muuuu
So there will be less space to pick up your fights, pull opponents, rest between fights, use range to your advantage, ... It removes an important tactical aspect from BS (TL7 point of view here).
Is there any real reason to remove those parts, by the way ? If people find them too big, with planned points #1 and #3, they don't have to go there any more so it should not matter for them if the zone still exist. Then why prevent who want to from going there ?
Forum rule #1 :
If someone disagrees with you, he is obviously trolling, flamming, or a stupid n00b.
Is the massive walkway up to the top of core/mid necessary? Are the long hallways which, when combined, are larger than the typical play areas you find players 99% of the time actually a good thing?
I think you are just complaining about something for the sake of complaining without making an earnest grievance. The battlestations are about pvp, not hiding, healing, or afking for a while in a safe place no one uses except people trying to avoid pvp.
AO: ▐ Renamed 220/30 adv▐ Giit 200/30 NT game over setup▐ Somethiing 199/21 Confused Sold▐ Sixunder 158/21 tard ▐ Eightup 150/20 flex▐ Giitjiit 57/6 NT▐
FFXIV: Giit Paradisian - 50 CNJ/White Mage - Hyperion server
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wtf happened to my avatars eyebrows?
I used to listen to Dubstep in the 90's... every time I connected to the internet.
nooooo... but how will i farm easy solokills off greens if they actually get a choice as to where to spawn?!
Why do all the players not spawn at the same time in the same confined room then ? That would be PvP, wouldn't it ? And get rid of those points to cap, since capping a point is not PvP.
Teaming does not change what I said. Not all teams are equal. So you might want to pick up your fights too. And have some room to use whatever professions you have in your team to the best of their capacities.
Aaah, let me guess, it's to make RI'ing almost necessary to survive now in BS ? So, why not make everyone spawn at the same time in the same confined room ?
Forum rule #1 :
If someone disagrees with you, he is obviously trolling, flamming, or a stupid n00b.
These changes are very interesting.
It would be nice if you could make these teleporters take the following into consideration as well:
1: Spawn at any wing (A/B/C) which your side controls (but not middle)
2: When someone's capping a point, block spawning for any side in that wing
Also.. Please make sure you allow enough time to let people regroup before they're force-spawned.
PS: I'm glad to see people "whine" over the missing results of the whine contest!
Edit:
Controlling the area long enough to cap the point either involves PvP, or the complete absence of opponents. It's up to the defending players, really.. just like towers.
Last edited by Demoder; May 20th, 2011 at 16:12:01.
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Autohead 220/30/70 Solitus Soldier - Synergy Factor
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*thumbs up*
I like BS being technically made smaller by removing / blocking of some area, it means people can't run in one direction forever and slowly get away from me.
I hope the changes to the ramp / core are as effective as the teleport steps ..coz if they are I'm sooooooooooo gonna wet myself.
Big'up to fixing the spawning.
.:: Stigman : 220 / 30 / 70 : NM Engineer (PVM 35% Crit) : I Make It, You Buy It : FIRST Omni NM Engi to hit 220/30/70 on RK1 ::.
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.:: Lexstein : 150 / 20 / 42 : Trox Engineer : Sector Ten : Currently the ONLY 150/20/42 Trox Engi on RK1 ::.
What about "no more 4-capping"?
220 Shade | 220 NT | 220 Crat | 220 Fixer | 220 Agent | 165 Adv
the side that caps the 4th point should force core to turn neutral making it impossible for anyone to ever have 4 points capped at once, and if core is the 4th point capped the opponents spawn caps automatically in your enemies favour. adds a little tactical fun to the mix imo.
AO: ▐ Renamed 220/30 adv▐ Giit 200/30 NT game over setup▐ Somethiing 199/21 Confused Sold▐ Sixunder 158/21 tard ▐ Eightup 150/20 flex▐ Giitjiit 57/6 NT▐
FFXIV: Giit Paradisian - 50 CNJ/White Mage - Hyperion server
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4capping is often a result of spawn camping. I think the suggested changes will mitigate that problem.. And, IMO, they should see how that turns out before they try to implement something which makes total domination a disadvantage.
Maybe they should make all the points go neutral after being capped for two minutes, and drop the increased speed on 4cap?
This would make you have to maintain good enough precence in all wings to defend the point AND to cap it when the timer expires.
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Alternity: I never initiated a serious dialog
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I love the change of adding the teleport maps, much needed and much appreciated.
I'm curious about this one though, what's the rationale behind it? On my lowbie enforcer, sometimes my only chance at living through an encounter is running away from it, and I've often used those passages to add some variety in my running to escape pursuers. If those are gone, it's pretty predictable which way your opponent went.
Now just stop people abusing teleporters and we're all good!
And winners should get cake.
Vitaliy - 220/30 NM NT
Vitiate - 220/30 Soli Crat
Paralympics - 220/30 NM Agent
Vitx - 150/20 Opi Tarder
Paradise & Parasite
AO: ▐ Renamed 220/30 adv▐ Giit 200/30 NT game over setup▐ Somethiing 199/21 Confused Sold▐ Sixunder 158/21 tard ▐ Eightup 150/20 flex▐ Giitjiit 57/6 NT▐
FFXIV: Giit Paradisian - 50 CNJ/White Mage - Hyperion server
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