EV objet total REDO.


(Glottis-3D) #1

i thought those posts in here need a separate thread.
there are a lot of thoughts how to improve EV-obj.

[QUOTE=attack;491525]well if SD would stop to cut off all team based elements we would have some focus.
give us back classbased objs and reasons for teamplay.
remove dumb **** like the increasing tank speed with more players !(i will write a big comment about that maybe somewhere in the future , or maybe not :smiley: ).fact is it results in meatgrinds.which army let the soldiers surround the tank with artys incomming.this can only result in spam.-
if thew team could save the area for the tank it would improve the gameplay so much more!
lets say it this way:they made of a chess game an dont get angry.

i have added a pic which explain it simplee.took me nearly 1 min of my life , so enjoy it :D.


[/QUOTE]





[QUOTE=krokodealer;491534]Default (x1) EV speed is too slow.
make it faster and leave ‘x2’-speed as it is now.
make ‘x3’-speed slower than it is now.[/QUOTE]


[QUOTE=attack;491535]well wouldnt it help to set a higher base speed?.
for me it criples the gameplay.
a team should be able to set offensivs at strategig points and fight for multiple areas at the same time.you can flank the enemy and also take space on the overall map.
look at cs there is one man carry the bomb (i havent much knowing about cs so simply correct me if im wrong),or quake the flag guy get defended by area control of the map not by jumping behind him in a line.
the dephts of a shooter comes from simultan attacks on multible areas(combined attacks and pressure on multible areas, to force the enmy to mistakes and out of their advanged positions).
right know it have the tactical depht of a sausage[/QUOTE]


[QUOTE=INF3RN0;491536] EV Escort
The EV moves automatically, but requires fuel to move. Add fuel collection points on the map and allow players to collect and then refuel the EV. The EV also has hull armor, which when damaged by the enemy causes the fuel to leak out of the tank at a variable rate. Add speed boost station side-objs, which when constructed allow the EV to travel faster (consuming fuel at a faster rate however).

I always thought this would be better.[/QUOTE]


[QUOTE=krokodealer;491538]once again, game should not dictate how players must play.
EV-obj, most borind (after capturable stand here OBJs, which i hope will be gone for good.) Object.

Movement is 1-dimentional

  • It has ONLY one route (unlike MCP in etqw)
  • You cannot move backwards (to avoid airstrike/molotov)

Your team gather around EV

  • this encourages Spam in its lamest appearence.
  • Your team is playing the most boring 2-3 minutes. Hide behind EV, and avoid airstrikes.
  • If you drive EV alone this makes it 5 most boring minuts.

Jamming the EV is kinda stupid.

  • Ev should drive over, IMHO.

What to do:

Make EV more fun
-Drive it like MCP. (at least ability to stop, and +back)
-Do not encourage spam (less speed multiplyer)
-Makepossibility of 2 routes for next maps[/QUOTE]


[QUOTE=krokodealer;491540]prbbly this needs to be in another topic / obj related.


anyway, here are my other suggestions to make EV more fun.

Primary and secondary and (? even third) weapons. Preferably projectile ones. NOT too powerfull and not SPAMy.
-Grenade launcher (small damage)
-NailGun with small RoF
-Close combat charge.

Make more Secondary objects EV-obj (not only barricade).

  • for exemple Plant C4 near Powerline, so the high-voltage wires drop to the ground, making Damage to EV (and people as well)
  • Irreversable object to block EV-easy-path and force it to go not-so-easy-path

Make Vulnerable places in EV hitbox.
-Cabin-shots (analof for Headshots) / Fuel-tank shots
-Hatch, where you can throw a grenade, and do REAL damage.

+++Important:
More space for EV path. So it doesnt feel so insanely claustrophobic[/QUOTE]



(Glottis-3D) #2

i guess we all agree, that as it is now the EV part is drop dead boredom, requires no-brain, no skill, gives no-excitement.


(BomBaKlaK) #3

Like 90% of the objectives in this game (capture zone … pfffff, Carrying objective (mechanic), hacking …)
Agnostic objectives world domination is not over …


(BAMFana) #4

Why redo it, though? Escort objectives make for poor gameplay regardless of how they’re designed. Ditch the EV altogether. I don’t want it and I don’t think we need it.


(Kendle) #5

I don’t mind EV escort stages. The difference between EV escort and static objectives (like blowing something up) is that with the EV the objective moves. With a static objective the travel time for both teams never changes, so if it’s a defensively biased objective to begin with (for example) it remains a defensively biased objective. With the EV it can be offensively biased when travel time is less for attack than defence, but when it moves towards the defenders and away from attackers it can become a defensively biased objective. It’s a dynamic, variably biased objective, which makes the game much more interesting IMO.

