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Competitive Games vs. Blowout Games


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Blowouts or Nail-biters  

52 members have voted

  1. 1. How frequently do you find the game you joined will be a blowout for one team?

    • 10% Competitive / 90% Blowouts
      9
    • 30% Competitive / 70% Blowouts
      27
    • 50% Competitive / 50% Blowouts
      8
    • 70% Competitive / 30% Blowouts
      6
    • 90% Competitive / 10% Blowouts
      2
  2. 2. I find games [more/fewer] competitive games today compared to before these two changes.

    • I find competitive game more frequently.
      5
    • I find blowout games more frequenelty.
      36
    • I have not seen a significant change.
      11
  3. 3. If i find my team is getting blown-out I generally...

    • ... leave that game to find another.
      36
    • ... stay in the game until the Crystal payout
      16


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Agreement.  Only definition of K/D that counts is Kraft Dinner.

 

Campers have high K/D as they never put themselves at risk. Isidas and flag-cappers often have low K/D since they are often at risk.

 

Until they reward players for K/D score (would be end of all battle modes except DM/TDM) it means diddly-squat.

 

 

 

 

The other method of comparison is just a sign the player only joins blowouts and has no interest in competitive battles.  He's also a credit card user so his cry/exp will be higher so that's a stupid comparison.

Edited by Badmonkey96

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Long live the prejudices  :P  ;) Just have a look on it and give it a try.

 

 

 

If you are going to use "big" words try to use them correctly.  First off there is no reason to add the 's' here as the subject isn't plural unless you know me to have other prejudices.  Second a prejudice is a preconceived opinion that is not based on reason or actual experience.   My opinion wasn’t preconceived and this account alone has 190hrs on it so I don’t see how that statement could be true (I have many other alts btw). 

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If you are going to use "big" words try to use them correctly.  First off there is no reason to add the 's' here as the subject isn't plural unless you know me to have other prejudices.  Second a prejudice is a preconceived opinion that is not based on reason or actual experience.   My opinion wasn’t preconceived and this account alone has 190hrs on it so I don’t see how that statement could be true (I have many other alts btw). 

Okay never mind. It's just how I perceived it at first, but if it isn't the case, then I am sorry. I wasn't fully serious anyway.

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The other method of comparison is just a sign the player only joins blowouts and has no interest in competitive battles.  He's also a credit card user so his cry/exp will be higher so that's a stupid comparison.

I don't see anywhere that I mentioned a crystal to exp comparison.

 

If you are going to use "big" words try to use them correctly.  First off there is no reason to add the 's' here as the subject isn't plural unless you know me to have other prejudices.  Second a prejudice is a preconceived opinion that is not based on reason or actual experience.   My opinion wasn’t preconceived and this account alone has 190hrs on it so I don’t see how that statement could be true (I have many other alts btw). 

It was a jest. No need for language lessons.

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No, I always check at least a dozen battles (on different maps and modes) before I play.

The very few competitive battles I find happen on maps I dislike and those are mostly CP. Wouldn't change my poll response at all.

The recent updates have not changed the fate of the battles I see at all, it's a one-sided massacre most of the times.

 

 

That is a good point. Blowouts may not have increased per se. But having all battles on one list lets you see what is going on all at once. Smaybe we just see more blowout but that does not have to mean the ARE more blowouts.

 

Yes I did (and those games in which I was playing after I joined and the initial round ended). Before I answered I read again to check how you phrased it and voted accordingly.

 

Yepp, no problem. We're all human  ^_^

 

Long live the prejudices  :P  ;) Just have a look on it and give it a try.

Cool. I love a careful reader. :)

 

The other method of comparison is just a sign the player only joins blowouts and has no interest in competitive battles.  He's also a credit card user so his cry/exp will be higher so that's a stupid comparison.

Disagree on all counts.

 

I agree a player with a high Cry / exp ratio leaves games when being blown out.. That does not mean they do not play competitive games. It just means they do not waste their time on games with no worthwhile payouts.

 

What this most likely means is, that player plays daily missions then logs out. That is how to have a Cry / exp ration > 1.0.  e.g. me.

 

As for having a high Cry / exp ratio. that says nothing about being a buyer. I've bought a few Gold Boxes. that's it.

 

So no sale here.

Edited by LittleWillie
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That is a good point. Blowouts may not have increased per se. But having all battles on one list lets you see what is going on all at once. Smaybe we just see more blowout but that does not have to mean the ARE more blowouts.

