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Old 2013-04-22, 10:05 AM   [Ignore Me] #31
Hmr85
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Re: Influence Changes [0/0]


This change is meant for the upcoming lattice/rush lanes. They are just allowing people to get use to it before its implemented.

I am personally a big fan of this as it keeps me from having to constantly stand on point and allows me to actually go out and fight.
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Old 2013-04-22, 10:13 AM   [Ignore Me] #32
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Re: Influence Changes [0/0]


Ghost capping happened before these changes as well, right? Perhaps they could make it so the influence on a capture point is in effect while the point flips. Meaning, the hack timer on the location would take longer to start if only one person is next to the point. If more people are next to the point then the capture point flips faster.

I wrote this in the 4.19.2013 thread the other day:

Not required to nurse a capture point to make hack go faster, this gives people a chance to spread out and find strategic positions to defend the capture points. Visual indicators on the map that show timer progression is excellent (better then PS1 cause you had to double click bases to see the timer). This allows teams to have time to make choices in what they are going to do. Do they have enough at the base being captured to defend it while the timer goes? No, then spread out and setup to defend the capture points. Yes, then setup a perimeter around the location. If there's enough people that already can handle that then move out to the next location to take. And of course it gives the other empire time to make a decision and react to an owned base being attacked (which now gives a cause to try and keep those bases if possible).

One thing they do need to do, remove the 0/0 count under the capture points. It's just confusing being there, it means nothing.

EDIT: Also, 3-ways on a single cont. pretty much complicate the matter of not being able to keep a front line and move it to lock the cont. Same thing as in PS1. 3-ways did happen in PS1 but were not as prevalent and there were ways to break them up. This should be resolved by adding more continents with an inter-cont lattice system and removing the 3-empire footholds on every cont...
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Old 2013-04-22, 10:17 AM   [Ignore Me] #33
ThatGoatGuy
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Re: Influence Changes [0/0]


I love it, absolutely love it. The only thing they need to do now though is remove the 0/0 point count and just have the Alpha, Bravo, Charlie, Delta points and the progress bar.
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Old 2013-04-22, 12:28 PM   [Ignore Me] #34
p0intman
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Re: Influence Changes [0/0]


Originally Posted by Dougnifico View Post
How about instead adding entire underground, infantry only complexes under all the main facilities. Then they can have 3 or 5 points in an AMP station all taken by infantry.

... why subject any of the cap points to vehicular influence with their current power?
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Old 2013-04-22, 01:14 PM   [Ignore Me] #35
Qwan
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Re: Influence Changes [0/0]


Originally Posted by Figment View Post
@Qwan: it would suit modular buildings a little, but on the other hand, it would cause dispersion of the defenders and leave them with no front to work from or fall back to.
True it would cause dispersment, but think about it, squad leaders can lay down way points (not squad beacons) telling his squad to drop behind this building or on top of this one. I mean this to me seems the only way to stop spawn camping. If your spawn box is surrounded there really is no way out. The minute you break the shields, your splattered, no one falls back to a spawn box, most guys in the spawn box get as many kills as they can while there and then either re diploy or charge out in a blaze of glory. I think that by removing the spawn box and making a base beacon this would stop the camping and give the defenders a chance to fend off the enemy. In most scenerios my outfit regroups at a different base and comes back guns a blazing. In the base beacon scenerio we can designate a spot outside the killzone to set up an offence without going all the way back to another base and on esimir, and amerish that can be a pain. Im just saying its a idea, its better than just complaining about it and giving no in put.
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Old 2013-04-22, 01:24 PM   [Ignore Me] #36
Figment
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Re: Influence Changes [0/0]


I have most issues with the whole concept of disconnected modular design tbh.
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Old 2013-04-22, 01:39 PM   [Ignore Me] #37
Phantomdestiny
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Re: Influence Changes [0/0]


i can't wait to have 2-way fights on continents
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Old 2013-04-22, 03:30 PM   [Ignore Me] #38
Whiteagle
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Re: Influence Changes [0/0]


Originally Posted by Figment View Post
I have most issues with the whole concept of disconnected modular design tbh.
True enough, but if they keep using these scattered Prefab Shacks instead of actually bothering to BUILD Bases, Qwan's idea might be our last recourse.

We still have too many Outpost with Offence minded designs, where the layouts favor Attackers on the Push then Defenders trying to stop one.
If they don't adjust Base setup to where the Spawn is the literal Keep to the Castle then we might as well all be Attackers fighting over a big arena.
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Old 2013-04-22, 04:39 PM   [Ignore Me] #39
Soothsayer
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Re: Influence Changes [0/0]


I'd like to see spawn times correlate to capture progress (slower respawn at bases that are further along their cap.)

