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Great Ways to Fix Ground PvP

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
Unlike some people, I enjoy ground pvp as much as space. Yea it's buggy some but I've had some great matches (rallying back on Ghost Ship when it was 37/12 to win was nice). But..it needs work. Some small changes would make the game insane better for ground pvp

Auto Teaming - This would be nice, just to get this organized, plus it would help see what buffs allies have or what debuffs. As it is now, its a cluster#$!@ of people running around unteamed.

Chat Channels For Each Side - kind of hard to discuss strategy if you aren't teamed (which coincides with the above..) since local chat is seen by everyone. It would be soooooo much more awesome if you could just go /federation hey guys, lets meet up in the corner.

Hold Immunity After Being Held - this prevents 100% hold locks. Yea usually it ends quickly as you get exposed then vapored but some times you wander into that one single player, who just keeps you held for 2+ minutes straight while they wittle away your life (science officers mainly from what i've seen). In other games, an X amount of seconds for immunity after being held makes it a fair fight, otherwise you are just stuck there unable to move or defend yourself at all costs.

Random Respawns, Always - I'm not sure if the game is programmed for this or not but sometimes when you respawn, your character will just literally stand up (not being rezzed by an ally either). Which makes it too simple for your killer to just stand there and wait. I love griefers, I used to do it myself in other mmos but at this point there's not a lot to be done.

Dis-allow Fighting Until Teams Are Even - This is more of a queue issue but, why can I queue up for a ground pvp session, get into it and I'm the only Fed or Klingon there? Yea I know, theres not many of either side vice versa playing at that time but the game should lock out combat or the queue itself until enough people are there to play it. 5vs1 is impossible, obviously.

I think with at least some of these changes, ground pvp could be awesome.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Some good ideas, and I think the queue system definitely needs some work, but honestly, if faced with fighting against overwhelming odds, or waiting 15 minutes for reinforcements to show up, I'd rather just get it over with, and start fighting. It already takes long enough to get into matches, and if the queue system can't be adjusted in a way that will minimize the uneven teams (ie. removing people who join a match from all other queues they were in), I'd rather be able to die with dignity while fighting, than sit around and waste even MORE time.

    Note that I like your other ideas, and just wanted to comment on this one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Good Ideas, better queue.

    The Auto-team and communication should be high up there as priority in my opinion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Suraknar wrote: »
    Good Ideas, better queue.

    The Auto-team and communication should be high up there as priority in my opinion.

    How about fixing the option that to never auto target objects.

    When you have to used your mouse to look around its eaiser to tab target, except at T5 everyone is dropping so many things it makes it impossible. Between fabrications (turrets, shields, drones, and generators) and now the damn Security Escort spam, you can't target an actual enemy.

    I dont mind these deployables being there and slowly draining my health, but the difference between having to deal with aiming around stationary turrets and having to deal with Security Escorts running around that is tremendous.

    I just left a game with 3 people spawning these every chance they had, and since they dont go away after the players death, they were just always there.

    Between:
    • the bad queue system
    • the bad spawning system
    • same 3 maps
    • not being able to move after you poke your head from cover (instantly casted holds, stuns, roots, exposes)
    • And now not even being able to see or target your enemy amongst a wall of bulky, graphically bright, and now MOVING deployables....

    ... I'm having a hard time enjoying what I used as my primary leveling mechanic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    mavgeek wrote: »
    Hold Immunity After Being Held - this prevents 100% hold locks. Yea usually it ends quickly as you get exposed then vapored but some times you wander into that one single player, who just keeps you held for 2+ minutes straight while they wittle away your life (science officers mainly from what i've seen). In other games, an X amount of seconds for immunity after being held makes it a fair fight, otherwise you are just stuck there unable to move or defend yourself at all costs.

    They have learned nothing from CO.
    ppl complained about chain knockback and chainhold there.
    Beeing chainheld or lets say, loosing control of your charakter is the worst ****ing thing, what can happen in a MMORPG.
    Give us damn working HOLD immunity System!

