+1 Team-Res for a kill
Solitario
Join Date: 2006-10-29 Member: 58097Members
<b>why?</b>
because it should be get MORE punished to get killed.
(skulk) base rushes in the beginning wouldn't be that effective anymore
<b>why is it better than +X pRes for a kill?</b>
because it would favor combat-players playing rambo,
Fade would benefit too much from it
because it should be get MORE punished to get killed.
(skulk) base rushes in the beginning wouldn't be that effective anymore
<b>why is it better than +X pRes for a kill?</b>
because it would favor combat-players playing rambo,
Fade would benefit too much from it
Comments
my suggestion was serious though. any comments?
Ideally, the presence of a bad player on your team shouldn't be able to hurt you too much more than being a player down. In games where it can, you see experienced players being really hostile towards newbies.
Ideally, the presence of a bad player on your team shouldn't be able to hurt you too much more than being a player down. In games where it can, you see experienced players being really hostile towards newbies.<!--QuoteEnd--></div><!--QuoteEEnd-->
true, the question is, is a bad player dying, wasting spawntime, being afk, blocking etc. being enough punishment for the team?
but considering every player on both teams has equal skill, there wouldn't be that much punishment for dying left over, would there?
In this game, It also has the effect of prolonging the game, and supporting turtlefests, which noone likes.
In this game, It also has the effect of prolonging the game, and supporting turtlefests, which noone likes.<!--QuoteEnd--></div><!--QuoteEEnd-->
or it get's faster, going hunting for the res! :) can't tell ...
atm killing an skulk or equipless marine feels not that epic. giving your team a bonus gives you a good feeling
atm killing an skulk or equipless marine feels not that epic. giving your team a bonus gives you a good feeling<!--QuoteEnd--></div><!--QuoteEEnd-->
True, but both are relatively easy to kill with good equipment. Also, both deny the, often discounted resource of time to the other team.
Oops, I forgot to bring that point up
QFT
do you mean Res or pRes for a kill?
if yes, can you remember which build it was?
in Build 194 it was "Disabled res for kills to simplify the game"
Would be nice that ur team gets like 0,25 for each kill so but not "-0,25" in death.
Just the 0,25+ so people wont "FEED" and "suicide".
Would be more action :)
Adding p.res or t.res for kills incentivises farming and for that reason I'm against it, even if you argue that it might end the game sooner.
<!--quoteo(post=1918165:date=Mar 27 2012, 05:49 AM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Mar 27 2012, 05:49 AM) <a href="index.php?act=findpost&pid=1918165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->because it should be get MORE punished to get killed.
(skulk) base rushes in the beginning wouldn't be that effective anymore<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really think there is a problem with skulk rushes. It's more fun if there's more combat. You don't want to make skulks too afraid to attack.
If anything, marine behavior needs to change in the early game - stop this nonsense with every marine running out of base before anything's built. (At least that's how it is on Aussie servers)
Nah, that's pretty much all backwards.
RFK is a purely gameplay mechanic (no basis in lore or real life) so there has to be a solid reason for <u>including</u> it. The devs did well to realise that, rather than dogmatically persue NS1 features.
Chosing to add RFK creates a lot of 'artificial' strategy.
To suggest they removed RFK to stop people's feelings from being hurt is laughable.
Fortunatley for you FPS skill is still way more important than strategy in NS2. I don't have strong feelings one way or another, both are important parts of NS.
Better than artificially extending the life of a rotting base defence until it caves in an hour later than it should...
Whereas a team that skillfully fights back the attack gains more res from the defence than the attackers got from the attack. They deserve a boost to get back into the game since they worked hard to survive against overwhelming opposition. In the current game, they don't get that. Hey, look! It's your pal KDR again.
You think fighting back an enemy attack means having a higher KDR? Have you ever even played this game?
At the end of the unsuccessful siege it will be 50 kills to the attackers, 20 to the defenders, but the defenders were able to get the phase gate. You don't seem to understand that winning means stronger. You will not beat them in KDR because everything they have is better. But you can have perseverance, which means a lot of deaths.
Adding p.res or t.res for kills incentivises farming and for that reason I'm against it, even if you argue that it might end the game sooner.
I don't really think there is a problem with skulk rushes. It's more fun if there's more combat. You don't want to make skulks too afraid to attack.
If anything, marine behavior needs to change in the early game - stop this nonsense with every marine running out of base before anything's built. (At least that's how it is on Aussie servers)<!--QuoteEnd--></div><!--QuoteEEnd-->
Love how these days the marines run off in two diff directions, asks for extractors, die before building them, then the main base is half wrecked by 1 minute mark
I mean you play with ppl on a pub server, they maybe dont even play play bad, listen to orders etc. but they are just not really that good at killing stuff - you are, so you end up with a good amount of kills... but it doesnt matter.
You are frustrated, you know you will lose because the kills you made cant pull your team out of the ######, your team lost a lot of rts or other important structures (you <u>cant</u> be everywhere, and you also maybe died in or before some important situation)
So all you can do is trying to get more even balanced teams next round. (and cry a little inside)
With RFK you maybe would have gotten the res to get some equipment or evolve into a higher lifeform again to help your team out, but there is none.
The problem is RFK doesnt work that nice with the pres system, and it also has some kind of snowball effect... so you get some quick early kills and can evolve into a higher lifeform way earlier, and kills from that lifeform without the enemy team having a chance to have tech to counter it will get you even more res again to quickly reevolve back in case you die or whatever.
Especially for marines RFK is a bad idea, since we have mines there... its already way too spammy, and rfk will only speed up the time it takes to get the relative small amout of pres they cost.
PS: even 1pres per kill is already too much... a good skulk player could half the time it takes to get the res to evolve into an onos.