Iye, on 16 July 2016 - 12:49 AM, said:
So you are basically suggesting a change to the hot potato default? because that mechanic already is there, just with 20+ seconds you will rarely see it.
Well, while technically this is true, I would not call it that way because it would be used completely differently in the game and I dont want to have the timing reduced from 40s to 30s, I want it to be 0 seconds or maybe 5. This would create very intense situations and would make it possible that a single player can prevent the opp team from caping without the current "take the opp flag and hide" mechanic.
Another way to solve this could be to make the player who has the flag visible in the minimap or some wallhack like blur to indicate where the flag carrier is, if both teams have the flag. But I dont think this really addresses the problem because in most cases you do know where the flags are anyway.
Iye, on 16 July 2016 - 12:49 AM, said:
Partially you are describing what CaH currently is: Run around fast, hold points until the score counter ticks, repeat. The points even get neutral after every count. The main differences to a domination gamemode are that there is no captime, you cant contest a point with more players on it and that scorepoints arent reduced BF fashion, but added for each hold point after a timer reaches 0. then it gets reset.
Correct. But I would love to have the CaH mode without respawn, which is a really significant change. You could maybe have a storyline around it: Both teams are trying to steel some important information from a research facillity. In order to do so, they have to "hack" the system which only can be done at a certain point on the map. It takes a significant amount of time and the timer will be reset if the team is interrupted (maybe if a member of the other team is near enough or if the player who is "hacking" has to shoot). I think this could be played 5v5 with no respawning - this way it would be very similar to TS but has this engaging mechanic build into it to punish camping and hiding.
Iye, on 16 July 2016 - 12:49 AM, said:
A domination mode with 1-3 points could be fun i suppose, but the current CaH actually inst too bad as a concept either, with the reset mechaninc making camping a point not really profitable.
I think domination with 1-3 points could be fun too, but only on publics with significantly more than 5 players. Maybe this could be the fun mode corresponding to the mode I just described.
Iye, on 16 July 2016 - 12:49 AM, said:
That would really imply that Team+Round based modes and CTF are more competitive than others. Sure, FFA and TDM arent really competitive modes, but everything else can actually be played competitively. I guess some server setting related to auth notoriety would be the better choice here.
Iye, on 16 July 2016 - 12:49 AM, said:
On a more or less offtopic note: can we pleas have freeze tag as a augment setting for all (round/wave respawn based) gamemodes, just like instagib is in 4.3? :)
I guess freeze bomb could be really interesting.
Maybe thats the mathematician inside me talking, but I like very well organized and structured concepts. I would love to see it this way:
Styles: Capture a target, Capture and Secure, Plant
Circumstances: Competitive, Fun / Public
Mods: Instagib, Freeze, Only specific weapons,...
Each style has a gametype designed for public (xvx random people) and one designed for competitive (5v5 with communication) play. The public centered one helps to improve within the competitive one and enables new players to learn the mechanics of that gametype as well as the general game mechanics. I.e. CTF and tdm, bomb and some variation with smaller maps and only one bomb spot (like in cs go), capture of many points with respawn and capture one point without respawn.
Furthermore there a some types and combinations of types and mods for basic training purpose (not to say that those cant be fun aswell): jumping, sr8 training,...
I think it is a pain that it is very difficult to find a server with the combination of attributes you are looking for in the current server list.
hydr0, on 16 July 2016 - 05:20 AM, said:
I used the term "skill ceiling" correctly. In the game of FPS you live by the gun and die by the gun... aka aim/accuracy. The skill ceiling of being a strong gunner drops immensely when the damages are in the higher values. (Only exception being the SR8, one shot one kill)
It is less rewarding to have a better aim with an assault rifle when only fewer shots counts. Ironically I think you used the term skill distribution incorrectly, you normally use this term to describe the different divisions the league provides to separate the high tier teams from low tier teams in competition. (Or the way the brackets are made within their own division)
I think the word skill celling is misleading. Yes with the addition of goin damage it is more likely that a noob will win a 1v1 against a "pro". But a low skill celling would imply that it is very easy to become a "pro". Dont think thats the case. It is just not as rewarding to be the pro :) That beeing said, there is a other problem with higher damage per second: Camping. Because it is more important who shoots first, it is more rewarding to camp and play passive. I dont think thats what urt stands for and that this is a direction in which it should evolve.
hydr0, on 16 July 2016 - 05:20 AM, said:
Getting the jump on players in UrT is not skill related. Either you are moving forward or camping. This isn't a real time strategy game lol You are constantly exposing yourself to enemies in a fast paced shooter. You are simply hiding if you are not being seen and relying on your opponent making the move for you. Not much tactic is involved aka camping.
Don't think so at all. Maybe if you talk about tdm this is true, but in CTF and TS it is all about map awareness, coordination and knowledge of timings. If you are better in that regard, you will almost ever outnumber the opponent in any encounter or have the first shot. UrT is a team game (at least in my eyes). If you talk about full publics with more than 20 players and no coordination you are right - but I think that's something good. This way new players can have a chance to get a few kills even against way better opponents.
But as I mentioned earlier, I think the goin / butt hitzones are very bad design as well - for different reasons:
- SR8 damage (97% goin vs 100% kevlar is stupid)
- Random hits on fast moving enemies. The high damage of goin hits are making it harder to play a very movement based playstyle.
- Not-linearity in skill improvement: In 4.1 if you are bad, you aimed for the body and the better you became the higher you aimed. In 4.2 this isnt the case. First body than lower body and than head. Thats very stupid.