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Score cap for standard battles (Updated on August 28)
JamesAnchower replied to semyonkirov in News Archive
The CP cap needs to be based on the number of points in the map. I'm guessing this has already been mentioned, but the Devs seriously missed this detail when they raised the cap. A 15/30/60 minute Polygon or Sandbox CP cannot reach 100/200/400 points, so the cap does nothing. Likewise, a map with 5 points needs a much higher cap than 100 points per 15 minutes. -
Yeah... way to reward the jump/fly hackers. Nice one TO... NOT!!!!!!!!
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Why are there so many jump & fly hackers? Because it's so easy to get a gold box. Why is it so easy to get the gold box? Because the location is marked. Everyone finds it, a huge pile forms, and a jump hacker just hops up and grabs it. If jump/fly hackers had no advantage in getting gold boxes, there would be no reason to hack as it gives no advantage (most cases) in actual battle. All of this started with the update that marked drop locations. Gold boxes were way more fun when you had have a little bit of knowledge about the map, guess where it might fall, and cross your fingers til you could see it and then do whatever you could to get it if you guessed wrong. Now it's a big pile of tanks and dictator has a slight advantage when climbing on other tanks, but hackers have a huge advantage.
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I played 2 DM battles with the no crystals before seeing the experiment announcement. It was kind of weird. I can see how in CP and CTF crystals, especially the 100 boxes, get to be a total distraction from the game. 100 crystals is worth stopping what you are doing and going after it. This is bad for CP and CTF where you need to work as a team to win consistently. In TDM and especially DM, there is nothing to do but kill other tanks. Going after crystals adds a little more to the game. Sometimes I get more crystals from drops, sometimes from kills. Sometimes others are trying to collect crystals via drops instead of kills too, and then the competition becomes picking up the crystals AND killing each other. In DM, the drops totally add to the strategy and dynamics of the game. Crystal drops: I would rather see more drop point locations on maps and more drops of 10-50 and fewer 100s. 100s are like mini gold box pile ups (still fun, but at the end of the battle, 100s are all that fall). Make the height of the drop (time you can see it) proportional to the crystal amount (lowest for 10, highest for 100). Get rid of 1 and 5 for any battle over Master Sargeant, because then they are a distraction, but I can see how at low ranks having more boxes fall would be more fun. Gold Boxes: I don't like the predictable drops for the gold box. 1/2 the fun is having to guess where it will fall and sometimes being right. With the drop location marked, everyone puts landmines down and it turns into whoever can jump hack and get on top of the pile of tanks gets the gold box. The combination of strategy, skill, and luck has been reduced for getting gold boxes, IMO. My recommendation is similar for gold boxes- all modes, remove the drop location (no predictable gold box drop). For CP and CTF, drop the box immediately and let people get back to playing. In DM and TDM, add the 30-90 second delay and make guessing when and where it will drop and when to activate supplies part of the game. What about variable amount gold boxes? 1000 crystals at low ranks is a HUGE amout, but when saving up for M3 anything, it's like 0.4% of the price of anything... so less excitement as rank goes up. Remove the number from the gold box so it's just a big crystal and noone knows how much it will be worth. When the gold box is caught have a graphic (like when someone ranks up) that shows who got it and the amount the gold box was worth. That would be pretty fun.
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nickname: JamesAnchower category: Firebird http://postimg.org/image/i1p63hqlt/
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Here's my gold box- thanks dev's... awesome game.
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