Capture and Hold scenarios are nothing but frustrating right now, because you oftentimes see all the points in one teams hand and they don't exchange hands at all after that. Why? Because people just ignore them alltogether. They just all fly straight to where the enemies are and that usually means a giant fitght that just rages somewhere in between the points for the rest of the match.
I think the contribution and scoring system for these maps has to be changed. I've played a lot of Battlefield Bad Company 2, and that game does a really good job of motivating people to go after objectives rather than just kills. It does that by handing out the best rewards for getting stuff done, not just sitting around and racking up kills.
So instead of just counting damage, healing, kills and deaths I think Capture and Hold scenarios should count the ammount of time you actually spent influencing a controll point and display who did the best job of actually acomplishing the mission. Let everyone see who attacked and defended well and who just goofed off.
Once they get the queues straight so that people can actually get PvP more regularly I'm all on board with your ideas here. However, at the moment Cap and Hold offers the best chance for a little bit of an extended engagement and I'm going to take every chance I can to get to shoot at someone. That isn't to say that I don't try to capture points, but while that was my first objective when things worked right, now ti's only a secondary concern for me.
Agreed, Steve. Cap and Hold is fun because you can get 18 people in there to battle it out, and it's wild. Yeah, you can capture and hold positions, but they're easily lost, so you might as well have fun in the midst of the tedium. Hopefully, those queue's will be fixed real soon, before mid next month, because if they aren't, I'll probably let my sub run out for a while, as PvP is my favorite aspect of the game so far.
Nothing wrong with having fun, it's just wrong when the enemy team is controlling 5 points and you're not going after them at all but instead rush into a fight in the no-mans land.
Proposals sound good. Cap n hold could really use a lobby though. Maximum of +1 to either side so games can start with uneven numbers, afkers get kicked after 1 min of being idle, substitute list for people to replace them.
Sure, idle.... how to have the system know when they can simply press a button every now and then to prevent being kicked. I've read a lot of suggestions on that but that would be OT here so I'll just leave that I guess.
I can't even count the number of times I've been alone on a point while 6-8 players are fighting 20km above nowhere.
Its good in theory but one thing you have to recognize is that fighting someone 20km above no where has real strategic value. While half your team is occupying the attention of the enemy, you can go around capping points or taking out the handful of goal oriented players that try to capture. And if 3 of your team can hold off 5 of their team, its actually better that your 3 take the fight outside a capture point, because the other team will capture it if they fight on the point.
Definitely time spent capping should count for the score, but not to the total exclusion of the other metrics, because time spent keeping the enemy's attention focused elsewhere is valuable, even if your team can't exploit it.
I'd rather see a system that requires players to participate in any way at all. Nothing annoys me more than going into a pvp match, and seeing 3-4 people on my team just sitting at the spawn point waiting to collect their badges/emblems. Some sit there cloaked, and I have seen others fly away toward the edge of the map. Meanwhile, the players that are actually trying to participte have imbalanced teams due to these slackers.
You've all seen the score at the end where there are x amount of players with 0 damage, 0 healing. I say that they should participate even if they are just a distraction and/or get blown to bits over and over. At least that would be better than nothing.
I would love to see a system that would only award badges/emblems to players that participate in the match. Maybe a system where they have to fire their weapons every x amount of minutes, take some sort of damage every x amount of minutes, or be within a certain range of the center of the map.
Why should these players be awarded badges/emblems for doing nothing but ruining the competition for others?
I'd rather see a system that requires players to participate in any way at all. Nothing annoys me more than going into a pvp match, and seeing 3-4 people on my team just sitting at the spawn point waiting to collect their badges/emblems. Some sit there cloaked, and I have seen others fly away toward the edge of the map. Meanwhile, the players that are actually trying to participte have imbalanced teams due to these slackers.
You've all seen the score at the end where there are x amount of players with 0 damage, 0 healing. I say that they should participate even if they are just a distraction and/or get blown to bits over and over. At least that would be better than nothing.
I would love to see a system that would only award badges/emblems to players that participate in the match. Maybe a system where they have to fire their weapons every x amount of minutes, take some sort of damage every x amount of minutes, or be within a certain range of the center of the map.
Why should these players be awarded badges/emblems for doing nothing but ruining the competition for others?
Agreed people who don't do sod all should be punished in some way, maybe boot them after a length of time and another player is invited to take his place.
Comments
Sure, idle.... how to have the system know when they can simply press a button every now and then to prevent being kicked. I've read a lot of suggestions on that but that would be OT here so I'll just leave that I guess.
I can't even count the number of times I've been alone on a point while 6-8 players are fighting 20km above nowhere.
Definitely time spent capping should count for the score, but not to the total exclusion of the other metrics, because time spent keeping the enemy's attention focused elsewhere is valuable, even if your team can't exploit it.
You've all seen the score at the end where there are x amount of players with 0 damage, 0 healing. I say that they should participate even if they are just a distraction and/or get blown to bits over and over. At least that would be better than nothing.
I would love to see a system that would only award badges/emblems to players that participate in the match. Maybe a system where they have to fire their weapons every x amount of minutes, take some sort of damage every x amount of minutes, or be within a certain range of the center of the map.
Why should these players be awarded badges/emblems for doing nothing but ruining the competition for others?
Agreed people who don't do sod all should be punished in some way, maybe boot them after a length of time and another player is invited to take his place.