A higher mission reward for playing a competitive match 1500c? and remove win a competitive match missions (would encourage more people to play comp.
Possible large match bonus for swapping to the losing team, only available if you swap before the last 5 mins of the round
Clutch rewards, last person alive and defused, stopped a defuser in the last seconds
Timers changed in stopwatch, (game mode can stretch out to long imo) an example, Destroy or deliver should have a shorter timer per set, and once you have deliverd/destroyed the time gets extended once you have completed one.
Boundary at spawns should be implemented, a toxic gas if you enter it as an enemy, but made correctly so that it cant be abused by sparks or vasilli.
ammo crates should deliver ammo faster.
A very small ammo and health bag being able to be taken from healer,ammo mercs (these are not infinite and also have a cool down) 7 per minute or something
More XP and acknowledgment for playing in close proximity to each other, and even more if in the close vicinity of the objective.
A warm up, training range where you can try all the mercs, shooting dummys, abit like the tutorial but bigger and better
A try before you buy, where once a week you can try out any merc you want for a period of an hour or so.
A fallen team mate can be revived faster when more than one merc is try to help them up.
Non objective mercs should be able to repair the objective faster when doing it together, But cancels out once an actual objective merc is repairing (the standard repair rate for non obj mercs should be nerfed alittle to balance this I think)
Longer cool downs on everything, from nades to health packs, keep it more focused on the gunplay. these specials should be special, would need a buff to them if this was implemented ofcourse.
There are ammo crates all over the maps :s If you position yourself well enough, even without fire-support mercs, you should have plenty supply to keep you topped up.
1000c is already quite a large reward for a mission, I’m fairly certain any more than this and the in-game economy would be completely screwed. These prices and rewards are set for a reason and based off of earn time - increasing the reward for comp missions I would say is not a "solution to them :s
Matches simply restarting when a shuffle passes is a better solution than this, otherwise all it does is rewards losing - which doesn’t make sense.
Not sure what you mean by this one… there’s already a badge for a last-second defuse. If you explain more, I can comment better. :L
The whole point of Stopwatch is to beat the clock, if it used similar mechanics to Objective it can be made very unfair. A team could take 12 minutes to beat the first objective and then still finish in under the 15 minutes - while the second team could beat the first objective in 1 minute but never finish the last one. In this case, the team that actually “won” would lose because 12 minutes is longer than the time provided before the extension. So it would never work.
This is what spawn protection is for. Very rarely will a team be powerful enough to actually push back right into a spawn and wipe the team on their spawn wave… If that happens, it’s probably a very unbalanced match in terms of player count (which sadly I’ve seen). Boundaries is not the way to fix this, because all that will happen is the boundary entrance/exit points will be camped and you won’t even have spawn protection by the time you reach them… So it might actually be worse.
They deliver at the same rate any deployable/drop can be picked up. If they were faster, you could just instantly restore full ammo. I see no reason to increase it. - Need more ammo? Stand around for longer. It’s a balanced draw-back.
No, that would completely ruin their balanced abilities. They would all become generic and the same.
I like this Higher exp bonus from the “stick together” reward would be nice and encourage team-play more!
I’m fairly certain they are aware of this suggestion and is something they might implement later down the line. Right now they are focusing on actual gameplay content, but they have promised the tutorial will be revisited and made better once the game is almost out of beta - this might include the suggested “firing range” or test area for mercs/weapons/abilities.
I agree it would be nice if you were able to “trial” any merc you wanted. Personally, I think with the implementation of a testing ground, combined with the merc rotation is enough - but that of course would require the testing ground being implemented.
Would make medics less useful, because if one person goes down and 4 people run over to help them, they could be up almost instantly, meaning your quick revives aren’t being traded out for extra fire-power. There would be little-to-no reason to go with medics. :s
The whole point of only one person being allowed to repair, is so that their team is given the chance to cover/protect them while they do so. This would kinda ruin that.
Definitely not - that removes everything that makes mercs special. If I wanted to just run around with a boring, regular gun and shoot people without a second thought, I’d go play Call of Duty or Battlefield. But I hate FPS like that - I love Dirty Bomb BECAUSE of the awesome abilities, and how every merc is different. The variety in gameplay is awesome. If I could only use these abilities occasionally, I’d get very bored with the normal guns, very quickly.
This is a very good idea. It will benefit the whole as an community as players will boost morale by switching sides. And the chance of balanced fights will increase.
As far as I am concerned there could be more rewards for sacrificing stacks and/or easy wins. In the end rewards are usually desired and as an result it will bring gratitude by the team being the underdog.
