Russ Will Review The Lt. Voice Your Opinion.
#81
Posted 05 July 2016 - 04:40 PM
This way the team without LT doesn't need to stop and spread several times in each wave, and is able to do a solid push. At the same time the team with LT still has a powerful weapon.
Probably other solutions in this thread would be better, like ammo drops, denying air strikes, etc. but require more work.
#82
Posted 05 July 2016 - 05:17 PM
4 min Satellite and 8 min LongTom = 7 Satellite and 3 LT per match. Quite acceptable and still turns the tide of battle.
#83
Posted 05 July 2016 - 07:04 PM
Could be wrong though.
#84
Posted 05 July 2016 - 07:39 PM
Carl Vickers, on 04 July 2016 - 03:58 PM, said:
Make it drop every 6-10 minutes instead of every 2.
Yes, the reward for dozens of highly-contested scouting drops to reach 90% is tickling the enemy three times. Brilliant!!! You are now very much qualified in starting up your own gaming development studio. <eyes rolling like spinning tops>
#85
Posted 05 July 2016 - 07:47 PM
Mystere, on 05 July 2016 - 07:39 PM, said:
Yes, the reward for dozens of highly-contested scouting drops to reach 90% is tickling the enemy three times. Brilliant!!! You are now very much qualified in starting up your own gaming development studio. <eyes rolling like spinning tops>
So how many wins in invasion is required to close scouting queue?
The idea of the scout queue providing a huge advantage is flat out stupid. It's like saying if you get 10 consecutive wins in pug queue people in your unit get infinite, no cooldown consumables when they are in group queue.
People scout cuz 4v4 in mediums. That it has any direct impact on invasion is fluff and cookies. Having domination of the 4man queue provide domination in 12man queue just closes 12man queue from 4man queue.
It's a terrible idea.
#86
Posted 05 July 2016 - 08:14 PM
MischiefSC, on 05 July 2016 - 07:47 PM, said:
The idea of the scout queue providing a huge advantage is flat out stupid. It's like saying if you get 10 consecutive wins in pug queue people in your unit get infinite, no cooldown consumables when they are in group queue.
People scout cuz 4v4 in mediums. That it has any direct impact on invasion is fluff and cookies. Having domination of the 4man queue provide domination in 12man queue just closes 12man queue from 4man queue.
It's a terrible idea.
People demand more depth, PGI tries to do so by tying one game mode to another, and people just use the new mode as a dumber Skirmish version -- while at the same time demand that there be no tie-in whatsoever.
Le sigh!
#87
Posted 05 July 2016 - 08:20 PM
Mystere, on 05 July 2016 - 08:14 PM, said:
People demand more depth, PGI tries to do so by tying one game mode to another, and people just use the new mode as a dumber Skirmish version -- while at the same time demand that there be no tie-in whatsoever.
Le sigh!
First, a nuke weapon that autokills people and shifts odds of success to 99% in 12v12 is a stupid idea. It's not depth.
Second, providing a constant map wide UAV for 90% is a big advantage that doesn't autokill people but is still a big advantage.
Third, does invasion shut down scouting? No? Then why the other way? People play them for different experiences and enjoy one or the other more. Having one gamemode shut down the other is just bad. What if every time someone wins a Domination match it removes Skirmish from the matches available to the other team for the day. That's not depth - that's just removing options from players and calling it depth.
LT is a bad idea and a bad mechanic. Even at 20 damage. You want to hurt the other team, shoot them yourself. Having scouting provide greater levels of Intel is great, related and relevant. Forcing people to scout even if they don't want to just to be able to play Invasion is a flat out terrible idea and bad game design.
#88
Posted 05 July 2016 - 08:26 PM
MischiefSC, on 05 July 2016 - 08:20 PM, said:
First, a nuke weapon that autokills people and shifts odds of success to 99% in 12v12 is a stupid idea. It's not depth.
Second, providing a constant map wide UAV for 90% is a big advantage that doesn't autokill people but is still a big advantage.
Third, does invasion shut down scouting? No? Then why the other way? People play them for different experiences and enjoy one or the other more. Having one gamemode shut down the other is just bad. What if every time someone wins a Domination match it removes Skirmish from the matches available to the other team for the day. That's not depth - that's just removing options from players and calling it depth.
