

Why Do You Still Need To Cap Domination When Other Team Is Dead?
#21
Posted 19 March 2016 - 06:15 PM
Haven't played Domination yet but similar idea
#22
Posted 19 March 2016 - 06:21 PM
Conquest was already working fine IMO. You could create map control pressure with caps and you could try to win on caps when low on kills, that was enough to make the mode unique. No need to add this useless extra waiting.
The way to make people play towards the objective is not to remove kills as a win condition, the correct change would be to make winning by objectives the best and most rewarding way to win.
Edited by Sjorpha, 19 March 2016 - 06:24 PM.
#23
Posted 19 March 2016 - 06:25 PM
And to the guy who brought his military career to the forum, this is not the army. If I wanted to join the army, I would have done so.
Bloody hell what is wrong with people?
Full disclamer, I love this game and I play about two hours a day if I can. But criticism where criticism is due dudes. It is far from perfect and if I and some other people here say something it is to help improve the game. Seriously, this whole "jumps into PGI defence if someone dares to mention a flaw in the game or a mechanic they want changed" needs to be toned down. It is as jrritating as people attacking PGI and asking for nerfs depending on how they lost the last match.
#24
Posted 19 March 2016 - 06:48 PM
without respawns every gamemode will always be skirmish
#25
Posted 19 March 2016 - 07:56 PM
Edited by Lupis Volk, 19 March 2016 - 07:56 PM.
#26
Posted 19 March 2016 - 09:40 PM
Fact is, one-death-and-you're-out rule simply forces too much emphasis on kills first and totally sidelines whatever "objective". As long as it's one-death, it's just going to be another spin on skirmish.
#27
Posted 19 March 2016 - 09:42 PM
Mcgral18, on 19 March 2016 - 02:47 PM, said:
Worse: It forces the Skirmish into a 1KM circle around that part of the map, because if you aren't inside it, you'll lose.
Meaning is has less variation to normal Skirmish
Thats the way i see it too. Skirmish with a designated fighting point
#28
Posted 19 March 2016 - 10:01 PM
Ace Selin, on 19 March 2016 - 07:50 AM, said:
I'd say if the enemy team is dead, they've been effectively "dominated." Thus, objective achieved, eh?
Unless we're talking domination as in, BDSM... where we're just continue to spank the other guy because he can't remember the safe word to make it stop.
Either way, it's not going to be much fun for the one on the receiving end.
Ace Selin, on 19 March 2016 - 09:42 PM, said:
The irony... the Domination circle just sits right in the middle of the point on the map everyone fights over anyway.
#29
Posted 19 March 2016 - 10:03 PM
#30
Posted 19 March 2016 - 10:59 PM
If you succeed you win, if the base defences kill everybody then the dead team wins.
There is your non skirmish gamemode that adds a little pve flavor.
#31
Posted 19 March 2016 - 11:11 PM
MonkeyCheese, on 19 March 2016 - 10:59 PM, said:
If you succeed you win, if the base defences kill everybody then the dead team wins.
There is your non skirmish gamemode that adds a little pve flavor.
Even better... stop making game modes where stompy robots of death and destruction have to stand in little boxes for a few minutes. Let them blow crap up. None of these "control" related game modes is intended to work without respawns... so give us modes that are about something else.
So how about for assault, we actually have to destroy something? Drop ship, mobile command post, repair and refit bay... something. Give it defenses. Make it so it can be hit from across the map, but maybe provide it with a certain level of protection (walls or something) so that access is limited. Make the act of defending the base and attacking the enemy the same effort. Something... anything... other than standing in a box.
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