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Thread Statistics | Show CCP posts - 5 post(s) |
Vethosis
NEW AGE EMPIRE
702
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Posted - 2013.07.26 20:53:00 -
[31] - Quote
CCP FoxFour wrote:Bendtner92 wrote: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? I know you didn't ask me, but I think they should be raised to 120-130 clones It was an open question to anyone, preferably those that have been playing PC with the new clone pack size though.
Is this available to anyone in a corp, or just directors and CEO's? |
The Loathing
The Southern Legion
184
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Posted - 2013.07.27 00:04:00 -
[32] - 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. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
616
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Posted - 2013.07.27 03:00:00 -
[33] - Quote
CCP Nullarbor wrote:Bendtner92 wrote:Parson Atreides wrote:I think in the devblog a few weeks back, FoxFour said the average clone loss was about 80 per battle per side. I'll take a guess here and say that they didn't factor in no-shows and steamrolls in general. This screws up the numbers A LOT. FoxFour can probably confirm if they did indeed factor in this or not. Against a corp on about the same level as your own it's just almost practically impossible to win with 100 clones. You might be ahead on MCC health, but you're going to lose on clones 9 out of 10 times I bet. Do note that I also said clone packs should have 120-130 clones, so not necessarily 130 clones. Would 125 clones be fine? 120? Personally I think 120 or 125 would be great. Actually we did exclude no shows into that calculation, 80 is the average for PC battles however the deviation is high enough that there will be some who get cloned out. We want being cloned out to be a possible concern, but it is maybe too frequent at the moment.
This is very much the case, especially against better teams. 100 clones is just too close to the limit. I'd really like to know what your numbers look like when you do a cross-section by threshold values of number of battles.
So for instance: What's the average clone loss when both teams have played 20+ PC battles? 50+? 5+? FoxFour and I chatted about this and I never did get whether or not he ran those numbers. >_>
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Winsaucerer
The Southern Legion
170
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Posted - 2013.07.27 03:20:00 -
[34] - Quote
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 don't think such technology exists in EVE canon, I don't think it would fit. |
Ghural
The Southern Legion
113
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Posted - 2013.07.27 03:26:00 -
[35] - Quote
Winsaucerer wrote: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 don't think such technology exists in EVE canon, I don't think it would fit.
Weeeeeeeeellllll it wasn't all that long ago that the immortal mercenary technology didn't exist in EVE cannon. |
Winsaucerer
The Southern Legion
170
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Posted - 2013.07.27 04:50:00 -
[36] - Quote
Ghural wrote:Winsaucerer wrote: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 don't think such technology exists in EVE canon, I don't think it would fit. Weeeeeeeeellllll it wasn't all that long ago that the immortal mercenary technology didn't exist in EVE cannon.
And the discovery and release of the technology was a HUGE event involving many stories, as well as the introduction of a whole new EVE game, Dust 514 :) |
The Loathing
The Southern Legion
194
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Posted - 2013.08.01 01:37:00 -
[37] - 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. |
Vin Vicious
Capital Acquisitions LLC
197
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Posted - 2013.08.01 02:00:00 -
[38] - 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?
Clone packs should be increased to 150 to be on par with actual skrims
100 clones isn't enough to actually make an impact |
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