    Yeag i´m super ****ed about that ********
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I have noticed that when I used a stun phaser, my enemies would have a hold immunity applied to them after its first use, and I couldn't hold them any more. I believe it was an energy weapon hold immunity, so I guess it wouldn't work against melee holds, but it's in there.

    The most important thing I can think of is the spawn placement. Respawning about 20 feet away from the group that just killed you is definitely not a good thing.

    The queue system is the most broken thing ever.

    Even though getting a good match going is a lot of work, I really enjoy ground PvP, and it's definitely one of the more fun things in this game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    hold immunities, or a smaller timer while held is a must. Right now, a good team will turn hold hold hold hold, screen turn grey, hold, incap..

    Damm frustrating after you die to be held again before you can even turn away to move, as you just rez'd 4 feet from the last death.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Another thing I forgot to mention: we ought to get some sort of credit for exposing people who get killed with an exploit. If I expose an enemy, and then my ally exploits it, killing them with massive damage, they get all the credit, even though it was my hard work that enabled them to do all that damage. Hopefully when they look at rewards for ships based on non-dps stuff, they can look at this too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Felderburg wrote: »
    Another thing I forgot to mention: we ought to get some sort of credit for exposing people who get killed with an exploit. If I expose an enemy, and then my ally exploits it, killing them with massive damage, they get all the credit, even though it was my hard work that enabled them to do all that damage. Hopefully when they look at rewards for ships based on non-dps stuff, they can look at this too.

    yeh, assist ftw!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    mavgeek wrote: »
    Unlike some people, I enjoy ground pvp as much as space. Yea it's buggy some but I've had some great matches (rallying back on Ghost Ship when it was 37/12 to win was nice). But..it needs work. Some small changes would make the game insane better for ground pvp

    Auto Teaming - This would be nice, just to get this organized, plus it would help see what buffs allies have or what debuffs. As it is now, its a cluster#$!@ of people running around unteamed.

    Chat Channels For Each Side - kind of hard to discuss strategy if you aren't teamed (which coincides with the above..) since local chat is seen by everyone. It would be soooooo much more awesome if you could just go /federation hey guys, lets meet up in the corner.

    Hold Immunity After Being Held - this prevents 100% hold locks. Yea usually it ends quickly as you get exposed then vapored but some times you wander into that one single player, who just keeps you held for 2+ minutes straight while they wittle away your life (science officers mainly from what i've seen). In other games, an X amount of seconds for immunity after being held makes it a fair fight, otherwise you are just stuck there unable to move or defend yourself at all costs.

    Random Respawns, Always - I'm not sure if the game is programmed for this or not but sometimes when you respawn, your character will just literally stand up (not being rezzed by an ally either). Which makes it too simple for your killer to just stand there and wait. I love griefers, I used to do it myself in other mmos but at this point there's not a lot to be done.

    Dis-allow Fighting Until Teams Are Even - This is more of a queue issue but, why can I queue up for a ground pvp session, get into it and I'm the only Fed or Klingon there? Yea I know, theres not many of either side vice versa playing at that time but the game should lock out combat or the queue itself until enough people are there to play it. 5vs1 is impossible, obviously.

    I think with at least some of these changes, ground pvp could be awesome.

    I agree, we need Faction Chat for PvP Areas. Because if you have more than 5 people, then those people are out of luck.

    Though I disagree with Auto Teaming, because you are surely going to run into a Rambo Type that isn't going to listen to you.


    Hold Immunity: I agree. I am tired of getting stunned for over 10 seconds. Especially those after being spammed by Science and Engineering Expose Abilities and getting Exploit killed. The only type of stuns I want to see are those by Stun Pistols.

    Random Respawns: Players need a safe spot to spawn, with some kind of force field to prevent spawn camping.

    And Queues: Oh Definitely! I want it to wait until there is a certain equal population. Even further, it should lock the zone so players can't leave or join in later, which sometimes players come in at the tail end of the match and get credit just for appearing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    So happy to see no complaints about expose/exploit so far.