 

Cool. I love a careful reader. :)

 

Disagree on all counts.

 

I agree a player with a high Cry / exp ratio leaves games when being blown out.. That does not mean they do not play competitive games. It just means they do not waste their time on games with no worthwhile payouts.

 

What this most likely means is, that player plays daily missions then logs out. That is how to have a Cry / exp ration > 1.0.  e.g. me.

 

As for having a high Cry / exp ratio. that says nothing about being a buyer. I've bought a few Gold Boxes. that's it.

 

So no sale here.

You just said you like a good reader but yet you didn't read?  I was talking to a different user who is a buyer and with a pro pass you get twice the cry so its a stupid comparison.  

 

You quoted one "count" so i'm not sure how you disagree with all accounts?  When a player bails out because they cant leach off a winning team that's the example of not wanting to play a competitive match.  

 

Personally i generally join losing teams as its more of a challenge then losers that poach spawn kills to up their stats. 

 

You dropped 22 gold boxes so i'd say thats a few more then a couple and i have played with you several times when you had pro pass.

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You dropped 22 gold boxes so i'd say thats a few more then a couple and i have played with you several times when you had pro pass.

Nah, thats only a couple. Its not hard to get golds in tanki, through missions or giveaways.

Ive never bought a gold and ive dropped 10 with 6 in storage. Buying a few more on top of those would take my total count to about the 20+ mark. Doing 3 missions every day and having a bit of luck will get you gold missions like earn 400 crystals in battles for gold box x2.

 

Also, what does pro pass have to do with anything? :P

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You just said you like a good reader but yet you didn't read?  I was talking to a different user who is a buyer and with a pro pass you get twice the cry so its a stupid comparison.  

 

You quoted one "count" so i'm not sure how you disagree with all accounts?  When a player bails out because they cant leach off a winning team that's the example of not wanting to play a competitive match.  

 

Personally i generally join losing teams as its more of a challenge then losers that poach spawn kills to up their stats. 

 

You dropped 22 gold boxes so i'd say thats a few more then a couple and i have played with you several times when you had pro pass.

You should entertain the thought you are not as clear a writer as you assume.

 

The gold box and pro pass things were cleared up for you already by DA123. Easy as A-B-C. Both can be earned though missions. I had maybe 3 Pro Pass missions in the last week. That's 2,500 Cry and a few supplies for one mission.  You sure you've played 190 hours?

 

And all that is besides the point. The point being, being a buyer does not mean you have a high Cry/Exp ratio. ,Nor is a fat Cry / exp ratio as sign of that player being a buyer.  There is essentially no correlation.

 

Have nice day.

 

 

Also, what does pro pass have to do with anything? :P

Heis trying to "prove" I am a buyer.  Peeople here might remember that I am firmly in the Avoid Rapid Experience Point Gain camp. So why the dickens would I buy a Pro Pass with it's evil evil Exp point multiplier?

 

LOL

Edited by LittleWillie
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I voted 10% competitive and 90% blowouts.

 

If I browse through the non-PRO battles now I see a tribute CP battle which is 97-10, an aleksandrovsk TDM which is 31-9, bridges CP 96-35, highways CTF 3-0 with one team having a bunch of players with 0 score.. I could go on.

 

It's very difficult to get a good, balanced battle that isn't in PRO battle mode.

 

Many times I've been in aleksandrovsk CTF and it's gone 10-0. People prefer to join the winning side for the crystal payout, making the weaker team even weaker, then there are supplies which are ridiculously OP and always have been and horribly OP turrets like isida and magnum. Once a group of clan members join a battle I know it is game over in 99% of cases.

 

My favourite map is skyscrapers CTF in PRO battle mode but there only about 7 of us who play that map on a regular basis. For some reason people prefer to be cannon fodder :unsure:

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And all that is besides the point. The point being, being a buyer does not mean you have a high Cry/Exp ratio. ,Nor is a fat Cry / exp ratio as sign of that player being a buyer.  There is essentially no correlation.

 

 

Heis trying to "prove" I am a buyer.  Peeople here might remember that I am firmly in the Avoid Rapid Experience Point Gain camp. So why the dickens would I buy a Pro Pass with it's evil evil Exp point multiplier?

 

 

Small correction : purchasing premium raises cry / exp ratio, so buyers will have better stats judging by their ratio.

