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  1. #1
    Player
    Thekk's Avatar
    Join Date
    Sep 2015
    Posts
    98
    Character
    Thekk Everdream
    World
    Brynhildr
    Main Class
    Scholar Lv 60
    Well the thing is that right now you do have to fight at some point or you won't get enough points so you either try to get as many kills as you can between the large crystal spawns or end up having to fight at the end, often ending in a 1v2 if you are in the lead. With the change, just the kills you get left and right will be enough and it will allow for an even more defensive strategy.

    One problem is that you have to choose between attacking the crystal or attacking the enemy, with the first option netting a lot more points. It is very unlikely you will wipe a team in the amount of time it takes to destroy a crystal. At most, you will kill half the group and even that is generous. In that case, you would get 120 points and they would get 240 (300 - 60). You would need to kill 20/24 to break even. If kills were changed to +20/-10, it would take 10 to break even. That might encourage people to contest.

    In contrast to Shatter, Seal Rock required you to fight over the objective to have a chance at capture. We went from having to both fight and achieve objectives to fight or achieve objectives and that's not a very healthy situation in my opinion.

    * Just a disclaimer that I started playing late and have very limited experience with the Cartenau Frontlines (a few odd 24 man matches from roulette) so I can't really comment on how they compare to the current situation.
    However, from what I've seen, the large nodes actually did considerable damage to the players which would open up opportunities for kills. That kind of risk is absent from Shatter. The addition of a damage reflect from the crystal which has been mentioned in one thread could be a nice way to spice things up if it applied to everyone.
    (1)

  2. #2
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Thekk View Post
    * Just a disclaimer that I started playing late and have very limited experience with the Cartenau Frontlines (a few odd 24 man matches from roulette) so I can't really comment on how they compare to the current situation. However, from what I've seen, the large nodes actually did considerable damage to the players which would open up opportunities for kills.
    This is accurate, but the risks were steeper than just that when Secure was in its prime. In the earliest days, when we had full matches of 72 players, there were actually six capture points in addition to drone spawns. So, players had to split their alliances across the map to try and hold as many capture points as possible while also trying not to fall behind in drone destruction. You needed a majority presence to take and hold a capture point, so combat was nearly constant at the peripheral capture points (the ones which were not directly in front of the GC bases). In many instances, the only way to even take one was to completely wipe out the enemy, but dedicating large forces of players across the map left you thin. Variant tactics were also viable, because the amount of points generated from them was much higher than in 24-man matches. A team could, potentially, ignore drone spawns in favor of capture point dominance and still be a contender for victory. Combat was necessary to actually win, but the risk and reward ratio was much steeper.

    Honestly, I feel bad for the newer breed of players who missed those 72-man Secure matches. They had their faults, but the 24-man matches are completely different by comparison, and Shatter is just a joke. It really is a shame that SE didn't keep that game mode relevant so that newer players could experience it.
    (1)
    Last edited by Februs; 07-03-2016 at 05:05 AM.