Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
08-31-2011, 08:02 PM
Quote:
Originally Posted by MelineAaele View Post
It doesnt work like this though, so pray tell me.. Why *shouldnt* we make the match interesting ourselves, now the system is so flawed

The entire thing is broken, it always were
I agree. This is Cryptic's fault. Completely their fault and 100% their fault.

That aside, PvP with no tangible objectives other than Pew Pew is weak at best. It is archaic and frankly bass ackwards in the modern age of gaming. It is as old as Doom, when I played against my friend on our dial up modems.

I know I am not alone in how stale and boring PvP has become. Also, the reason we feel the affect of these broken powers as much as we do,.. well, because we are all just sitting on top of each other.. "turning left" and suffering under the effects of every broken power and broken AOE power in the game.

If players were forced to split up just a bit for different reasons, then I think some of the pain would be reduced a bit.

But are arenas a measure of team tactical prowess and individual player skill. No. Let's not even kid ourselves on that. If you are only as good as the guy keeping you alive..and you remove that guy....then you are not good at all.

These lopsided builds only thrive in the "turn left" environment of our own personal Nascar that is called the arena.

Don't get me wrong.. if you are into all of that, more power to you. But to assume that this environment is the "end all be all" of what makes a good PvP player is wrong on it's face.

I think that is why so many people hang out in Kerrat and whatnot. It is to experience some kind of randomness and the unknown.

I don't hang out there, as there is no real objectives to speak of.. but I can understand why my friends like Gripple Chew hang out there all day.

We await something with some depth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
08-31-2011, 08:05 PM
Quote:
Originally Posted by Iamid
I'd say for SS 1-2 any sci team can clear the SS effects on yourself for SS 3 sci team 2 or above is needed to clear the effects on yourself (in other words make Sci teams 2 and above immune to retargetting).
Good plan.

OR

We can just fix the target swap junk, and return it to how it used to be.

Useful, but not OP and broken.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
08-31-2011, 09:50 PM
Quote:
Originally Posted by Jaruslothran View Post
Good plan.

OR

We can just fix the target swap junk, and return it to how it used to be.

Useful, but not OP and broken.
I don't use SS, but I do like the target swapping effect of it if for no other reason then the chaos effect. I also believe, generally speaking, T3 skills shouldn't be easily countered by an Ensign skill (I also think TT2 should be needed for the current rate of distribution of TT1). Therefore, I feel if someone wants a certain counter to SS3 they should have to pay more than an Ensign skill to do so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
08-31-2011, 11:53 PM
The fact is that Capture & Hold is fun to people because it's not _just_ an Arena. The flaw is that part of the fun requires one part of the players ignoring the actual objective, and others following it. If everyone ignored it, it was just a giant Arena, and wouldn't be fun, because you had all the standard giant fedball tactics.

The Capture & Hold mechanic needs an overhaul.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
09-01-2011, 12:40 AM
Quote:
Originally Posted by MustrumRidcully View Post
The fact is that Capture & Hold is fun to people because it's not _just_ an Arena. The flaw is that part of the fun requires one part of the players ignoring the actual objective, and others following it. If everyone ignored it, it was just a giant Arena, and wouldn't be fun, because you had all the standard giant fedball tactics.

The Capture & Hold mechanic needs an overhaul.
I agree.

Perhaps if every base that was captured provided a different bonus to the team that controlled it.

For example: More shields, More speed, More accuracy, More healing and whatnot

Also, one a base is "captured" defenses should spawn. These defenses would need to be taken out, BEFORE the base could be flipped. This would prevent that run-by flipping and add additional strategy to the game.

Finally... make it so that the losing team gets.. NOTHING. That involves daily's as well, to a degree. If you want your daily 3.. win or get .5 credits toward your daily 3. That would take it 6 rounds instead of the 3. This might discourage some of the AFK'ers a bit, because of the extra time they would have to invest.

These are just spitball ideas..nothing really deeply explored..but it could be better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
09-01-2011, 01:00 AM
CaH would be much more interesting if someone of the team would have to STAY on the objective to keep it. When 3/4 or 2/3 of objectives are captured the opposite team starts losing points. The point is to split the team and prevent moving in one swarm from point to point. It also means individual skills would have to matter more.

Anyway, I prefer CaH over Arena, as it is a good place to test stuff and noone seems to bother
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 77
09-01-2011, 01:09 AM
Quote:
Originally Posted by Dalnar
CaH would be much more interesting if someone of the team would have to STAY on the objective to keep it. When 3/4 or 2/3 of objectives are captured the opposite team starts losing points. The point is to split the team and prevent moving in one swarm from point to point. It also means individual skills would have to matter more.

Anyway, I prefer CaH over Arena, as it is a good place to test stuff and noone seems to bother
Thats my wish..

Imagine:

1 Ship at one point : 10 ticks
2 Ships at one point : 18 ticks
3 Ships at one point : 24 ticks

1 ship at one point, 1 ship at another : 20 ticks

It takes roughly 10 seconds before ticks start

Any enemy ship in range for 10 seconds will stop the ticks off that point (and reset the 10 secs counter).

When the last ship leaves the area (10k-15k) the counter is stopped and reset.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78
09-01-2011, 04:33 AM
Wait, Isn't this thread about Scramble Sensors?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79
09-01-2011, 04:35 AM
Quote:
Originally Posted by amidoinitright View Post
Wait, Isn't this thread about Scramble Sensors?
/scramble thread
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
09-01-2011, 05:42 AM
Quote:
Originally Posted by Ebeneezergoode
/scramble thread
Reply

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