    Three relatively easy huge fixes would be
    1. Removing you from all other queues when you join a match. This way another match doesn't start because you're queued for it but aren't going to join cause you're in a match already. This is one of the main reasons for the imbalanced teams at start.
    2. Removing the hold on expose. It's fine if a hold ability exposes you and holds you for a couple seconds before giving you a chance to find cover, but when any (hold or not) expose attacks hold you for the whole expose duration it's just silly. Give us a chance to seek cover.
    3. How about taking that minute that we're stuck disabled at the end of a PVP match and put it at the beginning instead where it'd be useful? What's the point of trapping us in a completed PVP match so we can't get back in queue faster?

    Possibly more difficult, but if they could lower the target priority on pets or raise the priority on players so that tab targets players first and then cycles through the pets, it'd be a huge improvement. There's obviously some mechanic there since it's currently doing the opposite of what it should be doing. Hopefully it's not a flaw of the engine, because the same problem exists in Champions. It's so bad that it's almost faster and definitely easier to destroy the pets than it is to try to target the player standing in the middle of them.

    I've seen hold resistances on myself, but it seems like they're all under different classifications, so they don't help that much against a team using different types of holds. I was held for around 10 seconds while a whole team of feds slowly killed me because they didn't get an expose. I had 3-5 different hold resistances showing but was still unable to do anything.

    Agree that it'd be cool to get credit for exposes. Sided chat would be great too.

    I wonder why they didn't do the PVP maps like Champions where you spawn in a closed room the enemy doesn't have access to. I guess it wouldn't be immersive, but it's not like the PVP maps are make much RP sense. At least in Champions, your team all spawns in the same place and there's a minute or two before the match starts for everyone to join and team up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Well to be honest, I wish there was no Expose / Exploit kills. Vaporization isn't exactly child friendly, which STO was supposed to be a family game.

    If they decide to keep it in, I would like it if they make it even more rare for them to occur. It's too frequent, especially with Science Abilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Azurian wrote: »
    Well to be honest, I wish there was no Expose / Exploit kills. Vaporization isn't exactly child friendly, which STO was supposed to be a family game.

    If they decide to keep it in, I would like it if they make it even more rare for them to occur. It's too frequent, especially with Science Abilities.

    I think that expose/exploit is a great way to play. It encourages smart thinking and strategy. In fact, ground PvP over all rewards planning, equipping properly, teamwork, and strategy. I will agree that sometimes the exposes are a bit prolific. But, if people weren't held so much during them, they would have a chance to remove exposes with powers like, for example, Equipment Diagnostic.

    As for the child friendliness, several people got vaporized in every Star Trek series. I watched TNG as a child, and I remember Geordi shooting a shape shifter*, and talking about it getting "phasered." So far I think I'm ok.

    *I know, it was a "coalescent organism," but shape shifter is much easier for everyone.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I've done a lot of ground PVP and I've been on both sides of expose/exploit lots of times. I like it. Thus far, it's given me a chance at winning when starting maps outnumbered 5 to 1, and yes, I have maintained a lead in such cases until more players joined. I've been playing as tactical which isn't really expose heavy.

    I think the only real problem with it currently is being held for the duration of the expose. Even as it currently exists, I've saved exposed teammates before by knockback, holds, or just killing the enemy before they could be vaporized. If players work as teams and stick together, being exposed isn't as terrible, but it's a generally a death sentence for the Rambos that like the charge off on their own. Either way, if you weren't held for the full duration of the expose, there'd be more chance to react and less time spent being disabled.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Indolo wrote:
    I think the only real problem with it currently is being held for the duration of the expose. Even as it currently exists, I've saved exposed teammates before by knockback, holds, or just killing the enemy before they could be vaporized. If players work as teams and stick together, being exposed isn't as terrible, but it's a generally a death sentence for the Rambos that like the charge off on their own. Either way, if you weren't held for the full duration of the expose, there'd be more chance to react and less time spent being disabled.