 

also many people in this thread seem to be confused between pro pass and premium account.

pro pass has no exp multiplier.

 

the players that we think of as "bad" are just the ones who don't spend money. I sometimes quit when I have too many weak players in my team, but they don't make angry.

The ones that make me angry are the non-stop supply users, when their team is already winning big, AND they have more players in their team.

 

I have sent plenty of dislikes to such players. And once I went mad and sent 22 dislikes to a Russian ricohet player who drugged non-stop  :lol:

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TAM, yes a buyer who buys a premium account every day they play or at least most of those days will have a higher C/e ration than if they had not bought all those premium days.  But there is no way to look at a C/e ration and say that person is a buyer. 

 

(Also,  premium accounts are totally neutral in game play.  You get no combat advantage from having one active.  They let you level faster, mostly.  That is not what people are concerned about when they gripe about buyers. )

 

And yes sometimes I inadvertently use the term Pro Pass when I meant Premium pass.  Too many P's. ;)  Point being: Having one does not mean you paid currency for it.  I won another Premium mission just last night.  All it did for me was give me that 2,500 Cry + supplies reward.  I might have played 10 minutes with it active.

 

(Props for putting your Cry where your sentiments lie ... the 22 dislikes. LOL)

Edited by LittleWillie

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Very hard to say, but my gut tells me that, yes, the competitive games are on the rise following the update.

 

Very very hard to say what the percentage is, so I spitballs 50-50.

 

I have no patience for slaughters, especially hopeless ones where I know Tanki gives a pittance in crystals to losing teams. Unless I’m deeply invested and doing well on a losing team, I’m outta there.

 

Moreover, the above inequity in fund distribution is why I mostly play DM these days. It’s a pay for performance mode, spoiled only occasionallly by teaming players.

.

Edited by austen_pierce
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Well now that a few posters have visited I will chime in.

I am one of the people who picked 10% competitive / 90% blowout. Frankly I think that is too high for the competitive part. It's probably closer to 2-3%.

Think about this:

When you answered the poll were you thinking about only the games you actually joined? Or did you include the games on the battle list, checked, saw it was a blowout, and did not join?

On average I click on a half-dozen to a dozen games before I find one worth joining,  Then you have roughly a 50/50 chance you picked the team that gts blown out so you have to leave.

When you include all the available games including the ones you need to sift though before you find one worth playing ... what proportions do you see then?  Does this change your poll response?

I see now I should have included this point in the poll questions. Well too late for this poll. Live and learn. 

Well, when I used to look for battles I would always look for a losing team in need of help.  The main point for me would actually be the number of players in a map, and the ranks.  Obviously too-high or too-low ranks would send me in search of another.

 

I don't know if it's just me but I find it immensely frustrating when players leave as soon as they are leaving.  Stick around!  When you leave you are abandoning your team and making it worse for the rest of us.  With a blowout you at least have the advantage of your enemies all around when you spawn- you don't have to actively seek out anyone to get score.  

Part of the issue is what gun you are using- I know you like Smoky.  With such guns like Smoky, thunder, railgun, magnum, and Shaft, you can't really output enough damage to counter the enemies coming up every second.  To effectively restore a match, you need a bit of drugs and a gun that can damage/kill the enemies faster than more respawn and drive to your base. You have the distance advantage at least.  Freeze, Twins, and firebird are the best since they can fire through enemies and have very high DPM.

See, a game can't really become a blow-out unless the drugging levels aren't balanced.  At least to me it seems that the winning team can get Overdrive faster (kills and caps are easier) enabling them to cement their advantage, leading to a cycle of killing.  

The players that leave blowout losing games- aren't they really concerned about their credits?  At least, if you are acting in the interest of your k/d, you don't deserve to be considered. ;)  In such a greedy game where the slightest lack of credit management results in a ruined account, the players are completely starving for credits.  It kills the fun of the game where you have to be constantly worrying about your credit/xp ratio.

On the contrary, I leave when my team is spawnkilling.  I refuse to partake in making somebody's battle miserable and I won't even get much score and crystals.  It simply isn't fun.

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Well, when I used to look for battles I would always look for a losing team in need of help.  The main point for me would actually be the number of players in a map, and the ranks.  Obviously too-high or too-low ranks would send me in search of another.