LT is a bad idea and a bad mechanic. Even at 20 damage. You want to hurt the other team, shoot them yourself. Having scouting provide greater levels of Intel is great, related and relevant. Forcing people to scout even if they don't want to just to be able to play Invasion is a flat out terrible idea and bad game design.
Which just goes to show that PGI is 50% the source of the game's problem and the player base is the other 50%. <smh>
#89
Posted 05 July 2016 - 08:29 PM
#90
Posted 05 July 2016 - 08:34 PM
#91
Posted 05 July 2016 - 08:42 PM
From an intel point of view this makes sense as it is the objective.
May also change game play a little on some maps too.
Edited by Carl Vickers, 05 July 2016 - 08:45 PM.
#92
Posted 05 July 2016 - 08:46 PM
If the goal is to have scouting enhance your side tactically why not have like, pop-up turrets in the chokepoints for the defenders, say 3 of each one a AC5 and 2 MPL, that can't be targeted until they aggro on enemies and activate?
For the attackers why not give a "Field Base" Similar to the new Assault-mode bases to help prevent spawncamp and give the invaders a safe spot to regroup/reinforce?
Those things actually affect the enemy forces tactics. Rather than erase them. Just my 0.02
#93
Posted 05 July 2016 - 09:19 PM
Mystere, on 05 July 2016 - 07:39 PM, said:
Helpful post is helpful.
Edited by Carl Vickers, 05 July 2016 - 10:07 PM.
#94
Posted 05 July 2016 - 09:56 PM
I love the fact that faction now has more depth. I would also like a game mode for heavies and assaults that are similar. Maybe Long Toms should be tied to that game mode instead.
There is nothing wrong with this game. The problem is that almost every player plays every game as if it where skirmish. The game is not broken but might use some tweaking as all games does. Maybe the community would have better contact with the developers if fewer people behaved like infants with a tantrum. this game has a player base with extreme high level of civility to each others. Please extend that to the developers as well.
#95
Posted 05 July 2016 - 10:07 PM
There arent too many tactics available to beat LT and they are very much a deciding factor when active.
#96
Posted 05 July 2016 - 10:14 PM
#97
Posted 06 July 2016 - 12:12 AM
#98
Posted 06 July 2016 - 12:30 AM
FrostyBurn, on 06 July 2016 - 12:12 AM, said:
It would be a cool feature for this forum to dislike contributions.
Back to topic:
As far as I can judge the situation at the moment CJF attackers have almost every time long tom support on their side while Steiner attacking CJF barley touches 60% scouting although many units are trying to change that situation.
My criticism on you and many other (not all) clan pilots is that you obvisouly never played against the long tom for extended times so you have no clue about the frustration losing planet after planet caused by the worst game mechanics ever.
#99
Posted 06 July 2016 - 02:16 AM
Scouting at the moment is a global effect.
Associate it with individual invasions for each sector so there is a tighter integration between a scout team and an invasion team.
This will:
- Make each sector be won/lost on it's own merits.
- Create a tighter co-ordination and responsibility between invasion and scout teams.
- In a round about way allow us to increase our group size to 16 (split over mode and map)
In this scenario, effects such as the long tom will only influence the battle it is associated with.
Edited by 50 50, 06 July 2016 - 02:20 AM.
#100
Posted 06 July 2016 - 03:22 AM
FrostyBurn, on 05 July 2016 - 09:56 PM, said:
I love the fact that faction now has more depth. I would also like a game mode for heavies and assaults that are similar. Maybe Long Toms should be tied to that game mode instead.
There is nothing wrong with this game. The problem is that almost every player plays every game as if it where skirmish. The game is not broken but might use some tweaking as all games does. Maybe the community would have better contact with the developers if fewer people behaved like infants with a tantrum. this game has a player base with extreme high level of civility to each others. Please extend that to the developers as well.
FrostyBurn, on 06 July 2016 - 12:12 AM, said:
First, you do realize that lumping together at chokeholds is the game design? Boring, repetitive, broken.
Second, Jade Falcon is 17% of the FW population. Broken
Add to the fact that the other 3 clans spend more time fighting on JF worlds then their own, clans has can throw numbers at a JF planet. Broken
How much "WE" is actually Jade Falcon? Not mercs, not Ghost Bear, not Clan wolf. Not Smoke Jag.
To say there is nothing wrong with this game is laughable. I guess as long as "you" are winning, it's all that matters.
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