Remove Weapons from Battleships
#21
Posted November 23 2012 - 07:57 AM
#22
Posted November 23 2012 - 02:05 PM
Why do you think teams should be rewarded for playing the objective_
Why is Siege the only mode that rewards completing the objectives_
Should getting a kill in Deathmatch give you a 10% damage buff_
Should capturing a Silo in Missile Assault have missiles strike your opponents_
Should playing the objective give you an advantage that requires no skill to utilize_
tasnitoken, on November 23 2012 - 07:50 AM, said:
You know, except for the part where you are completely wrong.
Last time I checked, base turrets were static and didn't fly over the battlefield shooting you as you try to fight other players while completing objectives.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#23
Posted November 23 2012 - 04:06 PM
I'm not bothered either way whether the warships shoot back or not. For the sake of variety, I'd like to keep them in the game.
#25
Posted November 23 2012 - 04:30 PM
Beemann, on November 23 2012 - 04:10 PM, said:
#26
Posted November 23 2012 - 04:43 PM
defekt, on November 23 2012 - 04:30 PM, said:
Beemann, on November 23 2012 - 04:10 PM, said:
It doesn't matter how much of an advantage it is. The winning team doesn't need any more help.
Also I don't know why you guys keep talking about sending out battleships like it requires any sort of effort. It's the easiest objective to accomplish given the way EU collection works in CB3
#27
Posted November 23 2012 - 05:00 PM
#28
Posted November 23 2012 - 05:19 PM
Beemann, on November 23 2012 - 04:43 PM, said:
#29
Posted November 23 2012 - 05:35 PM
Edited by Titzilla, November 23 2012 - 05:36 PM.
#30
Posted November 23 2012 - 06:21 PM
defekt, on November 23 2012 - 05:19 PM, said:
Beemann, on November 23 2012 - 04:43 PM, said:
Depends on the team, it's really easy to get a battleship in the air only to be shot down by the AA because the other team is already camping there. Add in two or three non-performing players that camp just outside the base or flat out don't know what they're doing, it's a fail gaming in the making.
I'm generally not bothered by the turrets, though, if anything they should only really fire for effect (i.e. extremely low accuracy, maybe w/ a little splash damage). If in Hawken, you can't build a huge battleship that can SHOOT down the enemy tower thingy that has to resort to flying into it like a bad driver, why have accurate weapons on it in the first place_ Better yet, allow for some friendly fire from the battleship. That way, if you launch your battleship, and you take the AA, you REALLY want to keep the other team from getting in close as you’ll risk getting pummeled by your own defenses in the sky. Of course, this would be an incentive for the apposing team to get to that AA control circle ASAP, even if a bunch of enemy players are already there.
#31
Posted November 23 2012 - 08:05 PM
AsianJoyKiller, on November 22 2012 - 02:22 PM, said:
Why shouldn't they fight for the AA on even terms_
That said, I wouldn't really mind battleship weapons if the battleship worked kind of like the Titans in Battlefield 2142:
1) The battleship is moved by a player in a Commander role.
2) The range of the turrets is limited to a not-overly-large radius around the battleship (I think it already does this_)
3) The turrets are player-controlled too.
Australian_ Like Hawken_ Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.
#32
Posted November 23 2012 - 08:35 PM
SirCannonFodder, on November 23 2012 - 08:05 PM, said:
AsianJoyKiller, on November 22 2012 - 02:22 PM, said:
Why shouldn't they fight for the AA on even terms_
That said, I wouldn't really mind battleship weapons if the battleship worked kind of like the Titans in Battlefield 2142:
1) The battleship is moved by a player in a Commander role.
2) The range of the turrets is limited to a not-overly-large radius around the battleship (I think it already does this_)
3) The turrets are player-controlled too.
Now there's an idea, how about also forcing whoever is controlling the battleship to actually attack the opposing team's tower thingy instead of ramming the whole battleship into it. If the devs wanted to get fancy, they could also add in either a timer or allow for a finite amount of energy use before the battleship has to back up and refuel.
#33
Posted November 23 2012 - 08:46 PM
On a previous note when you are about to launch the enemy team is already at the AA waiting because they KNOW your ship is going to launch. This gives the attackers a bonus of going through the as of right now so minimal effort of launching a ship to take the AA.
Edited by Etan, November 23 2012 - 08:49 PM.
#34
Posted November 23 2012 - 09:15 PM
Etan, on November 23 2012 - 08:46 PM, said:
On a previous note when you are about to launch the enemy team is already at the AA waiting because they KNOW your ship is going to launch. This gives the attackers a bonus of going through the as of right now so minimal effort of launching a ship to take the AA.
Hopefully not, as long as the battleship has to dock back at base to refuel, that shouldn't be a problem.
