AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
Again, I have to ask, would it be fair for the top person in Deathmatch to get a damage bonus just because they killed more people_ Would it be fair in TDM if the team in the lead got a reduction in heat generation_ Would it be fair if in MA the losing team got hit by the missiles_
All those examples are the exact same concept. Rewarding the winning team with an advantage while punishing the losing team for what_ Being less skilled_ Less organized_
Why should they be punished when they're already at a disadvantage_
Again, you're arguing this for the sake of arguing it. The other modes don't have a huge frickin' ship.
The "reward" is not as big as you make it out to be. Again, I simply don't die that often to the things, though I did notice it got beefed up sharply. It should be toned back down, but removing it is just plain silly.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
So here, you completely ignored the part about "GOOD GAMEPLAY should trump aesthetics" and want to argue on the theatrics of the thing. You know what_ I can do that. I can show you why battleships shooting at players is stupid even from a thematic standpoint.
The objective of Siege is to destroy the enemy base by launching a gigantic battleship that will kamikaze itself on the enemy base. Wait... what_
In a world with limited resources, we're building giant ships just to have them blow up a few minutes later_
What the hell kind of sense does that make_ Why are we wasting time putting weapons on a ship that's going to blow itself up_
And if we are going to put weapons on it, why aren't they shooting the enemy base_ I mean, that's the point of Siege, right_ So why isn't the battleship trying to chew off every single bit of health on that base that it can before it blows up, and wasting it's time pestering the ground forces_
Or why not fit the damn thing with anti-missile systems so it doesn't even have to worry about the AA in the first place_
Stop trying to argue that removing weapons from the battleships doesn't make sense, because you know what_ The whole damn theme of Siege mode doesn't make sense.
Removing weapons from them makes no difference in how logical it is, because the whole damn thing is a logical mess.
So I want you to either address the fact that all of it is bat!@#% insane or start arguing good game mechanics.
It wouldn't be that hard to change the ship so that when the timer runs out, it launches some sort of "bomb" at the base and then flies off, or disappears in some kind of warpgate, or something. And let's face it, if you did that, you'd still be arguing this point, I'm sure, so let's not use "It kamikazes!" as an excuse.
It shoots the enemy forces because the EU doesn't move itself, and probably because the enemy base tower has anti-bullet and rocket defenses. And, naturally, it doesn't have AA defenses because such complex technology was lost in the Big Oops.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
A I believe I have done a good enough job in this thread explaining my position.
B You can take your wild exaggeration of what I said and shove it.
C Didn't MG Turrets get a nerf_ Oh yes, they did. Obviously someone in studios didn't think my position was ridiculous.
A: And I've done good enough arguing mine. You don't like them, I'm fine with them.
B: I've already played enough Sokoban, thanks.
C: They did, and now the things are utterly worthless in terms of both damage and durability. Know how much one does to me if I know it's there_
SIXTY, while I one-shotted it with a TOW or a grenade. This is literally negligible on even an A-Class, as even without boosters you can heal it back in about four seconds. If it somehow gets me off-guard, usually it's more like 100 or so, which is still exceedingly minor unless you're horrible at getting away to heal. If they weren't re-placeable, I think considerably more people would be raising Cain over it.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
Except you could program a bunch of AI and they would be purely equal on skill.
Again, see strawmanning. Purely equal AIs will launch battleships at the exact same instant, take exactly as much damage, and effectively nullify each other perfectly. The match would thus never end except by external factors, like the map positions.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
Are you telling me it would be impossible to find 12 people who relatively equally skilled and put them on two teams in a manner that gives neither team any real advantage_
You also conveniently ignore there is an ebb and flow of battle, the dynamics of strategy and luck. The battle game be on even terms without being symmetrical.
Also, launching at the same time doesn't render my whole argument "100% moot". That doesn't address the foolishness of being rewarded for completing objectives you should need no incentive for, the fact that it takes no real effort to launch, the fact that battleship weapons have no basis in skill or the whole conceptual mess that is Siege mode.
Impossible_ No. Improbable_ Sure. And the simple fact of the matter is two teams that close in skill would launch nearly simultaneously... which, yes, does render your argument moot since then both teams are being shot at by the other side's ship.
