Carry objectives


(titan) #1

Hiii I haven’t played for a while just wanted to make a post about the carry objectives on some maps
Lots of good things have happened to DB don’t get me wrong it’s looking quite nice but holy sheeeet some of the objectives are bad.
Chapel carry obj, trainyard carry obj (and bridge if it was still in the rotation) are just awful
Why do attackers have to carry an obj into the enemy spawn essentially, isn’t the idea that the delivery point should be between the two spawns.
The worst part is bridge alt actually had this idea down, ok it wasn’t greattt but it worked a hell of a lot better than the current carry ones
Also I know its already been debated and i guess SD have made up their minds but pleaseeeee consider removing the milk jugs that need to be picked up and return it to the old run over to pick up, run over to deliver.
Delivering is so finicky I pressed F to deliver and tried to strafe while getting shot and it cancels at really random times. Going for a hail mary delivery used to be fun but it can’t happen any more when u have to stand in a really specific spot and press f for like 5 seconds… urgh it sux

not to be too negative tho the games been rly fun and the steam addition is awesome, but srsly some of these objectives are just… ye D:


(prophett) #2

Agree with this. Those down to the wire “hail mary” secures/returns are currently non-existent.

Change it to insta-steal/secure (no pressing F required) from enemy “base” and secure docs in the middle of the map somewhere, as Titan mentioned.


(Violator) #3

I alone have made dozens of posts about this :frowning: I think the deliver to spawn mechanic is here to stay… See Pixel’s vid here for a good example of why it shouldn’t - https://www.youtube.com/watch?v=fNbiHh8DKtc


(tokamak) #4

Why the hell are the carry objectives in W:ET and ETQW so awesome?


(prophett) #5

See myself and Titan’s comments for the answer.

  • steal from enemy “base”/spawn area and “escape” with them to delivery point
  • needs to be a short escape with imminent danger (close proximity or through defender’s spawn), or longer, safer route (this route would also allow the defenders to regroup at the delivery point). There’s your opportunity cost! Take that, economics!
  • the stealing and securing of an objective needs to be instant (no pressing F required). This allows for last ditch efforts to secure or return which can be very exciting. Exciting is good?!

(Glottis-3D) #6

it is very good. i want excitement to appear in DB. currently there is none.
steal+deliver+insta grab = best way for carry objects.

right now a carrier spends 80% of carry time running in safe places. until last 20 meters. how fun is this?
with steal+deliver obj. he will be in danger for 100% of time while carrying the obj. plus that time, when they attacke the obj placement ofc.


(BAMFana) #7

Agree with everything said above. Carryables could (and should) be a lot of fun, but currently aren’t. Having to drop the carryable in order to be able to shoot is also awful.


(prophett) #8

Agree.

The original system (RTCW/ET) worked very well. I’m all for improving, but the current carry objective has taken a step backwards. I wish, just this once, that Splash Damage would stick to what worked. New isn’t always better. Admit your shortcomings/failures and revert to the more exciting system.


(titan) #9

[QUOTE=prophett;518549]Agree.

The original system (RTCW/ET) worked very well. I’m all for improving, but the current carry objective has taken a step backwards. I wish, just this once, that Splash Damage would stick to what worked. New isn’t always better. Admit your shortcomings/failures and revert to the more exciting system.[/QUOTE]

^^^^^^^^^^


(tokamak) #10

ET differed both in mechanics and map lay out. Which one would weigh more here? Would W:ET carry objectives be that much different if they had DB’s mechanics? Would DB improve if they had W:ET style map layouts for these objectives?


(Glottis-3D) #11

imagine the run-away route, that demands several perfectly done trick jumps for milisecond to be saved. i would love this to happen!

so the layout is [imho] most important, but the mechanics is also important.


(Protekt1) #12

The carry thing doen’t bother me tbh because you can switch for your weapon so fast.


(Volcano) #13


if only you could have this experience again


(dommafia) #14

[QUOTE=prophett;518493]See myself and Titan’s comments for the answer.

  • steal from enemy “base”/spawn area and “escape” with them to delivery point
  • needs to be a short escape with imminent danger (close proximity or through defender’s spawn), or longer, safer route (this route would also allow the defenders to regroup at the delivery point). There’s your opportunity cost! Take that, economics!
  • the stealing and securing of an objective needs to be instant (no pressing F required). This allows for last ditch efforts to secure or return which can be very exciting. Exciting is good?![/QUOTE]

I have to agree with these points. Maybe I’m just old.


(Szakalot) #15

Agree with everything said above.

However, to balance you would have to slow down the doc-carrying player: otherwise proxy would storm in-storm out, laughing in the face of a rhino crossfire setup, etc.

Even removing the ability to sprint with doc could solve this problem. Currently there are two types of carry objectives:

  • into the enemy spawn: you have to clear everyone out, and run in before they respawn, hardly that exciting, and also encourages not giving a damn about the obj, cause its almost never a good moment to run in with it
  • steal from the enemy spawn (bridge): as soon as you grab the obj you can bolt back to the delivery point, with almost no opposition from the enemy, as they cannot possibly catch up/intercept.

(V1s0r) #16

I like the carry system how it is, but needs some improvements. It gives the feeling your fighting over something and you need to work as a group to walk and deliver the objective.
Walking over them and instant deliver would make it to fast and easy imo.

Things I dislike is that the one who is carrying the objective can’t help in the firefights. And that picking up the objective is sometimes to hard. The meter does not show or just dissapears, so you need to press the use key again.


(titan) #17

The maps would need to be adjusted if the old system was put in yea otherwise it would be way too easy but they need adjustment anyway cause they’re quite bad right now anyway


(prophett) #18

[QUOTE=V1s0r;518742]I like the carry system how it is, but needs some improvements. It gives the feeling your fighting over something and you need to work as a group to walk and deliver the objective.
Walking over them and instant deliver would make it to fast and easy imo.
[/QUOTE]

Not sure if it was explained properly in earlier posts, but aside from the suggestion to have instant pick and delivery, the way the escort and delivery currently works would also be swapped.

I’ll use Whitechapel as an example of how the old system could be implemented;

The attackers would need to steal the objective from the current secure point (next to defender spawn), escape with it, and run it back to a secure point somewhere mid map. The inside of the Chapel would be a good option (would make the Chapel relevant, rather than just eye-candy).

This could be achieved with some very minor map adjustments. The only structural changes would be to create entrances to the Chapel, and maybe a rear spawn exit for the defense that leads to the back alley (behind the apartments) to try and head off the doc runner.


(Floris) #19

[QUOTE=prophett;518748]The attackers would need to steal the objective from the current secure point (next to defender spawn), escape with it, and run it back to a secure point somewhere mid map. The inside of the Chapel would be a good option (would make the Chapel relevant, rather than just eye-candy).

This could be achieved with some very minor map adjustments. The only structural changes would be to create entrances to the Chapel, and maybe a rear spawn exit for the defense that leads to the back alley (behind the apartments) to try and head off the doc runner.[/QUOTE]

Isn’t that how Chapel used to be anyway?


(prophett) #20

The Chapel used to be open and there were 4 milk jugs you had to secure at the EV (top of street), EV would move down to elevator and you would have to escort it towards end of map. The doc run has gotten a lot better since that, but it has so much more potential.