RedVan, on June 13 2013 - 01:37 PM, said:
DOT within AA bubble. Get out or die
How crazy is that DOT_ Additionally, how large is the bubble_ Can I still camp out in Frontline_ Is the bridge now blocked in Origin_
RedVan, on June 13 2013 - 01:37 PM, said:
Yes, it would only fix a single issue with siege, but that's ok, it's going to take a lot of single ideas to fix siege. Just a matter of finding which work well together.
Lets not be hasty. We haven't really established that it fixes anything yet
RedVan, on June 11 2013 - 05:16 PM, said:
If king of the hill is what it takes to get PVP out of the game mode, then I'm all for it. Because there's nothing more boring than sitting in my base shooting at the biggest, slowest target in the game.
But it isn't what it takes, because it'll still be boring, because you've still got the defensive bonus and a lot of camping to contend with
RedVan, on June 13 2013 - 01:37 PM, said:
As I said before, this is only a small portion of what is needed to fix siege.
Right but you've already suggested like 5 changes (dot on AA, can't shoot the BS, TDM with EU, remove base turrets, moving kill-bonus zone) . If none of these are going to fix it aren't you over complicating things_ I mean... we still havent really touched either problem in a way that promotes strategy
RedVan, on June 11 2013 - 05:16 PM, said:
Nothing hypocritical at all. This would just be TDM with EU collection and battleships. People can argue that MA and Siege take some "higher" form of strategy, those people just have never played a good TDM team that knows how to control a map via strategy. The nice thing about modes like MA and Siege is, the game tells you where to implement your strategy. In TDM, the team needs to decide where to implement it. There is more variables as combat is not centric around particular objectives.
So there's nothing hypocritical about criticizing all gamemodes for being TDM and then literally suggesting TDM as a replacement for a mechanic_ That's interesting
And there's very little depth to Hawken's TDM. There's no reason to actually strive for map control currently, and thus you leave yourself open to creating a campfest in organized play
RedVan, on June 11 2013 - 05:16 PM, said:
And as I said before, if both teams are equally good strategically, it'll come down to who kills the most. The team that kills the most will hold the objectives the longest. If a team is good at killing, but cant use strategy for the life of them, then yes, they'll lose to a competent team that may not be so good at killing, but is using strategy.
Camping one spot = strategy_ Because that's the optimal way to play TDM with no incentive for movement or map dominance
RedVan, on June 11 2013 - 05:16 PM, said:
Randomized activate EU trees is an idea. This is just another idea. The problem I have with simply randomizing trees between a couple set locations is as I mentioned above: gameplay revolves around a couple set locations. Nothing inherently wrong with that, I just find it more fun to let people chose where they want to pick a fight, and try to draw the enemy in.
Except you're trying to do the same thing while turning it into TDM and allowing for an excessive amount of edge cases
RedVan, on June 11 2013 - 05:16 PM, said:
To prevent camping: Take away base turrets. That way a team cannot sit near their base and use turrets to their advantage. What would prevent camping the enemy base_ Well, that's a possibility, but do remember once you kill and collect EU, you need to transport back to your base, which gives the enemy time to get out. Also, any kills they get, they're closer to home, so if they do push out of a camped in situation, they get an easier time turning EU in.
Protip: you don't need base turrets to camp. They managed to camp in Q3 rocket arena as well.Additionally, if anything you'd still want to camp in your own base because A: You have virtually no travel time to dump EU and B: You have constant reinforcements
Why would you rush an enemy camped position_ Basically only because you're bored, because your optimal strategy is to camp and poke as well
RedVan, on June 11 2013 - 05:16 PM, said:
As for the deployable EU boost:
All kills drop EU. The item would just give 2x EU for kills within the radius. If the enemy gets low HP and gets out of the radius, they just played smart. It would be rather stupid to stay in and die. That means teams would need to come up with good strategies on where to use the item. If the enemy drops a boost and your team kills them all off, then yes, they can camp that boost until it times out.
So the best thing to do is to never enter that area. How is this going to force conflict_