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2003-07-09, 11:14 PM | [Ignore Me] #1 | ||
Private
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They NEED to make tower caps worth some xp shit I'd be happy if they are worth only 100xp for grabbing it back MUCH BETTER THEN ZERO after 3 hours trying to capture the damn thing. The enemy can endlessly run out of because it can't be destroyed and will never run out of NTUs.
That should be worth something, shit you don't even have an option of disabling the gen BECAUSE IT has none, sure it has no vehicles but that still doesn't make it enough of a flaw to make it worth nothing for grabbing. DAMN you get xp for blowing up an AMS at least from the poor suckers that don't get away in time. I'm suprised no one has fixed this by now, GAH! :O: |
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2003-07-10, 12:47 AM | [Ignore Me] #3 | ||||
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2003-07-10, 12:48 AM | [Ignore Me] #4 | ||
Lightbulb Collector
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Towers are the nagging b**ches of the battlefield: hard to take, and if you ignore them, they'll regroup and take your base.
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The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly. |
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2003-07-10, 01:53 AM | [Ignore Me] #5 | ||
Contributor Major
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The answer is not to give xp for defending towers. The answer is to give xp bonuses for defense, there are many otpions for this, from giving bonuses for time spent in a friendly SOI where combat is occuring to giving added exp for kills within a friendly SOI since most towers are covered by one SOI or another this whould fix the problem while preventing hopefully any exploits that could come from it.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-07-10, 02:09 AM | [Ignore Me] #6 | ||
Private
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What's to stop you from trading the tower all night? Well, what's to stop you and another squad from trading a base all night or killing each other off all night for xp?
It'd take for fucking ever to hit BR20 and it's boring as all hell. At least in my opinion it is. I wouldn't sit and trade a tower all night just like I wouldn't sit and trade an empty base all night. But they'd have to make tower caps like base caps, only smaller. If they made tower caps like base caps and did xp based on the action in the tower's SOI or whatever, and did a fraction of what a base cap is, perhaps max 1000 to 1500 and a 5 minute hold time then that would be alright. I like tower fights just for the fights though. I need no reward except the heap of bodies I create What I want to see is some sort of purpose for conlocks. XP, a sign at the warpgate that says TR owned you! or whatever, I don't care, just something besides a red colored cont.
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You're done, stop talking. |
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2003-07-10, 04:43 AM | [Ignore Me] #9 | ||
Contributor Major
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^ What they said ^
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-07-10, 10:27 AM | [Ignore Me] #11 | ||
Private
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Personally, I think towers should stay the way they are. They're an entirely different battle than cities. Fast, furious, right to the point. The tide changes instantly as soon as someone hacks the tower, and if there is any kind of support for the hacker and a close AMS the battle is won. Defenders generally get hammered as soon as they leave the tower, so they have to hunker in making them very easy nade targets. Throw in hot drops on the roof for above entries, and I think tower fights are always some of the best times.
As for xp, I don't really have a problem with not getting any because you it's a part of the base capture. If you ignore the towers, it's real tough to take a base. I do think defense xp needs to be added though. I just can't imagine a 5 minute timer on towers, and NTU's. Will they get to keep spawning during the 5 minutes? No tower will ever get taken until it runs out of NTU's. What a pain in the A**. Every tower fight would be all night, and they would eventually get ignored, because getting an AMS is buttloads easier than making endless ANT runs. I think some changes to the game are in order, but personally I'm a fan of the way the towers work. The complaint about the 5 min timer seems to be that they get taken back so quickly. My answer to that, at least from a TR's point of view, is we need to have F****** guard posted at the towers near the cities we're sieging. End of Tirade. |
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2003-07-10, 02:03 PM | [Ignore Me] #13 | |||
Staff Sergeant
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or perhaps, all map views will have TEE ARR PWND=J00 spraypainted on the continent.
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I came here to do two things: Chew bubble gum, and kick ass. And i'm all out of ass. |
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2003-07-10, 02:04 PM | [Ignore Me] #14 | ||
Major General
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easyer=gay, hard=fun + more xp
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PS Storys: The Eraser The New World (5Chap.) http://mrchevys3.blogspot.com/ Living is easy with eyes closed. |
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2003-07-10, 02:48 PM | [Ignore Me] #15 | ||
Staff Sergeant
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towers as they stand are worth alot. they're worth about as much exp as you'll get capping the base right next to it because you have all of the advantages where as somebody stupid enough to try defense from within a base under the current setup has nothing but disadvantages.
towers should be a helper for an offensive action, not be an offensive force totally in and of themselves.
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It takes a real man to wear purple on the field of battle! |
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