zukster

Games won or lost in the 1st 5 minutes

103 posts in this topic

Basically, the idea is to open up the entire map for play via more caps, with more branching paths for more varied gameplay. At this point in the game, there are no surprises about where the enemy is or is going to be.

Im suggesting this because its far too easy to roll an 80 man server with 2 or 3 clan mates who know how to play the game.

Edited by GreatDestroyerDT

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4 hours ago, Spinelli said:

 
Or something simplier, like Planetside 2 

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And there's a reason PS2 dropped the silly hex system (in all but UI) and went back to a system similar to the current iteration in squad (can only attack along specified 'lanes').


And that was with thousands of players on a server, even with that many players, having no fixed front lines or bottlenecks lead to teams simply chasing each other around the clockface back capping completely undefended points.


Again, if an early rush catches you off guard and your team is incapable of countering it (either by falling back to deal with the rush or by countering it and pushing their poorly defended early caps, since all their players are miles away), you were going to lose due to bad team leaders anyway, whether it was in the first 5 minutes or not.

 

Wait for more maps, more assets and more mechanics to be rolled out that are already in development as they'll already likely neuter the ability to do early rushes (separating spawn points from the FOB, better logistics, etc. will all likely prevent a 3 man squad setting up shop and spawning 40 guys on their position after a few seconds.

 

Edit: Should also add I think as time progresses and we get more maps, the map layouts will be significantly improved, with more branching paths and unorthodox layouts, so every map isn't just linear through the centre of the map. The reason for this being the case at the moment is vehicles are still very new in the life of the game, and so most maps in the rotation are very smal and, infantry-centric.

Edited by Kerri

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11 hours ago, GreatDestroyerDT said:

Basically, the idea is to open up the entire map for play via more caps, with more branching paths for more varied gameplay. At this point in the game, there are no surprises about where the enemy is or is going to be.

Im suggesting this because its far too easy to roll an 80 man server with 2 or 3 clan mates who know how to play the game.

 

 

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