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Reduce self distruct time


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Interesting you mention this,

In 1 on 1's a self destruct is like a free flag for someone... making it 5 seconds may prevent that..it really would make it more challenging to capture flags which could be nice to see :)

Anyways i have no side in this idea

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Interesting you mention this,

In 1 on 1's a self destruct is like a free flag for someone... making it 5 seconds may prevent that..it really would make it more challenging to capture flags which could be nice to see :)

Anyways i have no side in this idea

thnx for support....

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I totally think that the time should be decreased for self destructing. It's a pain in the YOU KNOW WHAT to sit there waiting for 10 seconds for yourself to explode, especially when you have the flag and then everyone is sitting on you waiting for you to let go of it  <_<

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As you know there is now a punishment if you selfdestruct. 5 points and 1 kill will removed from the score bar. Then it's fair if there's any waiting time by selfdestructing. Ten seconds are really really long. I agree to sidtank. 5 or 6 seconds are best selfdestructig times.

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All of this has been said before, **their** is nothing new on this thread from any others expressed over the last year or so.

Isn't it there? Their is possesive or something,it just doesn't fit here? >.> xD

 

 

BTW Good idea,now gameplay is fast paced and packed with action,tanks drive faster,turrets don't have to wait as long as they used to anymore to shoot again! It's a long time ago they updated Self-Destruct,so I agree with your idea ;)

 

+1 For you!

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The problem with self destruction is that it is a deliberate act.  A deliberate act that can be used to advantage, a, on big maps in order to get back to base quickly when in enemy territory.  b, To regenerate with full power when previously had low power.  c, To deny an opponent of a potential score  If time to regenerate was reduced the unfair advantage would be greatly enhanced.

 

Flipping is generally the fault of the flipped player, not taking enough care.  For instance, diving over a ledge to gain positional advantage or being pushed by a cumbersome impatient team player.  Being flipped by an opponent is a risk of war and it might be down to playing with a hull that is far too light.  Wasp and Hornet are easily flipped and should expect to be vulnerable against strong opponents but is chosen because they are very fast.  That is just a calculated or careless risk depending on ones mind set.

 

It could be argued that regeneration after self destruct should be lengthened because it is often employed deliberately for the reasons I have given above.

.  

May I say something?

 

Generally, what you've written is right - except for one big mistake you had more than one time: You said that using Self-Destruction for your own advantage is unfair. What's unfair about that? It's fair - it's just using the game features for your own benefits. You can also say that taking Bonus Boxes when you don't need them and while an enemy is coming towards you is unfair. It's wrong - Self-Destructing is a completely legitimate tactic and there's nothing wrong about it.

Another thing - you said that it's the player's fault when he's flipped. That's just ridiculous - there are saboteurs everywhere, usually Ricochets and Hammers, which use their impact force to flip other players. Is that the player's fault?

 

That font may be the most beautiful in the world (not really), but you should think before writing a whole passage with more than one mistake.

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I already created a topic with this idea, but it stumbled across a problem: In battles people would just SD before another tanker can kill them. Which would make DMs long and boring. 10 is fine.

Although, if a tanker was flipped, it should have a shorter self-destruction.

 

My topic.

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