cRPG
cRPG => Suggestions Corner => Topic started by: Mala on March 20, 2011, 11:43:07 am
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and a higher one for attackers as well.
I am sick of all the suicide defenders.
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I am sick of all the suicide defenders.
I am not
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Yeah, I dont see a reason why not either, if a defender dies instantly after spawning everytime he still participates in 2 and a half minute of the round, which is more than half on siege? Dont remember, point is the times attackers actually manage to tear it up, and they would have won if it wasent for that last life all the defenders got. Its really annoying
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Wait, what? Defenders don't have any limit? Cool, i will try to play siege then :D
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Wait, what? Defenders don't have any limit? Cool, i will try to play siege then :D
Remember that in siege you need buy time if you are a defender. Suiciding is bad for your team unless it involves you making a bunch of attackers focus on you for 30 or 40 seconds minimum and away from the flag.
Kills mean nothing in siege, Defenders want to buy time, and Attackers want the flag.
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If we were to add defender spawn limit we would have to restructure all maps to take into effect the eventual dwindling defense
Also this takes away sallying out which in my oppinion is the most fun part of siege
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No, this would destroy the great balance we have in siege battles at the moment.
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Remember that in siege you need buy time if you are a defender. Suiciding is bad for your team unless it involves you making a bunch of attackers focus on you for 30 or 40 seconds minimum and away from the flag.
I still think in public servers without big banner teams, creating such a big blob of enemies even harms your own team. Usualy attackers tickle in 1 by 1, no problem for defenders, but if some retard defender dances around in attacker spawn for 20secs, he manages to bind many attackers together in a big blob that will attack the castle together, overrunning the outnumbered defenders.
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Kills mean nothing in siege, Defenders want to buy time, and Attackers want the flag.
That's not completely true, every kill is a 30 sec respawn or a 30 sec walk to the flag. Going for kills when the flag is under attack, now that is bad, unless you can see that the flag is being reinforced already in which case it's again beter to just go for kills to make sure the attackers can't reinforce the flag. Likewise the idea that defending the walls is bad is also wrong. Defending the walls is a perfectly good tactic on some maps. When the defenders only concentrate on the flag, all the attackers need to do is kill more defenders than lose attackers. Siege is all about reinforcements and who can kill the most enemies in the shortest amount of time.
on topic: Don't think it's needed, siege is pretty balanced right now.
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Well, then i have to use the baaad "r" word.
Right now it is just some kind of team death match with an objective.
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TDM with objective is awesome because if take into account the time it takes you to respawn and the time it gets defenders to go to flag you can sometimes as a defender charge down the walls and earn a few seconds for your team.
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i also think that original limit on deaths would bring more tactical play.
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Kills mean nothing in siege, Defenders want to buy time, and Attackers want the flag.
Golden words. And unread by most, just like all those "FAAAALG!!!!"-cries of dead teammates... ;-)
BTT: on first though I was against it. But then, latest after reading Wallace's pro-sally post, I reconsidered.
Now I am confused... ;-)
so: +/- 1 ;-)
Pro:
- would cut some of the suicidal BS
- more realism. Attackers could literally fill the ditches with corpses as long as they could force enough peasants to become heroes, defenders were limited in numbers.
Con:
- you do not learn when you are dead - esp. new players and/or people dealing with high ping like me and/or trying a new class need to experiment. Which inevitably leads to death many times... ;-)
- On siege, an estimated 40% of all deaths are caused by partial or full teamkills, or falling down the effing walls because of own stupidity, lag, or poorly designed ladders/stairs, etc. Add stupid spawn points (off the walls, or into areas already under enemy control) etc. You have a high probability that your lifes will end in an "unfair" way, and the unlimited lifes somewhat compensates for that. Already frustrating that you have to wait 30 seconds just because you were spawned into free-fall...
- If you look at the current results, things seem to be pretty balanced. So IF a life-cap is re-introduced, it would have to be for both sides, like 4 lifes for defenders, 9 like the cat for attackers
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Lives would be epic if it were for both sides, other wise no it would be waaay too imbalanced when half the defender team can't spawn in the last minute of game play and attackers are spawning every three seconds.