Fp Conquest Tickets To 2000
#1
Posted 28 March 2021 - 01:55 PM
Faction Play conquest tickets are too low and should be rised asap, even in april patch.
Just doing this post to double check the consensus on this again.
#2
Posted 28 March 2021 - 03:35 PM
#3
Posted 28 March 2021 - 08:13 PM
QP conquest is never decided by caps, but FP conquest is always decided by caps.
The ideal, balanced scenario is probably around 650 for QP, and 2200 for FP.
#4
Posted 28 March 2021 - 10:44 PM
SmokeGuar, on 28 March 2021 - 03:35 PM, said:
So, adjusted points for every map, depending on its size and time to get from spawn to the cap points? Damn, what a crazy idea
#5
Posted 30 March 2021 - 05:19 AM
#6
Posted 30 March 2021 - 06:40 AM
SmokeGuar, on 28 March 2021 - 03:35 PM, said:
I´m with SmokeGuar on this one.
Dont kill the only slightly diferent game mode, keep cap games viable for pugs.
Go up from 1250 to 1500. Then adjust on larger maps a few months later.
#7
Posted 30 March 2021 - 02:55 PM
from 1250 to 1750 is litterally just 3-4 minutes more in the game.....not even close to what you need to play all 4 waves.
even 2000 is going to be barely enough.
2000 is not twice as long as 1000, because you DO NOT start with points alredy capped, you actually need to go cap them, so the increment means less, because the points are already capped
Edited by D A T A, 30 March 2021 - 02:56 PM.
#8
Posted 30 March 2021 - 03:29 PM
Edited by Nightbird, 30 March 2021 - 03:29 PM.
#9
Posted 30 March 2021 - 09:27 PM
Another way to increase the time it takes to cap win would be to increase the amount of time a cap stays neutral when flipping it from enemy to friendly. It used to be like this and made uncapping and then leaving so you didn't get jumped an actual choice. Now a cap is almost always held by one team in qp/fp so it is always counting. If it was sometimes neutral then points wouldn't increase as much, and might add a bit of strategy.
Edited by dario03, 30 March 2021 - 09:41 PM.
#10
Posted 31 March 2021 - 01:49 PM
dario03, on 30 March 2021 - 09:27 PM, said:
Another way to increase the time it takes to cap win would be to increase the amount of time a cap stays neutral when flipping it from enemy to friendly. It used to be like this and made uncapping and then leaving so you didn't get jumped an actual choice. Now a cap is almost always held by one team in qp/fp so it is always counting. If it was sometimes neutral then points wouldn't increase as much, and might add a bit of strategy.
Agreed, 1750 should be the place to start. I don't think the goal should be "all players use all four mechs" and kills ultimately decide every match with a dash at the end to cap points. I think 2,000+ risks turning it into skirmish. Having some variety is fun, and FW teams can be organized enough to make conquest play differently than other game modes.
#11
Posted 01 April 2021 - 05:45 AM
#12
Posted 01 April 2021 - 06:48 AM
Edited by Nightbird, 01 April 2021 - 06:52 AM.
#13
Posted 01 April 2021 - 06:53 AM
D A T A, on 01 April 2021 - 05:45 AM, said:
I dont See your problem. U dont need 2 run around like crazy 2 win. U can cover 2-3caps easy with ranged dakka or erll.
Conquest is only ********, if teams are missmatched and u end up with 4-5 cap all time. But then it is prob better, if the match is over faster.
#14
Posted 01 April 2021 - 05:14 PM
#17
Posted 10 April 2021 - 04:20 AM
#18
Posted 11 April 2021 - 01:28 PM
#19
Posted 14 April 2021 - 09:55 PM
Life is good.
#20
Posted 16 April 2021 - 08:29 AM
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