 

I don't know if it's just me but I find it immensely frustrating when players leave as soon as they are leaving.  Stick around!  When you leave you are abandoning your team and making it worse for the rest of us.  With a blowout you at least have the advantage of your enemies all around when you spawn- you don't have to actively seek out anyone to get score.  

Part of the issue is what gun you are using- I know you like Smoky.  With such guns like Smoky, thunder, railgun, magnum, and Shaft, you can't really output enough damage to counter the enemies coming up every second.  To effectively restore a match, you need a bit of drugs and a gun that can damage/kill the enemies faster than more respawn and drive to your base. You have the distance advantage at least.  Freeze, Twins, and firebird are the best since they can fire through enemies and have very high DPM.

See, a game can't really become a blow-out unless the drugging levels aren't balanced.  At least to me it seems that the winning team can get Overdrive faster (kills and caps are easier) enabling them to cement their advantage, leading to a cycle of killing.  

The players that leave blowout losing games- aren't they really concerned about their credits?  At least, if you are acting in the interest of your k/d, you don't deserve to be considered. ;)  In such a greedy game where the slightest lack of credit management results in a ruined account, the players are completely starving for credits.  It kills the fun of the game where you have to be constantly worrying about your credit/xp ratio.

On the contrary, I leave when my team is spawnkilling.  I refuse to partake in making somebody's battle miserable and I won't even get much score and crystals.  It simply isn't fun.

 

 

You think there's any advantage to having enemies (likely equipped with OD) in your base spawn-killing you?

 

Probability of you being able to fight back I estimate at 10%.  That's not even close enough for me to stick around.  I don't care about k/d. But I do care about completing missions and earning crystals. You are not going to complete either of those once your team is being spawn-killed.

 

Also, games can become blow-out for many reasons.

1) Uneven teams to start - enemy gets jump on you and your team never recovers

2) Poor team-mates. They exist - too often

3) Enemy is better skilled - also exists

4) Mults

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You think there's any advantage to having enemies (likely equipped with OD) in your base spawn-killing you?

 

Probability of you being able to fight back I estimate at 10%.  That's not even close enough for me to stick around.  I don't care about k/d. But I do care about completing missions and earning crystals. You are not going to complete either of those once your team is being spawn-killed.

 

Also, games can become blow-out for many reasons.

1) Uneven teams to start - enemy gets jump on you and your team never recovers

2) Poor team-mates. They exist - too often

3) Enemy is better skilled - also exists

4) Mults

No, there's no advantage.  None whatsoever.  But if you leave, more people have an even harder team, and they get more disadvantaged.  Overdrive is a whirlpool for spawns, I agree.

There's this sort of slippery slope where if one person leaves, most of them leave at a rapid pace after that.  The battle falls apart- that's how most of them get ruined.  

 

As for uneven skill levels, theoretically if you stay in the same battle, you should have a 50/50 chance of getting better/worse teammates, with the small exception of your own skill. 

 

Yeah- mults.  I agree.  But what drives people to create mults in the first place?  Again, this starvation for credits.  You MUST earn credits or you'll be ruined, is the message Tanki's sending.  No wonder they've got a bigger mult problem than any other game, even if it is easier to use mults there.

Edited by r_I_already_won0

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I used my daily quota of likes so consider them applied above.

 

I leave non-competing teams because that is smart game play under Tanki Online's rules.  I do not play games to make some sort of ideological point. I play games to figure out the puzzle called "How Do I Succeed". Then a Play accordingly.

 

It s not up to me, the player, to fix the sins of the designer.  Want me to stick around on a losing team?  Five me a reason.  Chance that calculus of "How Do I succeed".

 

In fact several months ago I published a detailed mechanism designed to do exactly that. Then I realized pursuing it was a waste of my time.  I am not a developer.  I know it could be done if the TO developers and TO's finances were up to it. 

 

The finances probably aren't.  An old product like TO is probably not worth that large an investment. That is IMO an entirely fair business decision.

 

So when there is a team that is not cutting the mustard, leave the game. It will forever be this way.

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I used my daily quota of likes so consider them applied above....

 

 

I leave non-competing teams because that is smart game play under Tanki Online's rules.  I do not play games to make some sort of ideological point. I play games to figure out the puzzle called "How Do I Succeed". Then a Play accordingly.

 

It s not up to me, the player, to fix the sins of the designer.  Want me to stick around on a losing team?  Five me a reason.  Chance that calculus of "How Do I succeed".