    You hit the nail on the head, in my opinion. Exposes give a chance to defeat heal-heavy opponents and uneven odds. Though they can be frustrating when you're on the receiving end, they are glorious when you're the one dealing them. I think the "stun" from an expose needs to reduced to a MAXIMUM of 1-2 seconds (I'm not even sure a short-term hold would be necessary, but I think that in general teams still need a second to react). Leave the longer holds to player abilities. I'm also 100% on board with hold immunity for several seconds after a hold expires, regardless of whether or not other holds are still active (so that if you were held by 2 holds, once ONE expired, you'd be released -- note that secondary effects from the skills that applied the hold should remain intact even if the hold portion is released).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Dear God, ground combat(pvp or not) SUCKS now.

    "Players can no longer swap weapons from their inventory into their weapons slots during combat. Weapon switching (between inactive and active weapon) works the same as it did before."

    NO! BAD CRYPTIC!

    Also, they need to make a small reduction in Ice Mining Fed spawn times. As it is now, unless you have a fairly large group(about 6-8 people), you will have an IMMENSE amount of difficultly getting to the terminals you need to shut down before a fresh group spawns, sometimes right on top of you.

    The minimaps almost completely worthless now, with this being maximum zoom. Its almost as bad with the big map(M key), being unable to zoom in that little bit more. so you can easily see where people are.

    I was able to at least put forth a small bit of effort into pvp matches before, but now, I dont bother at all. Ill just run around shoot someone(if I dont get held first), then, when I get held, Ill jut wait till respawn message appears.

    Cryptics messed up ground combat badly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Propama wrote: »
    Dear God, ground combat(pvp or not) SUCKS now.

    "Players can no longer swap weapons from their inventory into their weapons slots during combat. Weapon switching (between inactive and active weapon) works the same as it did before."

    How is this bad? They fixed a bug.
    Propama wrote: »
    The minimaps almost completely worthless now, with this being maximum zoom. Its almost as bad with the big map(M key), being unable to zoom in that little bit more. so you can easily see where people are.

    I'm sure this was unintentional. My guess is they'll patch back the way it was next update.
    Propama wrote: »
    I was able to at least put forth a small bit of effort into pvp matches before, but now, I dont bother at all. Ill just run around shoot someone(if I dont get held first), then, when I get held, Ill jut wait till respawn message appears.

    I don't see how those two changes made this happen any less than it would have happened before. What's the connection?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    TheIgmo wrote:
    How is this bad? They fixed a bug.



    I'm sure this was unintentional. My guess is they'll patch back the way it was next update.



    I don't see how those two changes made this happen any less than it would have happened before. What's the connection?

    A bug? Is that the usual explanation for "fixing" something that isnt broken? I mean, if thats the way they wanted it(and Id consider that a fairly important thing), theyve had since headstart to "fix" it. Im thinking it wasnt a bug, its just a change they wanted to make.

    Id hope so! Its more difficult to find specific people in QoNos and Spacedock now also.

    Sorry, its that if Id found a weapon to be somewhat ineffectual, Id have to rely solely on my other weapon(I usually use a stun pistol for the awesome standar shot damage[/sarcasm]) for damage/effects/ect, and its not always a good one for that, meaning Id have to wait till I got out of "combat mode", which rarely occurs in pvp, meaning Id have to wait till respawn(hoping noones camping spot), before I can switch. If weapon switching was a problem, I need an explanation as to why, because I cant see it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Azurian wrote: »
    Well to be honest, I wish there was no Expose / Exploit kills.

    Expose/exploits help to keep the game fast paced and provides a means to kill those pesky types who seem to be able to heal through almost anything you do to them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I generally get out of combat if I want to (usually to tribble heal). I may not be able to do it exactly when I want to, but usually within a minute or two I can pull it off. If you really need to switch weapons/shields, it should still be possible.

    As to ineffectual weapons, that's partly planning too. Learning what weapons and resistances the enemy is generally bringing to a tier is something you do when you start into that tier. Then you bring the tools most likely to be effective so you're less likely to need to swap.

