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Incentives to Move

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Squidslinger Gilder:
Well if Muse fixes a lot of things, sniping matches can start to thin out. The addition of mines coming does bring another factor. Mines can be both defensive and offensive. With the game in it's current state I say it'll only keep encouraging sniping. But some tweaks and adjustments to a few of the ships and cqc vs snipers is very viable again. Mines may play an important role in that if they aren't nerfed into oblivion. Heck I used to do it all the time months ago before Muse wreaked things. Had I had a mine launcher back then, the effectiveness of taking out snipers would have just increased.

Gambrill:
On some levels its amazingly easy to beat snipers such as paritian rumble, and using dust/clouds to hide yourself to catch them from the side or rear,  of course on other levels its near impossible. if i find myself stuck with no option to do anything but run staight at them its a sticky situation but rull speed ahead and get everyone on repairs until we are close enough and it usually works out well :)

RearAdmiralZill:
The reason why I think the "time limit" set by the server itself is plenty is really one thing: tactics.

You start putting short time limits in there, and you get a bunch of "strategies" that revolve around it instead of, well what you saw Friday. You could have a team ahead in kills, and they simply avoid the other team till time runs out. You cut way into the chance for comebacks. And I can only imagine the rage of a tied game, and you both lose? Most of our games were close, and 2 of them were 7-6.

I can agree that I wished some CP maps were in the rotation. You don't have to separate them to have a good tournament either. Both can exist.

N-Sunderland:
Solution: have a tournament where more than one merc per ship is banned.

Shinkurex:

--- Quote from: N-Sunderland on July 08, 2013, 10:37:34 am ---Solution: have a tournament where more than one merc per ship is banned.

--- End quote ---

eh merc/arty..... might take even longer........

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