Why Waste Everyones Time In Domination?
#1
Posted 27 July 2017 - 10:18 AM
I mean, they could just keep track of how long each player is in the circle and make that equal C-bill earnings combined with some other stats.
#2
Posted 27 July 2017 - 10:21 AM
#3
Posted 27 July 2017 - 10:21 AM
There's a reason why the "kill them all" mentality is fairly strong, you get more out of it if you do well.
#4
Posted 27 July 2017 - 10:26 AM
#5
Posted 27 July 2017 - 10:27 AM
Gasboy, on 27 July 2017 - 10:21 AM, said:
There's a reason why the "kill them all" mentality is fairly strong, you get more out of it if you do well.
We used to have better rewards. But, those same "kill them all" [Redacted] incessantly and loudly that rewards for meeting objectives should be massively slashed. Eventually, PGI got weak-kneed and buckled.
Edited by draiocht, 27 July 2017 - 01:53 PM.
inappropriate language, insult
#6
Posted 27 July 2017 - 10:28 AM
But to avoid problems this is only if the match is won by capping the circle.
I'd suggest adding a reward for getting into the circle first. Slightly less cbills for 2nd, and less again for 3rd.
It's often lights that enter the circle first and they don't get much out of a match to start with.
#7
Posted 27 July 2017 - 10:31 AM
Sitting in the circle preventing the other team from counting down should net you a small bonus every 10 seconds.
Sitting in the circle and causing the clock to count down should net you another small bonus for every second it ticks down.
Shooting an enemy in the circle that stops the clock the should net you a small "deny" bonus.
Taking out the enemy mobile command truck should increase the timer by 30 seconds instead of capping out at 1 minute and reward you for doing so.
Then they need to move the respawn points closer to the circle on some of the maps in Faction Play. (polar highlands)
If they do all this, Domination would be much better. I wouldn't feel like a rube when I am the only one holding the circle for my team, and Faction play games wouldn't get weird when the winning team sprints out of the circle after wave 1 to avoid the game ending so fast.
Edited by Jman5, 27 July 2017 - 10:35 AM.
#8
Posted 27 July 2017 - 10:34 AM
Jman5, on 27 July 2017 - 10:31 AM, said:
Sitting in the circle preventing the other team from counting down should net you a small bonus every 10 seconds.
Sitting in the circle and causing the clock to count down should net you another small bonus for every second it ticks down.
Shooting an enemy in the circle that stops the clock the should net you a small "deny" bonus.
Taking out the enemy mobile command truck should increase the timer by 30 seconds instead of capping out at 1 minute and reward you for doing so.
Shooting the enemy in the circle should not cause the clock to stop. Only also being inside it should.
If you want the enemy to get out of the circle, you have to drive them out.
Edited by Mystere, 27 July 2017 - 10:35 AM.
#9
Posted 27 July 2017 - 10:38 AM
Mystere, on 27 July 2017 - 10:34 AM, said:
Shooting the enemy in the circle should not cause the clock to stop. Only also being inside it should.
If you want the enemy to get out of the circle, you have to drive them out.
I don't mind it. At best it's a delay action. I've never seen a team able to successfully keep the clock from counting down for long without being in the circle.
#10
Posted 27 July 2017 - 10:56 AM
#11
Posted 27 July 2017 - 11:36 AM
PGI please make a game mode like Team Battle in MW4:Mercs. Strictly combat with no extra side quests and highest cumulative team score wins with a point multiplier (damage x tonnage multiplier) for each mech.
Edited by Coolant, 27 July 2017 - 11:37 AM.
#12
Posted 27 July 2017 - 12:12 PM
#13
Posted 27 July 2017 - 12:13 PM
DaMuchi, on 27 July 2017 - 12:12 PM, said:
Now imagine if payouts were only given during wins.
Edited by Mystere, 27 July 2017 - 01:00 PM.
#14
Posted 27 July 2017 - 12:29 PM
Same for assault, cap the base at great peril under fire etc and at the end ul probably score all of not a lot, thats why ppl just treat assault or idd everything like skirmish.
#15
Posted 27 July 2017 - 12:35 PM
Methanoid, on 27 July 2017 - 12:29 PM, said:
Same for assault, cap the base at great peril under fire etc and at the end ul probably score all of not a lot, thats why ppl just treat assault or idd everything like skirmish.
Your team did very well fighting the enemy outnumbered if "all lights" avoided fighting. It isn't just about objectives, fighting is still important in winning the game.
#16
Posted 27 July 2017 - 01:35 PM
DaMuchi, on 27 July 2017 - 12:35 PM, said:
probably ended up that the remaining enemy were slow and our lights were just running in circles taking the capture points while evading them, this was on grim plexus.
#17
Posted 27 July 2017 - 03:26 PM
Illuminous Owl, on 27 July 2017 - 10:18 AM, said:
I mean, they could just keep track of how long each player is in the circle and make that equal C-bill earnings combined with some other stats.
There's a lot of such problems.
In fact, more less every performance except damage is not rated or underrated.
For example: killing a fresh Mech with a perfect headshot yields a joke score, while uselessly spraying 500 damage over all components of all enemies yields quite a lot.
Or shooting down UAVs, keeping an enemy from shooting (suppressive fire and yes, it could be measured), flanking, tanking damage, etc.
The current simplistic reward systems punishes efficiency and rewards stupidity.
#18
Posted 27 July 2017 - 03:47 PM
And in solo que Domination, you're inevitably the one who ends up having to stay in the circle while half your teammates run willy nilly chasing some squirrel and the other half are perched far outside the circle trying to snipe. Then you get surrounded and overrun by 5 enemies.
So yeah, that's why I hate domination. It reduces the tactical and geographic diversity of the maps and actually increases perceived match length and boredom.
Edited by 5th Fedcom Rat, 27 July 2017 - 03:51 PM.
#19
Posted 27 July 2017 - 04:19 PM
Paigan, on 27 July 2017 - 03:26 PM, said:
In fact, more less every performance except damage is not rated or underrated.
For example: killing a fresh Mech with a perfect headshot yields a joke score, while uselessly spraying 500 damage over all components of all enemies yields quite a lot.
Or shooting down UAVs, keeping an enemy from shooting (suppressive fire and yes, it could be measured), flanking, tanking damage, etc.
The current simplistic reward systems punishes efficiency and rewards stupidity.
That is why only wins should be rewarded.
5th Fedcom Rat, on 27 July 2017 - 03:47 PM, said:
I've decided that I will abandon the circle unless two or more fatties enter as well. If we lose via the countdown it's the fatties fault and I let them know about it. <shrugs>
Edited by Mystere, 27 July 2017 - 04:19 PM.
#20
Posted 27 July 2017 - 04:23 PM
Methanoid, on 27 July 2017 - 12:29 PM, said:
Same for assault, cap the base at great peril under fire etc and at the end ul probably score all of not a lot, thats why ppl just treat assault or idd everything like skirmish.
Just finished a Faction War conquest, with one kill and 1 assist with only 1 ACH capping 9 points......... 30 minutes of running around for 95K................and, you think Dommination is bad............use an ACH and cap point for almost nothing...
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