Nerf Weapon Buff


#21

Seriously??

Ok first off, both teams get the option, 2nd thing, communication in competition means you can arrange to all respawn at the same time and buff in your own spawn point before attacking. If you are defeated then, it’s your teams skill defecit, not the game. We all did this in Quake Wars. Bind a respawn key, squad leader says respawn, you do. Or you have a “buff point” that is communicated. If someone on your team is running off without kevlar, health and weapon buff, that is a team issue.

Also, each map is played both ways, so you soon see balance. :eek:

It is a shame that competition player’s egos are so fragile they seek “balance” where there is no issue… it could not possibly be they were defeated “fairly”… :penguin:


(GreasedScotsman) #22

Erm… you can’t /kill in Brink. I think that’s the concern. You have to throw yourself at the enemy to “force” a respawn.


(Kendle) #23

Also, the fact that the map is played both ways doesn’t make it balanced. If both teams fail to achieve the objective it’s a double full-hold and both teams score zero.

Maps, and everything else, should favour the attacking team, so that times are set and a winner can be determined.


#24

I was not aware of that, ok, slight alteration, those alive fall back, those respawned announce they need a buff. But the same at least applies for the other team. So I guess, making sure you respawn instead of using/waiting for a syringe.

So communication and coordination, not nerfing game mechanics you have not or will not adapt to…


#25

[QUOTE=Kendle;336226]Also, the fact that the map is played both ways doesn’t make it balanced. If both teams fail to achieve the objective it’s a double full-hold and both teams score zero.

Maps, and everything else, should favour the attacking team, so that times are set and a winner can be determined.[/QUOTE]

Appreciate your point, but in football both sides of the pitch (map) are the same and often end with a score of nil-nil (full hold) but the game is fun to play all the same, and the “chance” to win combined with your skill you will score, is what makes it intense! You don’t see them changing the goal width to get more goals or nerfing the goalie by tying his laces together…

Look at Left4Dead for instance, there is a great scoring method there. That should be adapted instead, where the attacking team gets points for objective % completion and time bonuses for getting to the next objective, so when you swap, the highest scoring attacking team wins in the event of a double full hold. Otherwise the winner is the team that wins the round! :wink:


(Kendle) #26

[QUOTE=NIDCLXVI;336237]Appreciate your point, but in football both sides of the pitch (map) are the same and often end with a score of nil-nil (full hold) but the game is fun to play all the same, and the “chance” to win combined with your skill you will score, is what makes it intense! You don’t see them changing the goal width to get more goals or nerfing the goalie by tying his laces together…

Look at Left4Dead for instance, there is a great scoring method there. That should be adapted instead, where the attacking team gets points for objective % completion and time bonuses for getting to the next objective, so when you swap, the highest scoring attacking team wins in the event of a double full hold. Otherwise the winner is the team that wins the round! :wink:[/QUOTE]

That’s not how stopwatch works, or has ever worked, in previous games (RTCW / ET / ET:QW).

If the comp community felt like changing the fundamental rules of stopwatch competition, then maybe, but if not then nil-nil draws are not an acceptable outcome.

To prevent nil-nil draws the attacking team must have an advantage over the defending team (certainly not, as is the case being discusssed here, a disadvantage).


#27

True Kendle, I get that. :slight_smile: Hopefully something that will generate more competetive play AND be FUN & FAIR will be implemented.

crosses fingers


(Decayed) #28

can you /ff on?


(GreasedScotsman) #29

heh I guess that’s one way to get your team to respawn. Who gets to be the guy with the short straw that hopes his teammates nades kill him in time for the spawn wave? :slight_smile:


(chasm) #30

[QUOTE=NIDCLXVI;336145]Seriously??

Ok first off, both teams get the option, 2nd thing, communication in competition means you can arrange to all respawn at the same time and buff in your own spawn point before attacking. If you are defeated then, it’s your teams skill defecit, not the game. We all did this in Quake Wars. Bind a respawn key, squad leader says respawn, you do. Or you have a “buff point” that is communicated. If someone on your team is running off without kevlar, health and weapon buff, that is a team issue.

Also, each map is played both ways, so you soon see balance. :eek:

It is a shame that competition player’s egos are so fragile they seek “balance” where there is no issue… it could not possibly be they were defeated “fairly”… :penguin:[/QUOTE]

Again, teamwork is not the issue I was addressing. Any good team will wait and buff up completely before pushing…