would be a reserve of clones in each CRU installation.
Being able to respawn at a captured CRU and know that the first, say, 20 clones wouldn't come off our clone total would go a long way towards affecting the attacking team's strategic goals while offering a good defender the ability to cut off that clone supply and use up the clones themselves. Also, those twenty clones would only be available when spawning at the CRU that has them, which limits their tactical flexibility, especially if the attackers are running low on clones and must choose between using one of the ten clones that can deploy anywhere vs one of the twenty that can only be deployed a fair way from the battle line.
It provides the same opportunity for extra clones while fostering deeper gameplay.
I really like this idea. Because we have proven 100 Clones is still POSSIBLE against foes, the margin for error is a little harsh for lesser experienced Corps. Having an alternative method to gain those extra clones at the cost of presence on an objective seems like a fair trade off to me. Especially since defending Corps need only focus on enemy clone count to win. It's more logical than trying to defend objectives.
Ghural wrote:How about a new piece of gear that allows you to harvest a dead enemy, thereby adding to your teams clone count..
I think this could also be a good alternative. Even if it was harvesting a percentage. If you were to say harvest 10 enemy corpses you could come up with 5 extra clones.......or less, just depending on feedback. The upside to this idea is the risk vs reward. harvesting leaves you open to attack and you need to harvest BEFORE the nanites disperse and disappear.
Either way, presenting options ON the battlefield to gain extra clone count makes for a far more diverse battle. I like the idea. But it has flaws. An elite defender needs only to deny certain things to take the attacker back to square one, so maybe non-land owners could get the option for a higher "introductory" clone rate per pack to make PC entry more viable. |
The Loathing
The Southern Legion
194
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Posted - 2013.08.01 01:37:00 -
[4] - Quote
Well, we have had quite a few matches now on the PC front. All attacks due to the fact we are without a district at the moment. And I have to say with certainty the 100 clone count is CRIPPLING. The fact we need to pull back our soldiers WELL before the end of the match in the hope our objective dominance can win it is becoming more than irritating.
We realize cloning out should be a REAL threat in PC, but 120 clones is still easily cloned out by a defender who knows what they are doing. Also, reviving is not a very plausible activity in PC as 9 times out of 10 it costs you 2 clones instead of saving 1 due to the reviver being left open to attack.
I'm in no way complaining about the matches we have experienced as there have been plenty of NAIL BITING experiences in them and some great fights were had. But we are getting a little tired of having to sit idly by as we watch our opponents hack everything we worked hard to attain and keep simply because it is an instantaneous loss when we lose our last clone and it takes very little time to reach that point in the fierce battles that are Planetary Conquest.
TL;DR: Please increase the clone pack clone count to AT LEAST 120. |
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