BurnsHot, on May 02 2013 - 07:09 AM, said:
Your posts are completely over the top and not constructive = my e-peen is bigger(notice the ALL CAPS) than your e-peen.
TIL allcaps = epeen
BurnsHot, on May 02 2013 - 07:09 AM, said:
Getting back to the conversation, I am in favor of establishing some kind of time limit to the match. You guys (Asianjoykiller etc.) did a good job in identifying the exploit of a team sitting back and destroying the ship. Probably due to your efforts, the Devs have taken measures to correct it, so to "prevent excessively long matches".
A time limit doesn't help when you can destroy the enemy ship indefinitely and keep the score at 3000/3000
BurnsHot, on May 02 2013 - 07:09 AM, said:
I was only sharing that In my experience this has not occurred in "pub" matches. I find that it takes concentrated fire from the whole team to bring the ship down before it does damage and usually the ship deals out damage before it is brought down, but if you can still exploit prolonged battles by long range Mech spamming the BS then I believe it is still an easy fix.
No, you were denying that it could happen based on your experience in pub matches, and stating that Siege being broken as a result of nobody ever having to lose is/was an opinion
BurnsHot, on May 02 2013 - 07:09 AM, said:
Realistically we are only talking about how to guarantee Base damage by the BS. How about not allowing Mechs to damage the ship at all or only the turrets. Or make it so the damage is minimal and progressively increase Mech damage to BS as it comes closer to base. It sounds like the Devs already did this maybe they just need to further reduce the damage taken from enemy team. Honestly with the Dev's aware of this issue, I think they have a better handle on how to fix it then my suggestions. So its really a mute point IMO.
If the Battleship can't be taken down at all without the AA, we just have an overly convoluted King of the Hill
And again, we're arguing that Siege in its current state is broken. You're now attempting to shift the goalposts in a way that isn't even sensible
It's in no way a moot (not mute btw) point
BurnsHot, on May 02 2013 - 07:09 AM, said:
@Beemann I see now your point about forced fights at the EU vs the AA. Putting aside my argument that it didn't matter if the objective was to fight at EU stations or the AA that the Better team will Dominate regardless, forcing fights at the EU should offer greater potential for different scenarios to play out due to the different locations. As it stands, if the focus is strictly on the AA then only fierce battles occur at the AA which some have described unfair advantage given to the defending team.
The AA itself gives an unfair advantage, as does having a consistent objective. A mobile objective (which I've suggested already) that forces fights around EU (see the last bracketed bit) works far better than the current iteration of Siege
BurnsHot, on May 02 2013 - 07:09 AM, said:
I think the Devs have invested to much to go back to the drawing board. There are plenty of players who enjoy the mode the way it is. By all means lets tweak it to make it better. Wouldn't removing mechs ability to destroy the BS force fighting at the AA instead of camping in base_ This should force the end without rewriting the game mode.
They've been purely experimenting with Siege. Testing out different match times and the like. The problem is that there's a fundamental flaw with it
They already had to lock Siege off from new players, and they understand that there are flaws with the gamemode that occur when people aren't dead-set on playing it exactly the way they planned. I think they want more out of Siege than they're getting, and it becomes absolutely necessary to change it if that's the case
@ the second bit
Causes the gamemode to be an overly convoluted King of the Hill, and like you said, forcing conflict to be centered around the AA removes a lot of variety in terms of strategy. It also gives the team that has the AA after the initial push what basically amounts to a free pass