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1 minute ago, readyfireaim said:

Yeah, I get it. The whole 16 bases + raining golds + keeping track and recording all the data aspect feels like it would be hectic, though. Again, I like the idea. It's a good idea :D. It would be fun.

yeah i know, what makes this mode tricky is, only 4 drop at a time. if you have one under your possetion , you will be hammered by another bonk, you die then he takes it. this carries on till all 4 golds are delivered to either base.

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1 minute ago, DarkPredator said:

@readyfireaim the closer you are to your base is the better because your place of respawing is your own base. if you look at in another way its easy in one way and tricky in another

Very true. I'd love to see this whole idea IRL. (Also, it gives a whole new meaning to "Gold diggers" ?)

Pirate's Week, anyone?

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1 minute ago, readyfireaim said:

Very true. I'd love to see this whole idea IRL. (Also, it gives a whole new meaning to "Gold diggers" ?)

Pirate's Week, anyone?

that a fact, its a fair event especially for hoppers haters?

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Nice idea! Sounds like an interesting gamemode! 

When you catch a gold, but don't deliver it to your base, and get destryoed, others could pick it up to make the gamemode more interesting. (i'm not sure if you meant that with one part of the text)

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1 minute ago, mjmj5558 said:

Nice idea! Sounds like an interesting gamemode! 

When you catch a gold, but don't deliver it to your base, and get destryoed, others could pick it up to make the gamemode more interesting. (i'm not sure if you meant that with one part of the text)

yes i meant that! thats the main purpose of this event

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1 minute ago, DarkPredator said:

??no! the thirsty pirates are ....

every one is a pirate here, all greedy and selfish for gold! pirates are selfish!

Ooohhh lol nice one, you're all set to become the next CM ?

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3 minutes ago, DarkPredator said:

what do exactly mean by that? just curious

The way you present this idea like the way Marcus would in news and announcement section, is like a community manager would, so you're all set to become a Community Manager lol

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1 hour ago, Blutchidoo said:

Does indeed sound fun. However, I can't help but wonder how much gold will accumulate in 15 minutes and the toll those extra geometry will take on a player's PC. ?

well it depends on the players, the more they deliver the more it drops! less will drop if players never give up on one! well it depends, they waste time on one they will loose many.

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I  got mentioned by @At_Shin themself I feel so proud I did something productive for once.

Ooh, that sounds really fun! Only problem is, not everyone passes in Rugby mode, so they'll have to learn if they can keep this mode working. (I myself didn't know the controls for passing for a while.)

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Horrible.  We've got enough from people who take the flag for ages before capturing it or dying, I can't believe when they die to quickly I rush into the flag. I can't imagine how I will now wait another 15 seconds for the ball to get captured.

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Hello, i am a regular Siege player, i really enjoy this mode and for me and my combo it's tons of fun.

However... i noticed that some maps are extremely unbalanced, and some points position needs to be readjusted. I'm sure my buddy @2shots2kills who plays this mode with me a lot can confirm.

So, follow me with my list of suggestions to improve the mode.

-Let's start with possibly the worst map for this mode: "Brest"

This map has 3 points, 2 of which are at either sides, specifically, on the bridges. The third point is at the center, but that one is fine.

The problem here is that the range of capture of Siege points is so big, that it is not required to go on the bridge to start a capture.

Players in fact, usually tend to move down here, because of the long range capture of the point, and because this map massively encourages camping, this is why very few players try to capture the point by staying on the bridge:

Spoiler

cy2WVN9.jpg

Spoiler

ObyYMnf.jpg

The solution here would be moving the point exactly down there (for both sides), this way players can fight each other and be protected from the consistent fire of the campers, and if someone tries to capture the point from the bridge, he's going to get completely destroyed by the fire of the campers in fact.

-Next map: "Aleksandrovsk"

Spoiler

ttjr0Ut.jpg

Spoiler

q3zMxvB.jpg

The point D is exactly where this speed boost drop is, the problem here is that:

This point is too close to one of the teams spawn and, you can capture/prevent capture by moving down there, which is a massive advantage for the team on that side.

Solution: move the point a bit further in, so to prevent it being captured from that position, and effectively making it closer to the other team's spawn.

-Next map: "Berlin"

The position of some of the points in this map is... nonsense

The problem here is that they are all too far from each other, and after capturing one point, the chances that one of the teams doesn't have enough time to reach the next one are very high! Especially because when you get destroyed, you can respawn to the other side of the map, and it takes waaaaay too long to get back to the point! (imagine if you're using a heavy hull without trickster, which is the prevalent type of hull in this mode! You're essential on the point, but you simply can't get there fast enough!)

I'm talking about the point F and A specifically (who plays the mode knows where they are)

Solution: they should either be removed, put closer to the other ones, or the respawn locations for both teams should be adjusted.

-Next map: "Osa"

The point C is too close to this team's spawn making it easier to capture for the team on this side (they spawn very close to it), additionally, this team has waaaaaay more cover than the other one when capturing this point. Getting to this point when you are on the other team takes longer and also may get your tank destroyed in the process.

Spoiler

Ny180Ni.jpg

Solution: Move the point a bit to the left, exactly on the train tracks, next to that little wall of dirt.

