New Carry Obj Mechanic


(INF3RN0) #1

I’d like to know the reasoning behind this updated mechanic?? As it stood offense had a tremendously difficult time delivering these to begin with, and now they are forced to play with a man down. I’m terribly confused…


(montheponies) #2

aye i just had a WTF moment on whitechapel when i picked it up, this combined with serially having to deliver them to the defense spawn makes it a bit challenging


(chump) #3

Maybe it is to slow the pace of the objective? Before you could complete it with one solid push. I don’t mind how it is now really, it adds a little more depth from picking up/dropping it to fight. It definitely is more difficult though - maybe something can be done with the layout or spawn points to tilt the favor to offense. Also, 3 items is just too much. I think 2 would be the sweet spot.


(tokamak) #4

Haven’t tried it yet. Does it still require a completion bar at the final objective?


(Rex) #5

As the patch is only 2 days old I haven’t played as the carrier yet. Can you explain what’s wrong with the one who carries the objective now?


(Hundopercent) #6

I’m assuming its the same mechanic they implemented back in jan of 2013 that we all raged about so hard they took it out.


(BomBaKlaK) #7

Meh another fail I suppose … I absolutely dislike this new mechanic.
When 5v5 then it turn in 4v5 …


(ailmanki) #8

Well it was fun to to kill someone with the objective… lol.
Information is missing that you can drop it again.
Cool would be, if the objective could act as a little shield. I suppose bullets go right through it right now.

If it stays, let us configure it- either press a key to drop it - or switch to a gun to drop it, be it mouse wheel or 1,2,3…

Gota say I like the old fashioned way more, just take Objective and you can still shoot. I am not sure if its rewarding enough to carry the objective, since your really in a disadvantage.


(Glottis-3D) #9

[QUOTE=ailmanki;503501]Well it was fun to to kill someone with the objective… lol.
Information is missing that you can drop it again.
Cool would be, if the objective could act as a little shield. I suppose bullets go right through it right now.

If it stays, let us configure it- either press a key to drop it - or switch to a gun to drop it, be it mouse wheel or 1,2,3…

Gota say I like the old fashioned way more, just take Objective and you can still shoot. I am not sure if its rewarding enough to carry the objective, since your really in a disadvantage.[/QUOTE]

  1. yes to drop on switching to weapon.
  2. yes to old-fashioned carry object. mb we could have two kinds of carry object?
    like a small obj - pick on run through it.
    and a heavy object with pick-up time. (but instant drop)

(Mustang) #10

This is pretty horrible, we tested it like this already and IIRC everyone was much happier when they could carry and shoot.


(Violator) #11

<dumbfounded>Biggest issue with this objective - defense spawning 5 seconds from transmit point. Solution - nerf attack to one obj at a time and inability to shoot.</dumbfounded>


(ragnak) #12

Can at least someone from splash damage comment on why are they making those, let be honest here, stupid changes ? How can you take away one player from one team for no good reason, why do you need to use objectives to pick them up (unless this was changed, i gave up on picking up objectives long time ago) ?

It doesnt add anything to the gameplay, it just make things slower and annoying. How was pick up mechanics in ET so bad that you are avoiding it so hard ?

=/


(Nail) #13

can you still drop it ?


(Rex) #14

Today in the cup I finally got to know what you guys mean with ‘new carry obj mechanic’. So the last objective on Whitechapel just went from extremely difficult to impossible. :rolleyes:
As it wouldn’t have been hard enough, now the objective player can’t shoot anymore. This just made it a lot worse. Please make it like it was and fix the last stage instead.


(Protekt1) #15

At least allow the carrier to use their secondary weapon.


(Nail) #16

at least you can drop it to use a weapon, but not being able to use any 1 hand weapon while carrying just sucks big donkey balls


(ailmanki) #17

Another thing is the huge gap between, delivering the jug - and capturing the first objective on Trainyard. Its quite awkward that difference.
Maybe SD is testing the extremes - finding the edges - dunno if thats the case. At least there is now also the bunny hopping shotgun girl. After we where told no bunny hopping, but that girl is imho even worse to look at and aim at then trickjumpers in tze old games.


(Exedore) #18

They are droppable, but that’s not as intuitive as we’d like in the current live release. The idea is to make the objective more teamwork based than it was previously.

This is indeed an issue, but a longer one to fix, and it effects more objectives than carries. We do want to address it, though!


(PixelTwitch) #19

I actually like the carry objective however I think I have a solution for some of the issues…

Simply do not make the objective auto return to the attacker spawn.
Have a button on the EV that “re prints” a new EMP / Data core and allow defenders to “dismantle” slowly the core that is on the floor. This way you do not need to worry about it being in bad places because the attackers can reset and it can, when in a decent position cause the defence a dilema where they may want to “defuse” it but it would put them into a bad position. So, while it would be team work still it would not be quite so infuriating.


(tokamak) #20

I like that carriers need to be protected. So no weapons or a secondary weapon is interesting.

A way to compensate though is to only require one data core to be delivered for the map to be complete. That way teams can chose to spread their odds with either one, two or three carriers at the same time.