The simple fact of the matter is that the only time a ship seems extremely powerful is if you're in a small Siege game, like a 2v2 or a 3v3. I played a 2v3 earlier (sadly, I was on the 2 side) and the ship seemingly tore my C-Class a new one, bringing it down about 50% of its health.
However, that's not OP. It's the simple fact that I was literally the only one being shot at.
The ship does seem to pick its targets on either range or randomness, but the more people playing, the less it does to any individual person. We can assume that if it did ~450 damage to my C-Class with me being the solo target, if we divide that by 6 we get 75 damage to each individual player. That's nothing.
A better solution, rather than your "Remove them, it's OP!" call, would be for the battleship damage to scale proportionally to the player count. Reduce it by 2/3 if there's 4 players or less in the server, reduce it by 1/3 if there's 5-8, keep it full strength for 9-12.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
This is what I don't get. You're okay with a team that already has the advantage, gaining even more of an advantage. But you're not okay with a team that's at a disadvantage being able to level the playing field some_
Again, why do you need an extra advantage if you already have the advantage.
And why should it be okay to punish the disadvantaged team_
No, I simply don't believe it's the game-breaking advantage that you think it is, just like I didn't think turrets were OP. Good players rarely suffer hugely at the hands of a battleship; weaker players learn fast to respect it and improve. When there's more people playing, the ship has more targets, and so any individual player is hit less by it. Now, in a 2v2 match right now, it is very nasty, because the ship will indeed focus on 1-2 players and tear them up, but this is not a problem in a 8+ man game.
This means that it perhaps needs some scaling for lower playercounts, but the concept isn't exactly busted.
And again, the main thing I'm for is equality. The ship can shoot players, so players can shoot the ship. If the ship is to no longer shoot players, I'd expect for the ship to not be shootable anymore either, rather than some half-baked "Artillery" defense or something.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
Those turrets are primary weapon strong, and if you get into a fight with someone of equal skill while being shot, you will lose.
The only places to hid from the battleship, especially on Bazaar, are deathtraps or removed from the combat zone.
Well, if you're that frustrated by them, you can always shoot and blow up the turrets, too.
That said, again, the more people playing, the less focused the ship's fire. In a 4v4 or higher, the thing will do minimal damage to you.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
So even if the artillery was located outside the enemy spawn, what_ You can't go over there and shoot it_
And hasn't part of your argument been "ignore the battleship weapons"_
Why can't you just ignore the artillery_
Do you realize that the artillery and battleship weapons are the same concept, just implemented in a slightly different manner_
By refuting one, you refute the other.
No, because the artillery will shell a fixed point - the AA - and the ship won't.
And that's exactly what I said if it were implemented - people would barely bother with the AA since nobody wants to be forced inside by shells, and then they would become easy prey for snipers and grenadiers. The ship isn't going to focus on just one point, nor will it focus on any one player too much if the teams are of sufficient size.
AsianJoyKiller, on November 25 2012 - 11:27 AM, said:
Unfounded assumption complete with argumentum ad hominem. Nice job there.
I also like the part where you ignore the other two points.
Well, I do take it back, because today I did play a low-man Siege game as I said above, and in that sense, I was torn up by it because I became the ship's sole target.
However, all that makes me feel is that it should have its damage scaled relative to the number of players - not a full removal. The only way I'm fine with a removal of battleship weapons is if players can no longer shoot it down with small arms either.
Sylhiri, on November 25 2012 - 11:45 AM, said:
I think it just is more noticeable when you have fewer players on your team. If your going 2 v 3 then the turrets always target you, half the time you are trying to dodge and heal with the other time spent trying to get to the AA to fight the other 3 people. I've had one game in that situation where it always targeted me, it was like they had an extra player on their side. This is all Sahara, I never had a problem with Titan since it has so much cover.
Having likewise played (and indeed it was Sahara/Bazaar where this happened), I can concur with this sentiment. However, I feel a better solution to this, as I said above, would be to simply scale down the damage at lower playercounts, as opposed to removing it altogether. This way, the ship is a potent force without being an overbearing force.
Edited by DarkPulse, November 25 2012 - 02:01 PM.