-Next map: "Serpuhov"

The points in this map.... are also nonsense, giving massive advantage to one of the spawns

Spoiler

AiAhlcj.jpg

Let's start with point C, it's too close to the team that spawns on this side, look at how much someone would have to travel from the other spawn to reach it, under consistent fire.

The solution here would be to move the point a bit further in so both teams actually have to travel the same distance to reach it, and it would give a bit more cover to the other team's spawn as well. 

Now, onto point B

Spoiler

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Spoiler

eS4gf1U.jpg

This bridge is... cursed, extremely unfair towards the other spawn, again, they have to travel under consistent fire and without cover, the team on this side can capture the point simply by staying on the bridge's ramp, or next to it! But not only that, again, this being a bridge, it has the issue of giving the chance of being captured from below (from both teams, and both sides ofc), which often disrupts the effort a team did to stay alive long enough to capture it.

The solution here would be to move the point exactly on the same spot, but under the bridge and a bit far from the edge of terrain under the beginnig of the bridge, this way there will be more cover for both teams, and it will be hard to capture from weird angles.

-Next map: "Bridges" (you can tell it's cursed already from the name LMAO)

I believe this is the only map together with Desert that has only 2 points to capture on Siege mode

Spoiler

ov0vkM3.jpg

The issue is obviously that, the points are situated on either sides, on top of a bridge, so they can be captured from below.

Solution: move the point on the same spot, but under the bridge.

However, both of these maps bring up a new issue, them having only 2 points to capture, often leads to the same point respawning after being captured.

What does it mean? If my team just captured point B, there's a 50% chance of it respawning once again, this means that theoretically, a whole game of Siege could be fought on point B, simply because the other point (A) was never selected to spawn after a capture. The same thing happens on Desert!
Solution: Make the points switch each other, when they are less than 3.

-Next map: "Massacre"

This map has 3 points, and two of them are... meh 

Spoiler

PJ8q3s4.jpg

They are situated on the hills which are respectively in front of each teams spawn.

The problem here is that, each hill is too close to one spawn, and obviously too far from the other

What's the issue here? The point being too close makes it too easy for the closer spawn to capture it, because as they respawn, they will take way less time to get back to it and have free cover, while the further team takes longer to get there and gets shot while doing so, and the other problem is that due to it being on top of a hill (irregular terrain), most of the turrets are not effective, and you either get a teslafest, or get spammed by magnums (or sniped from some noob on the other side).

Solution: move both of these points after  the hill next to the repair kit drops, so both teams have the same amount of road to drive to get there, and being on a mostly flat area it's going to be easier to fight for everyone.

-Last map: "Sandbox"

which has kinda a similar problem to Massacre

The map has 3 points, and 2 of them are closer to the respective teams spawn.

Spoiler

s6M9DfL.jpg

The map is small, so getting to the point in time is not an issue, the problem is that sometimes the members of the enemy team might spawn way too close to the point, and with the recent buff to the respawn immunity duration, a Titan for example can easily get to the point and set down a dome while taking no damage or effect because of the respawn invulnerability.

This happens with the team that is supposed to be far from the point (but we want to prevent that so)

Solution: move the point to the center for both sides right after the little ramp, so both teams have the same advantages, and adjust the respawn location of some spawn points.

 

-Honorable points mentions:

which are ALL the points that are at the center of a square/bridge and have NO cover whatsoever, very frustrating to capture, right @2shots2killsflashbacks to point A on Serpuhov SGE, 2 vs 10

point A on: 

-Stadium

-Serpuhov

-Cross (this one being situated on a bridge also has the issue of being captured from below, but it isn't as bad as the other ones, though, i hope the devs still do something about it)

-Magistral

point B on:

-Dusseldorf (this map also has a similar problem to Berlin, but it isn't as terrible)

-Aleksandrovsk (this point doesn't have much cover and it's on a bridge, in fact this one also has the issue of being captured from below)

point C on:

-Rio

For these points i really don't know what to do about... you can work on them if you have a team that plays, but they are very, very frustrating to capture, since you have no way to cover yourself from any side.

Edited by JustBlackWolf
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This suggestion is very well done. Very good work here. I agree with almost every single one of these.

On 12/3/2021 at 8:32 PM, JustBlackWolf said:

Rio

For these points i really don't know what to do about... you can work on them if you have a team that plays, but they are very, very frustrating to capture, since you have no way to cover yourself from any side.

... the exception is this. I think those are fine. It's kinda fun, actually.

To this suggestion I'd add that some maps, such as Desert and Barda, only have two points, so you end up with one team just hanging out around one point and the other team hanging out around the other and it's up to the coin toss RNG to decide the game. (I might suggest this be fixed, actually, unless you want to edit it in.)

 

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9 hours ago, readyfireaim said:

This suggestion is very well done. Very good work here. I agree with almost every single one of these.

... the exception is this. I think those are fine. It's kinda fun, actually.

To this suggestion I'd add that some maps, such as Desert and Barda, only have two points, so you end up with one team just hanging out around one point and the other team hanging out around the other and it's up to the coin toss RNG to decide the game. (I might suggest this be fixed, actually, unless you want to edit it in.)

 

I did point out the issue of Desert in fact (you can see it in the section that talks about "Bridges" map)

Edited by JustBlackWolf

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I only agree with the bridge siege points, where enemies can stay under the bridge and hold the point.

But the Alexandrovsk one especially. Bruh that is so close to one side's spawn.

 

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