Info > Feedback and Suggestions
Something fundamentally broken about Crazy King
Jereven:
I've had a number of Crazy King matches that have employed tactics similar to one of these two:
"Don't kill them, just disable them."
or
"Stop repairing, we're suiciding."
This is primarily tied to the spawn system -- dead ships come back at full health and often can spawn closer to the next point than they would be if they just turned tail and started flying there. While killing enemy ships and surviving is not the primary objective of Crazy King, I think something is inherently wrong with a system that sometimes promotes NOT killing enemy ships, and something is definitely wrong with a system that encourages running into mines deliberately for the free "teleport".
I think adding a bit of an additional penalty to death could discourage these tactics some and, additionally, might solve some of the general issues that exist with normal KOTH as well. Perhaps something like this:
If a red ship is destroyed while either it or its blue team attackers are relatively near the active capture point, adjust the standings as if the blue team had been sitting on the point uncontested for X seconds.
This means that:
1. If the red team has full control of the point, or the point is in "tug of war", move the point X seconds worth towards the blue team's favor. (This includes going from full red circle
2. If the blue team has full control of the point, immediately increase their score by X points.
I feel like this would help solve some of the problem -- there is incentive to kill an enemy ship (even though they may get a favorable spawn), and additional incentive to stay alive. While suicide remains an option, the time required to fly out of range of the point first should negate a lot of its usefulness.
Thoughts?
Frazzledragon:
I think we should remove the new spawn system from all Crazy King maps and make it semi-random instead, or allow chooseable spawns but make them rotate on the map too.
The Disable-tactic seems alright to me but suicides are just dumb, as well as enemies who die being rewarded by spawning closer to the next point.
The dying ships should always have to choose a respawn-location on the opposite side of the next-to-activate CP
Additionally: Revert Anglean Raiders back to Resource Race. This map is still broken beyond anything reasonable because there are no chokepoints, cover or anything around 4 of the 5 CPs. Only point A has some structures that get in the way. (The Oilrig is too small to count as good cover) It's just open air. And reducing the tick-points to 200 just made the map even worse. Now there is hardly a point to fighting for a balloon. If somebody has captured it it more often than not has ticked down to 100. Now count in that there's one defender, who cannot be taken down in under one minute, meaning there's just 40 resources left on the point. It takes another 20 to capture.
Squidslinger Gilder:
I say the spawns in crazy king only unlock when you have control of a point and only for in the vicinity of that point, otherwise it goes random.
Anglean is won by whoever caps D. The distance between C and D is the greatest so respawning ships that just wait by D can often times cap unopposed. You can't burn enough fuel to go from one side to the other. But Anglean does have chokepoints and it has cover. Just like Refinery. Just Refinery has a few more clouds and structures.
Winning Anglean without capping D requires you to be damn good at killing and advancing. But most likely you'll only gain about 50 points per point as it just takes too long to kill the ships that are blocking. Instead of relying on the larger gain at D, you rely on more smaller gains with chance large gains if the other team messes up.
Wundsalz:
My opinion on that matter:
- tactical suicides are stupid. Also the engie achievement for the map requires to not die more than once during anglean matches - which is literally asking the captain(and the engineers) to play inefficiently with the current game mechanica.
- I like Frazzles idea of letting players spawn at the oposite site of the next spawn point - regardless of the team.
- I liked the old cap limit better. Now its all about blocking point as long as possible and coordinated attacks are barely ever seen.
- game starts are often heavily biased and give one of the teams a headstart of roughly 150 points
- Im like the ck anglean better than the ressource race
- the anglean capture point order should be altered
macmacnick:
It seems like Crazy King needs to have the old moving points, and raid on the refinery was more dynamic with the longer point times and moving points. Also, Anglian Raiders should have an option for Crazy King and Resource Race.
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