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  1. #91
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    The only reason I don't find the blind spot unfair is that it's a literal dead end. If the enemy team pays attention, you'll be attacked, though the time it takes to down you is enough to do significant damage. BUT! They should be watching their maps and actively trying to shut you down before you get there. So while it sucks, yes, I say it evens out.
    (0)

  2. #92
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    My suggestion for CE...
    1) Make non-generator CE farming alliance-wide (collecting items, destroying mammets) instead of those methods only restoring a single party. Imo it would be good to give that assist to the non-generator team but it doesn't make the generator pointless because it's still easier to just sit on a generator and not have to assign people to go gathering CE capsules. At the moment the generator is too much stronger than other methods and while it doesn't guarantee a win, the team who holds it almost always does win. We can't 100% defend from the generator team's constant barrage of machina spam and even so it's hard to find time to gather enough CE for ourselves while on the backfoot trying desperately to defend towers. So our offensive output is flattened while defending and CE-starved, and the machina we manage to hold off don't make a difference because the generator team has unlimited CE flow to replace them. Making a comeback is a lot harder and takes more coordination than staying ahead, just like retaking generator is harder than holding it.
    .
    2) Option 2, change how the generator works so it's not possible for one team to hold it the whole match, like tomeliths in Seal Rock get drained and go offline forcing you to move on. Here the generator would just overheat after a while and power down, becoming neutral again and claimed by neither team until a cooldown period passes and it is available to claim again.
    (4)

  3. #93
    Player
    Osmond's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    603
    Character
    Danielle Osmond
    World
    Balmung
    Main Class
    Summoner Lv 90
    It's also lacking the element of surprise based on the map. Example, if a group of people are heading north to attack a tower, leaving south open as a way of diversion and vice versa, you want to do a flank attack or attack the 2nd tower as it's open, but you can't cause the map shows EVERYBODY including mechs. It would be nice to have a feature to where it's based on the radius of vision by player as a way of scouting. That way it'll give more of a strategic feel to better coordinate w/ other players.

    CE generation must change in Astragalos. A few healers easily control mid..unless other people want to do their own thing and lose control of it, never to get it back. It needs to at least have a 2-4min free CE gain, but a recast time of 3-6 mins as a way of cooling down/overheat. It doesn't matter if it switch between the 2 teams, once it starts it won't stop until the timer ends so it's anyone's free CE. Then ppl will just fight to hog for the tanks on the ground.
    (2)

  4. #94
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Quote Originally Posted by Osmond View Post
    ...but you can't cause the map shows EVERYBODY including mechs. It would be nice to have a feature to where it's based on the radius of vision by player as a way of scouting. That way it'll give more of a strategic feel to better coordinate w/ other players. .
    It sounds good but there's rampant cheating in this game. People will use a third-party app to see everything on the map and have that giant advantage over legitimate players who are playing the game as intended, so unfortunately it's not viable to design a mode with limited visibility of enemy movements unless there was cheat detection software and hard bans for thousands of addon users.
    (2)

  5. #95
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Praesul View Post
    Minions need a big buff IMO. They're basically a non-entity. They can be completely ignored all match and it makes no difference, the only benefit is that they grant ceruleum on kill which is nice but you could just pick up tanks or control mid instead.

    In a traditional moba if you ignore minions, they amass in huge waves, taking down structures on their own. I feel like it'd add an extra layer of depth if minions dealt more damage to towers so as to incentivize killing enemy minions so yours can push, and to give teams something to worry about if they're not defending, lest they allow a huge wave of mammets to backdoor their towers or core.
    Quote Originally Posted by Magic-Mal View Post
    I think it would be great if they added the Gobwalker as a vehicle to use. A support vehicle that stuns, pulls people, does okay damage, higher mobility, and easy to destroy(15-20kHP?). For maybe 25 CE and able to have 4 in the battlefield.
    Putting these two posts together, it would be awesome if you could spawn Gob Walkers as 'super minions' (maybe 15-20 CE each?)... getting a whole pack of them pushing down a lane, supported by players and few mechs would be a force to the reckoned with.
    (1)

  6. #96
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,620
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Rufalus View Post
    My suggestion for CE...
    1) Make non-generator CE farming alliance-wide (collecting items, destroying mammets) in
    Yea, this is what breaks most groups, they refuse to farm CE for their party but I do think it's hard to balance it without making the generator worthless.

    If I could make a suggestion I think a plausible solution could be if you make it alliance wide gathering tanks gives +2 to all alliance but caps at 50 meaning that you can't get past 50 CE unless you own the generator but you can earn +50 if you kill mammets but mammets would still be party based.

    Maybe change the UI for CE to the following.

    Mammets/Tanks=Total both cap at 50, when you own the generator you gain a tick for mammet then a tick for tanks repeating til you lose the generator, when it uses your CE it will always prioritize using your Tank CE before your Mammet CE. This could help to balance the flow of combat.
    (1)

  7. #97
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    I know nothing can be done about this because of bots, but when I play rival wings as a 56 red mage, and I lose, i get a grand total of 160k exp for maybe 20 minutes of battle. If I go and do three HW beast tribe quests that take maybe 10 min, i get 240k exp. Since you can pretty much tell if a match is lost in the first five minutes, you have a pretty strong incentive to leave the match, as the only real reward from it is if you win, towards the mount. There's the DF penalty, but that really isn't anything. I've started to leave matches where it's obvious we are going to lose rather than limp along to a loss fifteen minutes later, since the mount doesn't matter to me much.

    With that in mind, you may want to consider leaver penalties or other incentives to get people to stay in a losing match. I know you can't increase the rewards, but losing in rival wings is foreseeable way too far in advance.
    (1)
    Last edited by RiyahArp; 11-27-2017 at 12:37 PM.

  8. #98
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Airget View Post
    Mammets/Tanks=Total both cap at 50, when you own the generator you gain a tick for mammet then a tick for tanks repeating til you lose the generator, when it uses your CE it will always prioritize using your Tank CE before your Mammet CE. This could help to balance the flow of combat.
    We're lacking defensive purpose for mammets. Getting CE from them is mostly an offensive option, to summon opps AND have our mammets destroy towers. I prefer getting a % tower health back or something like that.
    (0)

  9. #99
    Player
    Lorielle's Avatar
    Join Date
    Sep 2013
    Posts
    537
    Character
    Lorielle Kurayami
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by ThirdChild_ZKI View Post
    The only reason I don't find the blind spot unfair is that it's a literal dead end. If the enemy team pays attention, you'll be attacked, though the time it takes to down you is enough to do significant damage. BUT! They should be watching their maps and actively trying to shut you down before you get there. So while it sucks, yes, I say it evens out.
    Significant damage is all you need to win the match. One core hit puts you in the lead MASSIVELY. I feel it's unfair because those cannons are in place as a last line of defense, but here you can get Opps to attack from a blind spot, attack from the river. The South is typically the quickest, but most suicidal. Watching the maps or not, unless you meet them halfway or have Cruisers on them, they're getting a shot off.
    (0)

  10. #100
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I can see the cannons potentially gaining range but losing damage in order to deal with that, but not completely ruin the strategy. I highly agree though, an Oppressor should very much be getting attacked well before it gets to that blind spot or you're in trouble.
    (0)

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