 

In fact several months ago I published a detailed mechanism designed to do exactly that. Then I realized pursuing it was a waste of my time.  I am not a developer.  I know it could be done if the TO developers and TO's finances were up to it. 

 

The finances probably aren't.  An old product like TO is probably not worth that large an investment. That is IMO an entirely fair business decision.

 

So when there is a team that is not cutting the mustard, leave the game. It will forever be this way.

 

True.  It's Tanki's problem, and a bad one at that. I'm willing to bet that they could fix this by simply giving out more credits.

 

Besides, it is entirely possible to actually leave losing games and gain less total credits than if you had just stuck it through.  If you leave every game where you are losing, you forfeit the chance of a comeback (which does happen when a group of good players joins) and quite possibly could spend a lot more time looking for suitable battles.  Not to mention you could earn a whole lot of xp "jumping around" from losing battle to losing battle, but as you don't finish any, you end up making almost no credits.

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True.  It's Tanki's problem, and a bad one at that. I'm willing to bet that they could fix this by simply giving out more credits.

 

Besides, it is entirely possible to actually leave losing games and gain less total credits than if you had just stuck it through.  If you leave every game where you are losing, you forfeit the chance of a comeback (which does happen when a group of good players joins) and quite possibly could spend a lot more time looking for suitable battles.  Not to mention you could earn a whole lot of xp "jumping around" from losing battle to losing battle, but as you don't finish any, you end up making almost no credits.

The chance that some "good players will come in and help it turn-around" are too small to be considered seriously.

 

You need to quickly evaluate your ROI for time in battle already. if you are lucky it turns sour quickly enough that you can jump ship before being too committed.

 

I don't jump ship all the time. depends on how badly we are going - complete spawn-kill-fest = get out quickly.

If there's only a few minutes left and is extremely one-sided, but I have a good score, I might go on pause - exiting just gives enemy more crystals but just playing it out as cannon fodder is brutal.  So go on pause and remove one of their targets.

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True.  It's Tanki's problem, and a bad one at that. I'm willing to bet that they could fix this by simply giving out more credits.

 

Besides, it is entirely possible to actually leave losing games and gain less total credits than if you had just stuck it through.  If you leave every game where you are losing, you forfeit the chance of a comeback (which does happen when a group of good players joins) and quite possibly could spend a lot more time looking for suitable battles.  Not to mention you could earn a whole lot of xp "jumping around" from losing battle to losing battle, but as you don't finish any, you end up making almost no credits.

There is no doubt I have walked away from thousands of CR by leaving battles.  But I used those minutes to get 70% though a better game instead.  So I have a btter time and onverall I earn more.

 

My main revenue stream is from missions and the chain rewards.  With the next MU sale I will even have my protection mods fully MUed.  Hell I have fully MUed mine-only mods on most of my accounts and I have still not used one for one minute.  heh.  (For my rank that means 35%)

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The chance that some "good players will come in and help it turn-around" are too small to be considered seriously.

 

You need to quickly evaluate your ROI for time in battle already. if you are lucky it turns sour quickly enough that you can jump ship before being too committed.

 

I don't jump ship all the time. depends on how badly we are going - complete spawn-kill-fest = get out quickly.

If there's only a few minutes left and is extremely one-sided, but I have a good score, I might go on pause - exiting just gives enemy more crystals but just playing it out as cannon fodder is brutal.  So go on pause and remove one of their targets.

Well, going on pause just worsens the plight of those noble fools still flagging on.  Maybe more will go on pause, but that just results in an even more lopsided score and less chance of saviors joining the battle.  In the unlikely scenario where everyone goes on pause, the only result is wasted minutes for everybody.  The economy shouldn't force this choice between "leave and save my own skin" or "stick around to be clobbered in the interest of group-psychology."  The thing is, it's not just your choice to leave- it's how that influences the actions of others, and so forth.

 

What I'm trying to say is that this is an example of bad game design.  You have all these players who could be enjoying themselves running around finding battles or wasting their time in hopeless cases.  When a large portion of your time is spent looking for good battles (which will be ruined), you could be compared to a virus- destroy one battle and move on to the next- and the server becomes a failure.

