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"The Cogs" Ruleset
zitruskiller:
are there any additional rules about killing yourself with a tarbarrel after the last week, or its allowed?
Swallox:
I honestly don't have a problem with it... And I'll explain why.
In order to off yourself in that sort of manner in order to save a kill, a ship has to escape from combat, find a quiet spot on the battlefield and then spent between 10 to 30 seconds tarring themselves, leaving them very vulnerable... It's an awful, dirty trick, but it's also ingenious in a way. It's similar to towerdiving in a LoL ARAM in a way, and it also allows a clever team to cut their losses and take a risk in order to refresh one or more of their ships for an upcoming fight. Note that in order to do this, the enemy team can't be chasing them. In other words, this is a tactic that only works against long-range teams, or teams that camp in favourable positions.
Yes, it's probably immoral, and if it turns into a serious problem later on down the line, with teams running away from fights to do it then we'll have to alter the rules to disallow it... But for now, it's a clever little trick to refresh a ship without costing your team that I fully approve of... And I applaud BFS for having the balls to pull it off in a Cogs match.
Mattilald Anguisad:
Tar is not the only way of suiciding, nor is it necesarily the fastest. It is admittedly most reliable if you have a Squid (nothing else can reliably enough run away). One way is to go for example: far from combat, pop your own baloon with hydrogen and let yourself die from impact damage (or you could combine multiple of these tehnics to be done in shorter anount of time).
It is not like tower-diving in LoL since kill will be atributed to the last chanpion that damaged you, if a tower or a minion kills you (belive me I swore many a time becouse of that). Even if he does a single point of damage out ot 3K hit points you have (+/- 500 for anything that's not in anyway tanky). Many have instead compared to creem denial - a widespread tactic of killing your own minion waves to preven nemies from getting gold for killing them. It's something that exists in DotA and DotA2, but not LoL. Why not in LoL? Becouse developers thought it damaged the gameplay by rewarding pasive/defensive playstyle. Reasoning in DotA2 for allowing that tactic was that it adds new layers of gameplay (if you kill too many of your own meinions you risk enemy steamrolling your minon waves and destroying your lanes too quickly). --I'm obviously on LoL side of this argument.
I think this an easily exploitable tehnic for any COGs worthy captain (unless enemy also has a squid). It makes squid for all practical purposes invincible. Pop in deal some mayhem, run away and kill yourself, till enemy is no more.
Squidslinger Gilder:
Long range battles don't require a squid to run away from. Specially ones in the canyon, fjords, or dunes. Just pull back and do it, pending you have engines functioning to do it. As long as the camper team doesn't move to press an attack, there is more than enough time to pull it off. It would be much harder to pull off with a bigger ship. Specially galleon due to the speed of it and size.
Dying from impact should still count as a kill for the opposing team since they were the last one that damaged you. The game does not really tell the difference between a crash based on enemy fire or one based on friendly fire.
Captain Smollett:
Swallow, I hope you know that this could potentially extend the length of games tremendously.
If two teams are intent at fighting at range, then teams will just shoot each other until they've done permahull damage, pull into their spawn suicide then rinse and repeat.
This could actually cause games to go on forever if people master this. It's actually not that hard to pull this off in the middle of a close range firefight to deny the enemy a kill.
Really, how long do you want to cast each match? We have a lot of games to play Saturday.
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