    I'm not sure I have an opinion on the in combat weapon switching from before. I didn't do it because I felt no need, but I could see it being problematic if someone can keep using the power attacks with half or less cooldowns (time spent swapping). Then again, it seems it'd be clumsy to swap which can balance. I'm fine with the change because it doesn't affect me, and I've been very successful without having to swap weapons in combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Propama wrote: »
    Sorry, its that if Id found a weapon to be somewhat ineffectual, Id have to rely solely on my other weapon(I usually use a stun pistol for the awesome standar shot damage[/sarcasm]) for damage/effects/ect, and its not always a good one for that, meaning Id have to wait till I got out of "combat mode", which rarely occurs in pvp, meaning Id have to wait till respawn(hoping noones camping spot), before I can switch. If weapon switching was a problem, I need an explanation as to why, because I cant see it.

    Ok, I think I understand what you're getting at: you're not saying that you're upset that you can't just keep swapping out weapons to use a bunch of secondaries -- you're saying that if you're using a weapon, and it flat out isn't working you have to find a way out of combat to swap out. Yeah, I noticed this too -- last night I equipped the gimmicky overcharged plasma sniper rifle, just to fool around with it, and forgot about it until I got into PvP today. When I realized I still had it equipped, I had to wait until all the enemies were dead before I could swap back in the right weapon. Yes, that was frustrating, but I'll take that over people swapping between a handful of expose weapons until they get an expose that works, and then equipping and firing an exploit. This forces people to think more carefully about the equipment load-out before going into combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    The first thing I'd do for ground combat is to fix the queues. Players should be removed from all other queues once they enter a combat. Also, combat should not start unless there are the same number of players on both sides, and don't check it after the combat starts (IE if a player drops out of a game in progress, he handicaps his team).

    The next thing I'd do is work on more maps with different objectives. Do we really even need 3 different maps when the game play and strategy is identical on each map? Given a few hours of perusing the internet and looking through old games, I'm sure you could create dozens of new and exciting maps. You could do things like take and hold, capture the flag, save the hostage, etc. FPS games have been doing these type of scenarios for years. Why can't STO?

    For the long term future of pvp, I'd create larger, more long-term play areas involving much more than 5-10 players... Something like the original AV in WoW, using a large map with several mini objectives.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I havent "had to", but its nice to be able to if you find that what you thought would work ok, doesnt.

    They do need to look at the ability to pretty much perma hold someone though. Only thing to hope for is a teamate with a remover, or them to create a distraction.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Just thought of something else due to the match I'm currently in. It's not specific to ground PVP, but there should be a timer on matches so that if you have an incomplete match and no opponents for X minutes (all have quit the match) you get the victory instead of just wasting your time. If people quit, at least you can still get your rewards or partial rewards.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Indolo wrote:
    Just thought of something else due to the match I'm currently in. It's not specific to ground PVP, but there should be a timer on matches so that if you have an incomplete match and no opponents for X minutes (all have quit the match) you get the victory instead of just wasting your time. If people quit, at least you can still get your rewards or partial rewards.

    This is a great idea. At the very least, an automatic voting option. After X minutes with no enemies, a vote goes to everyone there: 'would you like to quit the match, for reduced rewards?' The rewards could be determined by what % of the total kills you've reached.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I just want a reason to move about the map, like, say spawning control crates your team must rush to try and open.

    As it is, its just mobile ganking, there needs to be things appearing on the map that make the two teams compete to be in certain areas.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I just want a reason to move about the map, like, say spawning control crates your team must rush to try and open.

    As it is, its just mobile ganking, there needs to be things appearing on the map that make the two teams compete to be in certain areas.