 

But you have to consider why this is the case.  These battles certainly don't start out lopsided, at least never as much as the battles that end up this way.  I could go into the statistics but generally speaking, a random variation will eventually "spiral down" that is, players leaving.  There's a large chance of that happening, even to a battle seemingly without issues. Then it would take a disproportionate amount of "trials" to get back to the original state (players joining) but most will increase the problem.  For any near-balanced battle, it only takes 1 or 2 players to leave to start that whirlpool effect, and the battle sinks into decay.  This is a fundamental aspect of the way the battle-system and crystal economy is set up.

 

If everyone thought like I did, there wouldn't be an issue.  If everyone thought like you did (go on pause) it would be sort of okay.  But that's impossible.

 

So, it seems, are this game's chances at redemption under the current management.

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When this topic was first created I didn't really know how to answer. But now after a month I think I have a fairly strong opinion. So. Many. Blowouts. One might argue that the Battle button is designed to increase fair matches, but currently that isn't the case. The first problem lies in battle variety and the inability to create battles. Most of the maps in the rotation are "meh," and after the most recent map update they've reduced the number of maps from around 50 to 24. So players don't play on these maps because they like them, but because they have no choice. Naturally, everyone will want to join the winning team, because they aren't interesting in playing these maps and just want a crystal payout. So almost every single battle is lopsided. Way to go.

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Lags and drugs trashed tanki, the only good battle i had in months was an XP/Bp CP mode. We had to fight to the last minute to win. Drug battles end in 3-4 mins when people realise which is the team with more drugers and decide to stay or leave.

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Lags and drugs trashed tanki, the only good battle i had in months was an XP/Bp CP mode. We had to fight to the last minute to win. Drug battles end in 3-4 mins when people realise which is the team with more drugers and decide to stay or leave.

Good games happen the problem is a player has to sort through a dozen or a score to find one. 

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I've been playing a lot recently due to being ill and it takes my mind off feeling so c$ap. Last time I put so much time into a game was Quake back in the dialup days!

 

I'm a railgun/dictator sniper, so I spend most of my time camped out in front of the flag/base/cap goalkeeping for the team and helping out my teamates by slotting the Isida or Firebird killing them. I think a lot of the problem with one sided battles it that few players actually play as a team and when a group works well together it overwhelms the other side. Most players seem to treat the battles as a different type of TDM. If I flip an attacker there's no point in putting another shot into him as upside down he's ineffective (unless on a CAP) and I move on to another target. Then I see three or four players rush towards the upside down tanker to get a kill. 

 

Players don't want to play the equipment they have. This is more obvious on open maps such as massacre (my favorite) fast hulls with short range turrets hanging back in the base area and heavy hulls with shaft blundering towards the flag. I played a CTF battle today with the opposition working well together, using their equipment well, gathering together in cover to overdrive the maximum number of players and then attacking in waves. We didn't stand a chance but it was a joy to watch.

 

How many of you have left a blowout while on the winning team? Or do you gather round and wrack up the spawn kills like everyone else?

 

What I need to find out is how the entire team can be fully drugged up seconds after the game starts!

Edited by Matt_Black
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I've been playing a lot recently due to being ill and it takes my mind off feeling so c$ap. Last time I put so much time into a game was Quake back in the dialup days!

 

I'm a railgun/dictator sniper, so I spend most of my time camped out in front of the flag/base/cap goalkeeping for the team and helping out my teamates by slotting the Isida or Firebird killing them. I think a lot of the problem with one sided battles it that few players actually play as a team and when a group works well together it overwhelms the other side. Most players seem to treat the battles as a different type of TDM. If I flip an attacker there's no point in putting another shot into him as upside down he's ineffective (unless on a CAP) and I move on to another target. Then I see three or four players rush towards the upside down tanker to get a kill. 

 

Players don't want to play the equipment they have. This is more obvious on open maps such as massacre (my favorite) fast hulls with short range turrets hanging back in the base area and heavy hulls with shaft blundering towards the flag. I played a CTF battle today with the opposition working well together, using their equipment well, gathering together in cover to overdrive the maximum number of players and then attacking in waves. We didn't stand a chance but it was a joy to watch.

 

How many of you have left a blowout while on the winning team? Or do you gather round and wrack up the spawn kills like everyone else?

 

 

 

What I need to find out is how the entire team can be fully drugged up seconds after the game starts!

I've seen this.

 

One theory is that tanker was 90% on overdrive when battle ended.

Stayed in same battle for next round.

OD started counting at 90% instead of re-setting to 0%.

Not sure how much fact vs fiction..

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