Page 1 of 2 1 2 LastLast
Results 1 to 10 of 13

Hybrid View

  1. #1
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100

    The comeback mechanic with the crystal moving faster should not be a thing.

    This game mode snowballs like crazy because of idiotic designs like the crystal moving at lightning speed when a team starts pushing it the other direction. It should move the same speed throughout the entire match. Watching the crystal move at breakneck speed from one side of the map entirely to the other before anyone can even respawn is ridiculous
    (4)
    Last edited by Ransu; 07-02-2022 at 06:43 PM.

  2. #2
    Player
    gioroggia's Avatar
    Join Date
    Apr 2022
    Location
    Gridania
    Posts
    91
    Character
    Brys Beddict
    World
    Midgardsormr
    Main Class
    Dragoon Lv 90
    Agreed. Also, overtime needs a time limit.
    (1)

  3. #3
    Player
    Sarevok_Thordin's Avatar
    Join Date
    Mar 2017
    Posts
    446
    Character
    Sarevok Thordin
    World
    Brynhildr
    Main Class
    Red Mage Lv 100
    It isn't made any better by the dripfeeding that can go on. You have to either choose to dive into the enemy and hope none of them can break your guard knowing you'll be killed instantly after those seconds are up or wait for the rest of your team.
    (2)

  4. #4
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Crystal movement speed should probably be tied to how many people are pushing it. In other words, apply the mechanics for checkpoints to the entire map. Say 2 people to move the crystal at the current (standard) pace, with each additional person adding an extra 5% speed. Right now, there is literally no reason to ever have more than one person touching the crystal at a time unless you're worried about the other team trying to steal it from you. Nor do you ever want more than 1 person holding the crystal in place outside of OT. Making crystal movement more granular would open up additional tactical options, which is something CC is going to need sooner rather than later.
    (8)

  5. #5
    Player
    Ravenwatch's Avatar
    Join Date
    Sep 2020
    Posts
    92
    Character
    Hidden Street
    World
    Balmung
    Main Class
    White Mage Lv 86
    Quote Originally Posted by Gserpent View Post
    Crystal movement speed should probably be tied to how many people are pushing it.
    Yes please to this and eliminating the comeback speed. Losing stability after keeping it in the opponents court shouldn't punish you for the OT phase.. especially when said turnaround is helped by the respawn distance.
    (1)

  6. #6
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Ravenwatch View Post
    Yes please to this and eliminating the comeback speed. Losing stability after keeping it in the opponents court shouldn't punish you for the OT phase.. especially when said turnaround is helped by the respawn distance.
    Ya the comeback mechanic is pretty deflating honestly and just leads to way too many snowballing situations. Personally I'd like to see CC become a best of 3 match instead of a single round and the format to be attack/defend rounds instead of the neutral center piece that it is now.
    (0)

  7. #7
    Player
    Kettlestick's Avatar
    Join Date
    Jun 2022
    Posts
    7
    Character
    Ofelia Tilmitt
    World
    Adamantoise
    Main Class
    Dancer Lv 70
    More people pushing it = faster would be a big buff to certain classes, whm and warrior being two of them. Idk about you but those are two classes that I don't think need a buff.

    The crystal speed up mechanic isn't a catch up mechanic, it's a tiebreaker. If you didn't push the crystal to goal in the time limit, you don't deserve the win yet. If you have the better team, you won't let them push you all the way back from 98%. I'll agree that it doesn't feel great when that does happen, but I definitely see the necessity of it.
    (0)

  8. #8
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Kettlestick View Post
    More people pushing it = faster would be a big buff to certain classes, whm and warrior being two of them. Idk about you but those are two classes that I don't think need a buff.

    The crystal speed up mechanic isn't a catch up mechanic, it's a tiebreaker. If you didn't push the crystal to goal in the time limit, you don't deserve the win yet. If you have the better team, you won't let them push you all the way back from 98%. I'll agree that it doesn't feel great when that does happen, but I definitely see the necessity of it.
    In what way is it a buff to WHM and WAR?
    (0)

  9. #9
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    746
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kettlestick View Post
    More people pushing it = faster would be a big buff to certain classes, whm and warrior being two of them. Idk about you but those are two classes that I don't think need a buff.
    Note that this doesnt have to be a linear speed. In tf2 the payloads normaly are set to have 3 diffirent speeds based on player count. 1 player is 50%, 2 players is 75% and 3 is 100% (or easier towards players: 100%,150%,200%), anything more doesnt do anything.

    Even if we look at normal capture zone speeds. The speed of progress is always the square root of the capture number (it even works beyond 15 capturers, but the hud breaks on it - which is achievable by mass scouts, or in mvm). This would then translate to 100% at 1, 144% at 2, 173% at 3, and 200% at 4.

    The result is simply that stacking benefits, but not in a linear way. This can often negate class issues. The scout in tf2 for example with its double capture rate at best only has 144%, never 200%.
    (1)

  10. #10
    Player
    Kettlestick's Avatar
    Join Date
    Jun 2022
    Posts
    7
    Character
    Ofelia Tilmitt
    World
    Adamantoise
    Main Class
    Dancer Lv 70
    Quote Originally Posted by Gserpent View Post
    In what way is it a buff to WHM and WAR?
    It'll buff any class that benefits from everyone being clumped up, or is good at brawling. Warrior is good at brawling, whm's limit crushes teams that stand near each other.
    (0)

Page 1 of 2 1 2 LastLast