The 2 primary issues seem to be that with more players around it the EV speeds up, and the fact it needs to be constantly escorted.

I like Inferno’s suggestions in the other thread, an EV that moves by itself but which needs fuel that can only be acquired by completing a side-objective, like having to fight over a fuel depot, or take control of a charge point (command post?) to make it go faster, and which also allows defence to slow or stop the EV by damaging it and / or deny the other team access to those side-objectives.

Either way, escorting something, (much like a doc-run), is a variable dynamic objective, I’d hate to see it gone because the current implementation isn’t to everyone’s taste.


(stealth6) #6

I disagree, supply depot is one of the most popular if not the most popular map in ET. Sometimes it’s nice to have a change of pace from the quick doc run maps. (inb4 XT is not ET, point is I like the variety and don’t think I’m alone)


(BAMFana) #7

I think escort objectives are horrendously boring and often frustrating, but I shouldn’t claim to speak for everyone. I’ve edited my post to reflect that.


(BomBaKlaK) #8

Yep I’m agree with this, but in supply depot that’s not an EV that’s a truck you can hide in the back, jump on it, etc … It’s more fun than a sticky EV with a suicide MG (if you get in you are dead ! )


(.Chris.) #9

The truck in supply depot had no health though, that makes a huge difference, I bet if the map had a truck you could damage and repair it wouldn’t have been as popular as the focus would have shifted onto truck which would have attracted a lot of spam.


(shaftz0r) #10

they chose that on purpose though. it would extend the map time by 15 mins at least. goldrush is a far better example. when _te was released, it shortened the escort length, and made the truck invincible. there’s still a fun tank barrier and truck barrier. its things like that, that create tension. contestable build points that will automatically add 1-2 mins to cap time.


(.Chris.) #11

Yes I’m aware it’s intentional and that’s the main reason the map works in my opinion, as you say the map would take forever if not.

Exactly, the barriers and obstacles should be what are contested not necessarily the vehicle itself in my opinion, I’m okay with an initial objective to get the vehicle moving such as repairing it or maybe a doc run style objective to fuel it but that should be a one time task not a constant requirement. The only way then to stop the vehicle is to kill the other team before they can reach it not by constantly spamming the vehicle with nades, airstrikes and such as what usually happens.


(BomBaKlaK) #12

If there is no repairing mechanic then engie became even more useless …
I don’t like agnostic objective, and I hate automatic objective ! (like capture zone …)


(stealth6) #13

[QUOTE=BomBaKlaK;491609]If there is no repairing mechanic then engie became even more useless …
I don’t like agnostic objective, and I hate automatic objective ! (like capture zone …)[/QUOTE]

C4 for barriers…


(BomBaKlaK) #14

Yes, i’m agree. But in this case this obj type need to be more consistent.


(RasteRayzeR) #15
  1. The first issue I see is that it is too hard to take it down / build it up. Nader has to unload the full stock of grenades + the clips to destroy it.

If it is easier to disable it, it will force the offense to have a better cover of the EV at all times. If the EV is easier to repair, it will push the defense to push like in ET:QW. The general result is a more violent and fast action.

  1. Then there should be more types of secondary objectives related to the EV.

Instead of simple C4 on barriers, there should be bridges to construct over bomb craters, hackable lifts/hangar doors, etc.


(Glottis-3D) #16

[QUOTE=RasteRayzeR;492301]
2) Then there should be more types of secondary objectives related to the EV.

Instead of simple C4 on barriers, there should be bridges to construct over bomb craters, hackable lifts/hangar doors, etc.[/QUOTE]

i feel, i am more wanting this. secondaries for both attack and defense.


(stealth6) #17

Whenever I see a hackable objective like a lift or doors I think why can’t we just blow it up!

Data extraction is obv. another matter :smiley:


(DarkangelUK) #18

I kinda wonder about laser cutters and welders for doors. I mean leave the door hackable so everyone can do it, but give the engineers cutters and welders. The engineers can start to cut a hole to get through, and the defending engineers can undo the progress the attacking engi has done by welding the hole back up… multiple ways to perform the same task yet everyone can still participate.


(RasteRayzeR) #19

maybe the EV could have that laser cutter mounted on, and you have to control it to open a door. That would give a new purpose to the EV, give more control and interaction to the players, and a new kind of main objective