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Feature: Battles with obvious outcome will end sooner


semyonkirov
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I like this update .... its just a shame that players can not play fair ..... if you are clearly winning then you stop capturing flags ..... if you outnumber the opposition like 3 vs 1 than only one member of the team fights ... good manners which are sadly lacking from many tankers.

The super annoying part is when they spawn camp. There's no excuse for doing that when one team has 10 and the other 3.

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I just played CTF (non-pro). One team was winning 14:1 well before the end of the game, so clearly more than 10x better score than the other team, but there was no timer anyway. Why?

You see the score when you hit TAB. What you are talking about is the flag score. In your case, it is possible that the score (the sum of the scores) of the losing side could be even more than the winning side's score. I have seen that in some battles with crazy flag scores. That is why, I think the timer should consider the reward gap, not the exp score.

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Two issues.

 

1. The orange color is hard to see - could this be adjusted to something easier to see the time?

 

2wchca0.jpg

 

2. If the entire losing team leaves the early condition doesn't seem to be triggered (since there is no score without opponents). When a single player shows up on the other team the early condition is triggered almost immediately. Really, this seems silly since the new player(s) don't have much of a chance to reverse the ratio of scores.

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The super annoying part is when they spawn camp. There's no excuse for doing that when one team has 10 and the other 3.

They're greedy.  Usually it seems there's about 6 or more of them, mostly with M-2 equipment and higher, with drugs on top of that...I say let them wait around an hour or whatever if they want the points that badly.  Of course, that often means they'll get far fewer points because the other team all left.  Too bad.  :(

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I think this new feature is pretty cool, but then you cant get as much score. The more score you get, the more crystals you get. On the other hand, if you're in a big hurry, it helps to have battles end quicker.

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NERF. ISIDA. i am sick and tired of isidas ruining team battles with theyr annoying actions. Healing teammates and healing itself is too much for one gun. Get that rebalanced NOW. things to be nerfed:

isida,(no self-healing |or| no teammate healing)

twins,(less impact force, the need to reload)

hammer,(less damage, shorter reload time when all 3 shots have been fired)

smoky,(less impact force, longer reload time but more chance of a critical hit, with that being weaker too)

 

and dont tell me to post this in "ideas and suggestions" section. nobody reads anything actually important there. Players have asked for xp mode for years, since its been discovered, but look, its only out now, still having flaws.

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Does not seem to work well...

I played a lot with my clan today, and we got warned frequently, althoug we had great battles then.

 

 

Proposals:

- minimum time before that works: 3..5 minutes.
If I fill up a larger map where you have to seek your enemies it is anoying when one team leades with 3:0 kills and we get a one minute timer to end soon..

- time for players to correct the inbalance -> better 2 minutes, or depending on map size:

Ever tried to capture a flag in magistrale in less then 1 minute if you have not yet many players and the other team defends well?

- Key Event for Warning

The Key event to trigger the warning and the timer should not be an currently inbalance, but it should be an inbalance that keeps its trend to get even more inbalanced.

 

best regards,

Rohrmeister (Clan: Dark Knights)

Edited by Rohrmeister
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Keep isida feature as it is, but

- reduce its enegery;

- or increase its reload time

- or reduce the "self healing" percentage a little

It kills really fast, espacially because it does not miss and hits me frequently while I escape;

It hits me also _through_ walls and corners, when I ride fast with my wasp.

Sometimes it has a bug to have a veeery much longer range. No Idea why.

 

Like the ideas for twins; Smokey M1 is ok, but others I can't judge.

 

And I would like to have custom colors. I love my black paint (and my white paint), and I would be willing to pay extra crystals if I could assign 20 protection percents on it (assignale over the weapons of my choice; each point costs crystals; cant be re-assigned. I can create a color2 whith other protection, but it start with 1% and again I have to pay to upgrade it to 20% in sum over all).

 

NERF. ISIDA.  [...]

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All these people whining about Isida - ANY tank that has a projectile is not really a match. Isida will lose almost every time because of lack of range.

 

Self healing represents a small portion of the overall effect. That's the trade-off for lack of range.

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All these people whining about Isida - ANY tank that has a projectile is not really a match. Isida will lose almost every time because of lack of range.

 

Self healing represents a small portion of the overall effect. That's the trade-off for lack of range.

I would totaly agree, if

- the isida pilots would have to "aim" at least as a Freeze or Firebird have to.

- And if they would not be able to kill me "through a corner".

 

Either get rid of those 2 effects or rebalance as I propsed above.

But.. I think it's really enough on Isisda (which is a col weapn by the way, I really like the Idea)

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I would totaly agree, if

- the isida pilots would have to "aim" at least as a Freeze or Firebird have to.

- And if they would not be able to kill me "through a corner".

 

Either get rid of those 2 effects or rebalance as I propsed above.

But.. I think it's really enough on Isisda (which is a col weapn by the way, I really like the Idea)

Well one idea would be to rework Isida to be like a taser - you shoot, then, the electrodes lock into an opponent that is further away than is possible now. There would be no self healing but the damage would have to increase. Otherwise it becomes a useless turret.

 

Actually it is hard to kill someone around a corner - Ricochet and Thunder are more effective for this.

 

I would give up the self healing function if the range of Isida were like this. For example a Thunder with double power is nearly impossible to get close enough to attack with Isida - give us more range and losing the self healing power would be acceptable.

 

Still, it is a stream of "power" so it makes a bit more sense there is some leeway in how it attacks opponents.

 

Frankly comparing M2 Isida to M2 Firebird isn't even a close contest.

Edited by creeperskelly

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NERF. ISIDA. i am sick and tired of isidas ruining team battles with theyr annoying actions. Healing teammates and healing itself is too much for one gun. Get that rebalanced NOW. things to be nerfed:

isida,(no self-healing |or| no teammate healing)

twins,(less impact force, the need to reload)

hammer,(less damage, shorter reload time when all 3 shots have been fired)

smoky,(less impact force, longer reload time but more chance of a critical hit, with that being weaker too)

 

and dont tell me to post this in "ideas and suggestions" section. nobody reads anything actually important there. Players have asked for xp mode for years, since its been discovered, but look, its only out now, still having flaws.

i like every one of those suggestions. 

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