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CP/CK and how to fix it

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Hoja Lateralus:
Well, maybe, I'm not into competetive scene so I'm talking only from (semi-)pub experience. People didn't want 50+ min matches.

Perhaps we may want to have a division between competetive and casual modes? That way you kinda keep pub peeps happy and let competetive vets play what they like.

(also I think it's pretty reasonable to set just a strict in-game limit for game time to 30-40 minutes, whatever you're playing for longer than that is usually just frustrating. Game ends and whoever have more points wins, for draws in DM you could could in the permahull values to determine the winner)

Arturo Sanchez:
Old ck. bring it back. Old ck even if your allies are dimwits you can actually do the some hurt to the other team. Plus tactical positioning from the team on a full map basis was so much better during the old times.


also desert scrap points limit needs to be increased.


that map achieve is ridiculous unless its changed back to the higher number.

Squidslinger Gilder:
Also consider how many times there is a 50 minute match. It is not common. If it's maybe once a day or even week...why punish the people who like CK just because some kids can't sit still long enough for 1 match that goes a little long? If they don't like it they can exit match. If they don't like the negative mark on their completion they could always ask Muse to remove it. Or just go back to CoD and take their attention spans with them.

I've said before I'm all for a hardcore mode and a normal mode in GOIO. Normal means flying nerf guns and turret bumper boat combat, hardcore means tearing ships in half with one barrage and tense battles. But since we're getting private hosting in the near future, that'll do the same.

Arturo Sanchez:
The major loss for ck was the tactical versatility.

In the old rules where 1 ship could outright block.
You could have a ship rear guard to delay the cap/decap outright while the teammates secured the next point.
Then kill yourself via 3 or 2 v 1 on previous point and come in via spawn teleport.
Or defend the point 2 v 3 and send a scout to next point at end game.

None of these tactics aren't as viable now because of the new capture rules.

It works on king of the hill. But on CK? It was never needed. There was always the next point. I mean... sure keep the kill points thing. It can easily end games faster when it comes to 13 points or less end game capture battles. But Jesus christ don't make CK a dumbed down version of itself.

It works on king of the hill because there is only one point. It precisely doesn't on ck because there are alot of points.

Hell if people complain about 1 ship full blocking. Increase the capture rate. There's just so many better alternatives than stupid full team chase the point.

Old CK forced people to use their brains and thats not a bad thing muse.

The Djinn:

--- Quote from: Maximillian Jazzhand on November 02, 2015, 11:20:06 pm ---The major loss for ck was the tactical versatility.

In the old rules where 1 ship could outright block.
You could have a ship rear guard to delay the cap/decap outright while the teammates secured the next point.
Then kill yourself via 3 or 2 v 1 on previous point and come in via spawn teleport.
Or defend the point 2 v 3 and send a scout to next point at end game.
--- End quote ---

Agreed. I won games through strategic Squid Hydrogen/Chute Vent shenanigans on a captured point, pulling engineers off the guns to tank the hull / balloon as we played merry havoc with the enemy's ability to track us. I miss that terribly -- it was moments like that that really made me LOVE capture point.

The new one is so...stagnant. You have to play a brawling ship, since you have to go for the point -- your team loses if you hang back and snipe or zone instead. I can't find a reason to bring anything else. If it can't kill an enemy at close range while standing on the point, there's no real point to bringing it.

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