[quote=“Opicron;98354”][quote=“TheAcidpiss;19140”]
Possible large match bonus for swapping to the losing team, only available if you swap before the last 5 mins of the round
[/quote]
This is a very good idea. It will benefit the whole as an community as players will boost morale by switching sides. And the chance of balanced fights will increase.
[/quote] that’s just it, and ive personally swapped many times because I was sick of the base rape. then rallied my team and won the match.
and ill repeat that, many times. [quote=“Faraleth;98347”][quote=“TheAcidpiss;19140”]A larger starting ammo pool.[/quote]
There are ammo crates all over the maps :s If you position yourself well enough, even without fire-support mercs, you should have plenty supply to keep you topped up.
well, I find I spend to much time waiting at an ammo crate is all
1000c is already quite a large reward for a mission, I’m fairly certain any more than this and the in-game economy would be completely screwed. These prices and rewards are set for a reason and based off of earn time - increasing the reward for comp missions I would say is not a "solution to them :s
well 1000 we be better than the current 500 and shouldn’t affect the economy as you say [quote=“TheAcidpiss;19140”]Possible large match bonus for swapping to the losing team, only available if you swap before the last 5 mins of the round[/quote]
Matches simply restarting when a shuffle passes is a better solution than this, otherwise all it does is rewards losing - which doesn’t make sense.
ive won many rounds swapping to the losing team
Not sure what you mean by this one… there’s already a badge for a last-second defuse. If you explain more, I can comment better. :L
more exp, credits, I’m just giving examples here, nothing definite
The whole point of Stopwatch is to beat the clock, if it used similar mechanics to Objective it can be made very unfair. A team could take 12 minutes to beat the first objective and then still finish in under the 15 minutes - while the second team could beat the first objective in 1 minute but never finish the last one. In this case, the team that actually “won” would lose because 12 minutes is longer than the time provided before the extension. So it would never work.
I thought the clock already extended for every progression you made?
This is what spawn protection is for. Very rarely will a team be powerful enough to actually push back right into a spawn and wipe the team on their spawn wave… If that happens, it’s probably a very unbalanced match in terms of player count (which sadly I’ve seen). Boundaries is not the way to fix this, because all that will happen is the boundary entrance/exit points will be camped and you won’t even have spawn protection by the time you reach them… So it might actually be worse.
in my experience, when ive spawn raped, its just that, pure domination. in and around their spawn because they are indeed very bad!! and the game is unbalanced. (that’s why they are getting spawn trapped) atleast something like this would give them a chance to defend themselves instead of near instant death.
They deliver at the same rate any deployable/drop can be picked up. If they were faster, you could just instantly restore full ammo. I see no reason to increase it. - Need more ammo? Stand around for longer. It’s a balanced draw-back.
Because standing around longer doing nothing is good for gameplay?
No, that would completely ruin their balanced abilities. They would all become generic and the same.
just an idea, more games lately have also started implementing this for a reason
I like this Higher exp bonus from the “stick together” reward would be nice and encourage team-play more!
I’m fairly certain they are aware of this suggestion and is something they might implement later down the line. Right now they are focusing on actual gameplay content, but they have promised the tutorial will be revisited and made better once the game is almost out of beta - this might include the suggested “firing range” or test area for mercs/weapons/abilities.
Would make medics less useful, because if one person goes down and 4 people run over to help them, they could be up almost instantly, meaning your quick revives aren’t being traded out for extra fire-power. There would be little-to-no reason to go with medics. :s
well its a risk/reward since if 3 people a looking down at a fallen team made trying to revive the merc, they put themselves in a vulnerable posistion
The whole point of only one person being allowed to repair, is so that their team is given the chance to cover/protect them while they do so. This would kinda ruin that.
well, ive noticed a lot of them time people don’t cover at all, and either run off to find a less obvious place to defend from( no where near the EV for example), so they have less chance of being killed. Or they just all stand there looking at the EV, I just thin it would encourage more team play
Definitely not - that removes everything that makes mercs special. If I wanted to just run around with a boring, regular gun and shoot people without a second thought, I’d go play Call of Duty or Battlefield. But I hate FPS like that - I love Dirty Bomb BECAUSE of the awesome abilities, and how every merc is different. The variety in gameplay is awesome. If I could only use these abilities occasionally, I’d get very bored with the normal guns, very quickly.[/quote]
I don’t think you have played CoD in awhile if you think its just about gunplay