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  1. #1
    Player
    Mutemutt's Avatar
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    Oct 2013
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    339
    Character
    Mumuki Muki
    World
    Leviathan
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    Goldsmith Lv 60
    Quote Originally Posted by Jettinson View Post
    It seems to be made for games where you split smaller teams to handle flags and mid rather than going all units in 1 spot but rarely seem that and most of time ends up just feeding other teams.
    It used to be played that way in the beginning. Though, to be fair, getting from point also took a lot longer before since not only was the map much bigger, but the points also didn't have those staircases in the middle. If you wanted to get from point to point, you had to go along the outside wall.

    Anyway, the actual change that made this mode take forever is that they changed how the node points are awarded. Originally, it was whichever team did the most damage took all of the points. This includes the big node that pops up at the 10 min mark. Typically the game would end there or at the next set of node pops, because one team would get a huge bump in score. When secure returned they changed the node points to be awarded like in shatter, so all the teams stay much closer together now.

    But yeah, I think they should up the value of controlling the flags so that the game ends sooner
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    Last edited by Mutemutt; 07-08-2022 at 11:06 PM.

  2. #2
    Player
    OskarXCI's Avatar
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    Aug 2013
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    Gridania
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    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Mutemutt View Post
    Anyway, the actual change that made this mode take forever is that they changed how the node points are awarded. Originally, it was whichever team did the most damage took all of the points. This includes the big node that pops up at the 10 min mark. Typically the game would end there or at the next set of node pops, because one team would get a huge bump in score. When secure returned they changed the node points to be awarded like in shatter, so all the teams stay much closer together now.

    But yeah, I think they should up the value of controlling the flags so that the game ends sooner
    The change to how TR were awarded from drones/node had both positive and negative effects. When it was all or nothing, the team that got the large node would 8/10 times win the match . There was little chance for the other teams to catch up because the team in the lead would play very defensively. The large node had too much influence on the outcome of the match. It made holding bases kinda pointless.

    The map had its makeover with 4.3 and until they added invincibility with 4.56, the map was perfectly fine. Matches ended in a timely manner since TR generated from holding bases were higher due to teams trying to hold all 6 bases on the map. Invincibility changed the meta, matches would last longer, often till the time limit was reached, like what see now.
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  3. #3
    Player
    Mutemutt's Avatar
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    Mumuki Muki
    World
    Leviathan
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    Goldsmith Lv 60
    Quote Originally Posted by OskarXCI View Post
    The map had its makeover with 4.3 and until they added invincibility with 4.56, the map was perfectly fine. Matches ended in a timely manner since TR generated from holding bases were higher due to teams trying to hold all 6 bases on the map. Invincibility changed the meta, matches would last longer, often till the time limit was reached, like what see now.
    I've played all the versions of secure and I don't remember a single point in time when it was normal to hold more than 3 bases for any reasonable amount of time. Usually it was just a take an empty flag and then leave kinda deal when it came to the base mostly because camping the base meant the other team who isn't fighting anyone just takes everything else. Spawn camping was getting points through kills for the most part not the actual bases. At least that's the experience I remember.
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  4. #4
    Player
    OskarXCI's Avatar
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    Xevia Vanothy
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    Cerberus
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    Scholar Lv 90
    Quote Originally Posted by Mutemutt View Post
    I've played all the versions of secure and I don't remember a single point in time when it was normal to hold more than 3 bases for any reasonable amount of time. Usually it was just a take an empty flag and then leave kinda deal when it came to the base mostly because camping the base meant the other team who isn't fighting anyone just takes everything else. Spawn camping was getting points through kills for the most part not the actual bases. At least that's the experience I remember.
    Check the first post in the thread. I added some information on how bases work. On Secure, you are supposed hold as many bases as you can and brute force the other teams. You gain way more TR if you manage to hold 4+ bases rather than trying to go for as many K.Os as possible.
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  5. #5
    Player
    Mutemutt's Avatar
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    Mumuki Muki
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    Leviathan
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    Goldsmith Lv 60
    Quote Originally Posted by OskarXCI View Post
    Check the first post in the thread. I added some information on how bases work. On Secure, you are supposed hold as many bases as you can and brute force the other teams. You gain way more TR if you manage to hold 4+ bases rather than trying to go for as many K.Os as possible.
    I know exactly how they work, I'm telling you what I remember about how people actually played it. When one team focused a bunch of people on camping another's base, the third team would just take the other ones.
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  6. #6
    Player
    OskarXCI's Avatar
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    Xevia Vanothy
    World
    Cerberus
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    Scholar Lv 90
    Quote Originally Posted by Mutemutt View Post
    I know exactly how they work, I'm telling you what I remember about how people actually played it. When one team focused a bunch of people on camping another's base, the third team would just take the other ones.
    That happened, true. But if it's a good strategy depends on which team was in the lead at the time. Either way, situations like that are may more interesting than the usual meta of only getting 3 bases and then be passive, causing matches to last way longer as a result.
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