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Something fundamentally broken about Crazy King

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Wundsalz:

--- Quote from: macmacnick on January 26, 2014, 06:35:51 pm ---It seems like Crazy King needs to have the old moving points

--- End quote ---
The old moving points?

Frazzledragon:

--- Quote from: Gilder Unfettered on January 26, 2014, 04:23:10 pm ---But Anglean does have chokepoints and it has cover.

--- End quote ---

Where are there chokepoints in any place but the passage around point A and around the two large ice-spikes in the south and west?
You can go from NW to NE in a pretty much straight line. From NE to SE it's just a small curve around a mountain piece but no chokepoint.
NW to SW, that ice-spike is easy to bypass and you have enormous room on both sides so that you aren't even forced to be close to an enemy.
The only half way tight spot would be SW to SE, but you can bypass that as well with ease.

And about the cover? Which of the four outer points allows you to properly hide behind anything while being on the point? The oilrig is basically just a single tower that is useful.
The Battleship requires you to sink to almost water level to do anything.
The village is just a crater and doesn't hide you and so does the oilpump.
The only real cover is the cannon-support at A, which is also partially-see-through, so you are just safe from fire, not sight.

Thomas:
Overall I think the spawn system is fine, as it only -sometimes- helps to die or kill. The different teams have spawns at different sides of the map. If the next cap point is on the opposite side of your spawn, suicide is not going to help you. Where if the next cap point is on the opposite side of the enemies spawn, it'd be more beneficial to kill them.


I kind of like the concept of wounding an enemy, but not killing them outright; as that's often much harder to accomplish than just finishing them off. Trying to leave them disabled for a bit is a risky game, because there's a good chance they're still going to try and take you out.


However, suicide or getting killed on purpose is always lame. I've run into situations where I would look back on a recent engagement and realize it would have been much more advantageous if we lost. This really shouldn't happen, even if it's only some of the time (spawns on different sides of the map).


One thing that could help is much longer respawn times. And while I think the spawn system overall is OK, it would work better if the spawn points changed along with the active points. So around a minute left, the spawn points would shift to the opposite side of the map from the next point. (eg: if the NE point is active, the spawn points are in the SW (or NW and SE) for the teams. At 60 seconds left on the active point, and it will switch to the NW point, the spawns shift to the SE (or NE and SW) of the map. Keeping them roughly as far as possible and giving neither team a spawn advantage.



Other interesting alternatives are giving the ships buffs or debuffs depending on how long they live or how much they die. For example, a ship that continues surviving in the match will have it's maximize speed increase at certain intervals. Dying would reset this. This makes ships very much not want to die, and also to destroy the enemy ships. A harsher system might debuff ships for dying. Perhaps spawning them with reduced hull health on each death.

Omniraptor:
I would really not want to see killstreak rewards, because they cheapen the game and make for more lopsided matches and harder comebacks.

Jereven:
I don't like the idea of buffs/debuffs based on survivability.  It seems non-obvious, and puts you at an even greater disadvantage if you happen to start off poorly.

I still think the suggestion in my opening post would be viable, relatively intuitive, and possibly helpful in regular KOTH as well.  It also continues to work along with any other changes (e.g. spawn changes)

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