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Enhanced Armor after Respawn


  

14 members have voted

  1. 1. Do you like this idea?

    • Yes
      6
    • Yes BUT Needs alteration / thought
      4
    • No
      4
    • Don't know / Indifferent
      0
  2. 2. Do you think that power or speed should be enhanced too?

    • Yes, power
      1
    • Yes, speed
      2
    • Yes, both
      3
    • No, not really
      7
    • Don't know
      1


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We all have been in a battle where one team loses heavily and people abandon the battle, leaving behind a few to become targets right after respawn in their own base.

When stakes are high (that is huge funds) those few or even anyone entering the battle find themselves in a critical condition, since enemy team are raiding the base. Almost always in these conditions, one respawns just to be blown up in 1-2 seconds and there you go again.

We all agree that this is an annoying situation and is regardless of rank or skill that one may find himself in that position.

So, here's my idea:

When one respawns, one has enhanced armor for some seconds, if the number of enemy tanks in the base (or in a certain radius round the flag) is larger that that of own tanks. I guess 4-5 seconds is alright. Thus, one can shoot an enemy or run away from one's base and carry the battle towards the center of the map.

Maybe this power up would be equivalent to double armor supply, or even more. The aim is that right after respawn one should be VERY hard to kill, giving him / her the chance to fight back the enemy raid.

What do you think about that?

 

P.s. I made a second poll about power and speed, but I believe that power should not be enhanced, maybe only speed along with armor. The reason is that the decimated team should have the ability to escape the enemy raid, not become OPed and kind of Gods in their own base.

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This has been covered by another thread: surrender option.  Everyone agrees that some games are over long before time expires and they are looking into it.

 

http://en.tankiforum.com/index.php?showtopic=234512

Sometimes yes, but not always. Sometimes, game is still on, if the losing team endures a few minutes without having to actually abandon hope and map.

For instance, a 30 minutes battle with no flag limit, a score of 8-1 and winning team with 6 players and losing team with 2 or 3 players.

While 20 minutes are left, the game is still playable if extra help is given to the 2 or 3 players that are left "alone". Just an extra boost and maybe another 1 or 2 players come and then, who knows..

The thing is, this extra help means less kills in the next few minutes (for the winning team) but if new players enter the game, then funds eventually will be more than what it would be if no help was given.

I mean, it's better for both teams to keep the battle alive longer.

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That's horrible, sorry but it is, if you have flag and it's normal battle score close or tied and if enemy er spawns and you grab flag it be easier for them to kill u so bad idea you would never get away, but as Tdm. I think maybe because that woulndnt effect anything so depends on gameplay

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It's either this, or the phasing. And maybe cut it down to 2-3 seconds perhaps.

I'm assuming right now that this kicks in AFTER you're done phasing right? The state where you're a transparent phantom.

 

This can be easily exploitable. It is already exploited nowadays if a Tanker is smart enough. It's simple. A Tank, while still in Phasing mode, hides "inside" a Mammoth, or Titan, or Viking. He travels "inside" him until he reaches enemy base. There, he can choose what to do. He can wait until his "host" destroys everything, or attempts to, and runs off with the flag.

 

The problem with this however, is that when he stops phasing, that's when this extra armor kicks in, right? Add in some drugs, a health kit. Say bye to your flag.

 

Even if it's not exploited like this, the phasing still lets you travel for a couple of seconds, etc.

 

And I agree with you. Power should definitely not be enhanced. That'd be broken.

 

There's already a possible solution. Which would be to drug back, which can actually be successful given a strong combination of turret, hull, and paint. Though if you can't drug back against another drugging team, then you're toast. It's not surprising, and not unfair in my opinion at all. This is why:

 

"We all have been in a battle where one team loses heavily and people abandon the battle, leaving behind a few to become targets right after respawn in their own base."

 

Yes, leaving behind a few. Well, if you're outnumbered, especially against dominating Druggers and pros, then the outcome of utter destruction is to be expected. You win some, you lose some. This just slows down the fund. Just drug back, or play un-drugged battles. If you can't, then you can't. An M3/M3 can't always win against several other M3/M3's simultaneously, and if you do, then you must have earned it with either good equipment or exceptional skills.

Battles are competitive. Like you said, there are high stakes involved. Given the opportunity when your team is at its weakest is when the enemy will strike hardest. And it'll be your job to adapt to it, whether it may be drugging more, or changing equipment. (e.g. Mammoth/Isida, Freeze/Titan, Freeze/Viking, etc.). And sometimes you're going to lose because of things like that, such as teammates leaving.

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As I said in another post, I often choose losing team when I enter a battle (I mean even when the teams are of equal players' number and I could enter whichever I like).

Sometimes I do change the outcome or help the others for a come back.

Sometimes the team is not capable of doing this and some are leaving and I find my self in the position described above.

 

So, some remarks;

First, indeed in some occasions nothing can be done, opponents are really OP and the end is writen no matter what.

Phasing has nothing to do with what I said. It can't buy you the necesary time to escape, an additional boost is required.

(Traveling in phasing mode up to the enemy base has nothing to do with enhancing armor near your own flag / base)

This additional enhance is critical while it's early in the battle, it just give you time to reconstruct and regain some levering against an OP opponent untill new players enter and as soon as the team is not that heavily outnumbered, then the enhanced armor ceases to exist.

 

All in all, enhancing armor to a heavily losing team is not that dramatical an unbalance of the situation, it's rather a mild atempt to restore some balance.

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I like your idea, but I voted for some alteration. As mentioned above, someone could phase inside an ally, get enemy flag and survive longer, or someone could spawn right as you're about to get the flag making them harder for you to kill. Of course, the alteration itself would have to be something really technical and advanced. It is annoying playing in maps like Lost Temple, spawning and get KO'ed by shaft before you can get to cover, even after you've phased. Either way, for all the good this idea brings, it can easily be exploited and I don't think the developers can counter that. 

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I like your idea, but I voted for some alteration. As mentioned above, someone could phase inside an ally, get enemy flag and survive longer, or someone could spawn right as you're about to get the flag making them harder for you to kill. Of course, the alteration itself would have to be something really technical and advanced. It is annoying playing in maps like Lost Temple, spawning and get KO'ed by shaft before you can get to cover, even after you've phased. Either way, for all the good this idea brings, it can easily be exploited and I don't think the developers can counter that. 

Increased armor timer could start to count from the moment of respawn, before the end of phasing, so none could hide inside another until arriving at the opponent base.

Or, effectiveness of increased armor could end at a given distance from own flag.

Plus, in order to apply, one team should be decimated, so a player arriving when an opponent is going for the flag won't matter much since there should be other opponents around (presupposition).

 

Anyway, I don't claim that I can foresee all posible abuses, but as far as I can see it's hard to be exploited for significantly unbalance the battle (which is already unbalanced, don't forget that).

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