I also think capture progress should tick back to the defender much faster than it does for attackers. Attackers should have the option of going off point, but should be punished for losing the point.
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Old 2013-04-23, 03:44 AM   [Ignore Me] #40
Climhazzard
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Re: Influence Changes [0/0]


Originally Posted by BlaxicanX View Post
So all-in-all, this change is kind of a mixed blessing. On the one hand, it's very easy for even a single person to just waltz into an enemy base and ghost-cap it, then waltz out. On the other hand, it's just as easy for the defenders to do the same thing to re-capture it.
This isn't any different than the previous mechanic.

So on the bright side, no more instances of my outfit saying "Oh shit, someone's ghost-capping ____, well let's pull bravo squad out of this battle and send them to go re-cap it." Now that you don't need a 6/6 to expediate the cap, you can now just send a single dude or two to go re-cap it, and once it starts flipping they can rejoin the battle. That's nice.
You might want to reconsider those assumptions. The old mechanic didn't require 6 people; one person could flip the point and wander off, too. Also, just because one person can flip the point and no one needs to stand on it with the new mechanic, that doesn't mean there won't be anyone defending it. Nothing's changed.

Originally Posted by Maarvy View Post
The cap timer should be related to the number of troops you have in the base . Inside the spawn room should NOT be considered inside the base .

This way once ur pushed back in to the spawn room and you ony have shield derp heros left the base is quickly fucked .

I dont mind long cap times if shit is deffended , its when u sit for 10 mins with nothing but pheonix donkeys shooting out it becomes mind numbingly boring .
The entire point of the longer capture times is so that the defending faction has time to respond. If your suggestion is implemented, an enemy faction can exploit it by hitting an undefended facility, shortening the capture time significantly and giving the defending faction much less time to respond.
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Old 2013-04-23, 06:30 AM   [Ignore Me] #41
BlaxicanX
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Re: Influence Changes [0/0]


Not really, no. In the prior system one person "could" cap it, but the game actively encouraged groups to stick around to hurry the cap along. Now that there's a flat-rate cap, there is no inclination to send more than a person to camp around for twenty minutes. Your lulzy assumption that "no one will be defending it" is flat our wrong. During the two hours that I was on today, I counter ghost capped several bases by doing just that. Wandered on to a base that was ghost-capped, capped it, left the base and joined my outfit wherever they were at, 10 minutes later the base automatically flipped.

Things have certainly changed, that's just objective fact. How important people feel about those changes is something else.

Last edited by BlaxicanX; 2013-04-23 at 06:32 AM.
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Old 2013-04-23, 08:11 AM   [Ignore Me] #42
Blynd
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Re: Influence Changes [0/0]


Originally Posted by Whiteagle View Post
...So... you'd need an Infiltrator to Capture Points?

Eh, I like the sentiment, but it might piss off the casual crowd to require the "Sniper/Spy" class to flip bases...

...Anything we could do with Deployables?

I'm thinking perhaps a Device to replace the Recon Sensor that would activate after being set down for a period of time that would make the Control Point think someone from your Faction was standing there.

What do you guys think?


Personally I like the lack of Attackers bothering to hold points, if simply because their Camping the Spawn allows it to be retaken from another angle, but faster Re-secure Times would be appreciated.

Anything that rewards playing Smart over playing Fast is good in my book.
no not just infils but the rek would replace say an engineers tool or a medics tool but LA/HA cant do it it has to be one of those 3 classes and have a cert system for advanced hacking (kind of reminds me of something ......)
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Old 2013-04-23, 12:59 PM   [Ignore Me] #43
ItZMuRdA
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Re: Influence Changes [0/0]


I like everything about it except for the strategic tool I used it as to see if enemies were within a point's burn zone before I was there. For example, if a base said 2/6 and I was going to try to take it back, I had more or less an idea of what I was up against and how many people to look for in the immediate area.

You may argue that is an improvement, and perhaps it is, though it was definitely something I got used to using to my advantage.
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Old 2013-04-23, 01:49 PM   [Ignore Me] #44
Crator
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Re: Influence Changes [0/0]


Originally Posted by ItZMuRdA View Post
I like everything about it except for the strategic tool I used it as to see if enemies were within a point's burn zone before I was there. For example, if a base said 2/6 and I was going to try to take it back, I had more or less an idea of what I was up against and how many people to look for in the immediate area.

You may argue that is an improvement, and perhaps it is, though it was definitely something I got used to using to my advantage.
A recon tool on an aircraft would be cool to have for this. So requires a player to detect concentration of enemy then report back to command leaders to appropriate proper forces to respond.
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Old 2013-04-23, 03:33 PM   [Ignore Me] #45
Figment
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Re: Influence Changes [0/0]


Scout radar? ;p
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