I’m not a fan at all, but the worst part is that you can’t bind a key to drop the milkjug (I don’t have AltFire bound and wouldn’t want it on that key anyway).
New Carry Obj Mechanic
What if Field Ops classes have some kind of advantage in carrying the objective? They’re used to carrying stuff around all day anyway.
+1 for specialisation
what if you could not only drop obj, but actually through it? like an ammo-pack? (couple of meters, not more) so this could be like an american footbal pass?
[QUOTE=krokodealer;503604]+1 for specialisation
what if you could not only drop obj, but actually through it? like an ammo-pack? (couple of meters, not more) so this could be like an american footbal pass?[/QUOTE]
That sounds fun, instant pick up + throwing, but you can’t shoot while holding the objective.
What if you could throw it and kill somebody with it 
But seriously the new mechanic is a bad idea, I dont understand the thought process behind this. What was wrong about previous one?
It was in an older State of Play post, but we’ve gone through many of the game’s mechanics and analysed how they fit with our refined vision for the game… for carry objectives, we felt that they were far to viable to solo for a primary objective, and we’re looking to encourage more teamwork in most aspects of the game.
Throwing and proficiency have both been topics of discussion here, and might come up again in the future, but we’ve no immediate plans other than tuning what we have, and making the carryable more intuitive to drop.
[QUOTE=Exedore;503612]It was in an older State of Play post, but we’ve gone through many of the game’s mechanics and analysed how they fit with our refined vision for the game… for carry objectives, we felt that they were far to viable to solo for a primary objective, and we’re looking to encourage more teamwork in most aspects of the game.
Throwing and proficiency have both been topics of discussion here, and might come up again in the future, but we’ve no immediate plans other than tuning what we have, and making the carryable more intuitive to drop.[/QUOTE]
what about insta pick-up objects? like in CTF quake, where after a death everyone rushes to the flag, so that to return/cap it.
I do like the idea of having one weak/important/disadvantaged player among the pack. Raven Shield had a VIP mode as well and it was great fun, it really does force people to work as a team.
The map would have to be rebalanced though. Right now it’s too easy to defend the last objective.
Something that could be achieved with better map design.
Look at Village in RTCW, classic doc run map, in which the chances of a solo doc-runner getting the objective back on his own without team-mates clearing a path were almost non-existent (same deal with Ice, and Frostbite). Look at your own map Radar in ET. Good doc run maps don’t need clunky mechanics to make them work, they just need more thought at the design stage.
[QUOTE=Kendle;503624]Something that could be achieved with better map design.
Look at Village in RTCW, classic doc run map, in which the chances of a solo doc-runner getting the objective back on his own without team-mates clearing a path were almost non-existent (same deal with Ice, and Frostbite). Look at your own map Radar in ET. Good doc run maps don’t need clunky mechanics to make them work, they just need more thought at the design stage.[/QUOTE]
i’d add here Island from ETQW. a very team-play demanding doc-run stage.
I always Been for a 1 objective only map Doc long run …How WC is right now ?, idk ,didnt try yet.
But these type of Doc run could be very interesting ,But i think Doc should stay where its dropped and defenders could pick it up and return it On foot to the initial Pick up place like an EV or whatever
May Be to Auto drop the Doc after X time in the hand of any runner to avoid some bad runner Behaviour ( excuse of dropping = weight of the doc or shortness of breath)
Oh that’s cool. One long map strewn with side objectives and forward commands posts, the payload resets back to the furthest captured forward spawn.
Awesome.
[QUOTE=tokamak;503628]Oh that’s cool. One long map strewn with side objectives and forward commands posts, the payload resets back to the furthest captured forward spawn.
Awesome.[/QUOTE]
^^ That would be a much better idea
[QUOTE=Kendle;503624]Something that could be achieved with better map design.
Look at Village in RTCW, classic doc run map, in which the chances of a solo doc-runner getting the objective back on his own without team-mates clearing a path were almost non-existent (same deal with Ice, and Frostbite). Look at your own map Radar in ET. Good doc run maps don’t need clunky mechanics to make them work, they just need more thought at the design stage.[/QUOTE]
Agreed. Doc runs that required plenty of team work without sacrificing dynamism and excitement have been done numerous times already. I can still remember specific runs on Ice and Village in matches from almost a decade and a half ago. They were fast, nerve racking, edge of your seat stuff. Tight, choke point focussed maps with forward spawns and objectives that require running back passed the defensive spawn made it all work. I’d argue they also helped make the synergy between classes and teamplay that’s also missing from DB work too.
Echo what majority are saying - current mechanic just exemplifies how we seem to be treating symptoms all the time.
Idk Travel Distance is pretty short in that aera ,mb an CFpost in the small room/tunnel , left from where the EV was passing .
My thoughts on the drop mechanic is that it isn’t actually adding anything. I don’t consider a drop+pick macro improving the teamwork nor making it more interesting. I wouldn’t mind the carry obj mechanics being spiced up, however this is not doing that. Foremost I want to see the carry obj layouts mimic more of what we saw on bridge-alt. As to making it more teamwork oriented and/or interesting, much less restrictive affects could be applied to the carrier or the obj itself, and more significant side objs could be involved in the carriable process. Recall that in the SD history book only a single carriable obj in the right environment worked very well. It’s a pity that sw/obj modes are still the least fluid or rational experiences thus far :(.
[QUOTE=Exedore;503612]It was in an older State of Play post, but we’ve gone through many of the game’s mechanics and analysed how they fit with our refined vision for the game… for carry objectives, we felt that they were far to viable to solo for a primary objective, and we’re looking to encourage more teamwork in most aspects of the game.
Throwing and proficiency have both been topics of discussion here, and might come up again in the future, but we’ve no immediate plans other than tuning what we have, and making the carryable more intuitive to drop.[/QUOTE]
Lets imagine a game: A Map with a Long Doc run with One objective only:
Pick up a doc and delivery it to the other end of the map
Attackers try to Pick a doc at one point near their Zone / Defense :protect the doc to be reach
Attakers pick it up and advance forward ,Teamates protect carrier and Target to capture an fwd spawn where the doc will be reset If dropped.
Start Doc 0------------o---------o----------o-------o--------O Delivery Doc
All carrier has a limited time to reach an captured fwrd spawn (CFS) .If time out ,carrier Autodrop load and load return to CFS
If the carrier die in the run if time is not out a teamate can pick the dropped load and continue the run to the CFS .
IF load stay on ground too long ,its returned to the Neariest CFS
Defender can’t pick it up .They can only protect the load to be pick up and recapture CFS where the load will be reset .
The Furthest CFS Defense retake thats is where it will be reset .
If a defense sneak in Attacker zone and recapture the first CFS ,the load will be reset there
That could do a good action gameplay map 
If a carrier should be able to shoot while carrying…thats another story 
Edit supplement :
Generator 0------------o---------o----------o-------o--------O Device
This made me think also at this map scenario that it could be a Generator that will Power a Device on the other end of the line to power on
But the Power line will need to be Repair at 4 locations to carry the power to the other end
This is part of our future plans regardless of the objective change; that area is far too defender biased.