#35
Posted November 24 2012 - 01:39 AM
SirCannonFodder, on November 23 2012 - 08:05 PM, said:
1) The battleship is moved by a player in a Commander role.
2) The range of the turrets is limited to a not-overly-large radius around the battleship (I think it already does this_)
3) The turrets are player-controlled too.
Edited by Zorvaz, November 24 2012 - 01:40 AM.
#36
Posted November 24 2012 - 03:49 AM
AsianJoyKiller, on November 23 2012 - 02:05 PM, said:
Why do you think teams should be rewarded for playing the objective_
Why is Siege the only mode that rewards completing the objectives_
Should getting a kill in Deathmatch give you a 10% damage buff_
Should capturing a Silo in Missile Assault have missiles strike your opponents_
Should playing the objective give you an advantage that requires no skill to utilize_
Simply put, a battleship without actual weapons is pointless. The ship should be able to defend itself if it can be shot, so the only way I would agree with removing weapons is if players can't damage the ship by shooting at it, either, as if it can't do weapons there is theoretically nothing stopping a team from just dedicating two guys to sniping the ship until it blows up, while the rest of their team focuses on the AA.
Though if the devs will go that far, they should just change it so it's not a giant ship, but instead some kind of charging laser, and instead of it being an AA field, it's some kind of console that will hack the firing team's laser generator, with enough successes disabling the turret and forcing a reset of the system.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#37
Posted November 24 2012 - 06:49 AM
NBShoot_me, on November 23 2012 - 06:21 PM, said:
defekt, on November 23 2012 - 05:19 PM, said:
I do agree -- it would be a challenge to defend CB3 Siege, if I'm honest -- that the current Siege game mode trivialises the collection of EU and the subsequent launching of a warship, which in turn takes a bit of credence away from the warships being armed at all, but that is also a different issue that is not the fault of warships being armed per sé. It's all well and good expressing an opinion that armed warships are a good or a bad thing but it's quite another to try and conflate separate (arguably now broken) dynamics in an attempt to strengthen an argument for or against any one specific dynamic (armed warships in this instance).
As I've said before, the whole notion of fuelling up a massive ship for the express purpose of ramming it into the enemy base makes no sense whatsoever when set in the context of a resource depleted world. If, as DarkPulse echoed above, the core design aspects of the game mode remained, i.e., tactical resource collection race, but the silly warship suicide element was ditched* we might end up with a game mode that not only satisfies competitive play but also doesn't threaten the suspension of disbelief.
* Consider replacing it with an attack run mechanic whereby the enemy can still try to throw up enough AA to force the warship to abandon its run rather than blow up. Also consider occasions when both warships are in the sky at the same time; how cool would it be to see those brutes broadsiding one another overhead whilst the mech battle rages on the ground below them. That would be something hewn from an enormous block of pure Epic.
Edit: Insertion of recaptured slippery asterisk.
Edited by defekt, November 24 2012 - 06:52 AM.
#38
Posted November 24 2012 - 10:45 AM
DarkPulse, on November 24 2012 - 03:49 AM, said:
AsianJoyKiller, on November 23 2012 - 02:05 PM, said:
Why do you think teams should be rewarded for playing the objective_
Why is Siege the only mode that rewards completing the objectives_
Should getting a kill in Deathmatch give you a 10% damage buff_
Should capturing a Silo in Missile Assault have missiles strike your opponents_
Should playing the objective give you an advantage that requires no skill to utilize_
Why don't people in MA need an incentive to capture silos_
Oh right.
Because WINNING THE GAME is the incentive to get their butt to the objective.
So obviously there doesn't need to be any extra incentive.
Which brings us back to, "Why should playing the objective give you an advantage_"
Quote
Though if the devs will go that far, they should just change it so it's not a giant ship, but instead some kind of charging laser, and instead of it being an AA field, it's some kind of console that will hack the firing team's laser generator, with enough successes disabling the turret and forcing a reset of the system.
This is a very poor argument, because GOOD GAMEPLAY should always trump aesthetics.
And if the battleship never shot at players in the first place, can you honestly tell me that you'd have questioned why it didn't shoot_
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#39
Posted November 24 2012 - 11:09 AM
#40
Posted November 24 2012 - 11:21 AM
defekt, on November 24 2012 - 06:49 AM, said:
NBShoot_me, on November 23 2012 - 06:21 PM, said:
defekt, on November 23 2012 - 05:19 PM, said:
Wasn't the main part of my post. More of an observation as to how quickly the battleship is shot down by one AA gun which the two only weapons it appears to have don't even try to attack.
With the current system, you could have people refueling a ridiculously big and ridiculously slow firing GUN instead of a battleship and turn the AA point into a force field control point. It would have nearly the same gameplay mechanics.
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