    That would certainly be nice, as would capture the flag type maps. They could add all that in time and make ground PVP incredibly fun, BUT FIRST they need to fix the spawning and less than 5 on 5 being in the game ...issues . Why does everyone need to queue into all three ground maps anyhow? If thats the problem then stop treating the players like spoiled babies and make us Queue into ONE map only. It's kinda like ..what ...biting off your nose to spite your face...'Oh lemme queue into all three maps so i can get in the first available!' If there isn't a ton of players waiting...all three maps then get screwed . If that is the issue with unbalanced team numbers ....one queue is the simplest of ...mature..solutions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Auto teaming is a must! Perhaps ppl would actually work together and it also streamlines the teaming process. Particularly when u are a late add on to the match.

    I also agree that matches starting 5v1 is absurd.

    My biggest beef right now with ground combat is the hold system. It really is just stupid. Much of the combat devolves into a mass of held players hoping they will be the first to break free and maybge kill an opponent before being held again.

    Of particular interest to me as a player with a melee focused character, is Rifle Butting. That molve is completely broken. While it is possible to melee (and I actually find the melee system quite fun) for the most part it is simply too difficult to do. Most players in close combat spam rifle butt until one or the other is held/exposed. And if u are spamming it its almost guarenteed to hold/expose your opponent.

    Then a simple sniper shot is all it takes to kill someone instatntly. The thing I find rediculous is that a guy wielding a rifle as a makeshift club is more effective in melee than a batleth master. >,>

    The simplest solution to this is to remove the expose. The knockback and hold is fine. It allows it to function as it should, but the expose is insane. Many players actually rely on this to kill. Charging at you and spamming, then sniper shot and you are dead. Most of the time u cant kill them before they get you.

    Holds need to be tuned down A LOT, either in frequency or length, and rifle butt needs the expose removed, or at the very least a several second long cool-down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    My biggest beef right now with ground combat is the hold system. It really is just stupid. Much of the combat devolves into a mass of held players hoping they will be the first to break free and maybge kill an opponent before being held again.

    .

    The hold system gets tough when there is no ' Line' being held. When the fighting gets chaotic and in the open , the melee holds get a bit much, i agree, but I believe if they fixed the whole spawning issue and thus made it more of a TEAM game the whole tactic involving the use of cover and intermittently being in the open to fire or such will come into play much more, and the issue of having constant holds from the ' 3 key' would be far less of an issue. It's when people get vaporized ( which i am a fan of the whole expose-exploit system) , or killed , the respawn and the then mass of seperated players are alone in the ' jungle' , so to speak , and then it's just one big mess of 2 and 3 on ones. TO really fix that ...there HAS to be one of two things :
    1 : Just killed players may be teleported by teammates to the battle- give them 5 seconds after death to act on that type of ability. Make the ability have an action duration of so much time, so players that are TP'ing thier previously killed mates ..need to find at least some cover.
    2: No one respawns until your team all goes down . Which then they all respawn together , AWAY from the enemy ( Would be fun just watching from the eyes of an alive teammate while they try and turn the tide , minus the dead- COurse that would require some new ..programming, but certainly would be interesting !). The team that had survived then also respawns and another mini-round starts. This could change the whole point system to ' team wins' , instead of total kills. First team with 6 or 7 wins , wins the match. That would be equal to 30-35 kills , which is plenty.

    Any other way to develop the 'teaming aspect' of ground pvp just may not be possible
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    The simplest solution to this is to remove the expose. The knockback and hold is fine. It allows it to function as it should, but the expose is insane. Many players actually rely on this to kill. Charging at you and spamming, then sniper shot and you are dead. Most of the time u cant kill them before they get you.

    Very much agree with this. Either the expose needs to be removed, or a healthy cooldown needs to be placed on the #3 attack so it can't be spammed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Indolo wrote:
    Very much agree with this. Either the expose needs to be removed, or a healthy cooldown needs to be placed on the #3 attack so it can't be spammed.

    The whole expose-exploit system of ground PVP is a BIG part of its appeal , in my opinion. It's unique and very much should persuade players NOT to stand or crouch right in the open and just fire away. The holds can be adjusted though simply by lessening the chance of doing so on the ' 3 key' and by lowering the 100% chance of it with a stun pistol.
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