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Inc West 3


Wainamoinen's Avatar


Wainamoinen
03.05.2013 , 07:26 AM | #11
Quote: Originally Posted by Helig View Post
I honestly think that there should be an auto-warning once a player in the vicinity of a node that belongs to your team gets attacked, mind-mazed or tranquilized. Like *WARNING West node under attack*, with a red ripple coming from it on the map.
Sorry, not keen. It removes skill from the game.

As soon as someone is touched the sirens go off and his teammates know that they need to support the off node. At the minute a good player will spot incoming and call, bads will rush out to fight in the middle of nowhere and get capped (and a good teammate might even have an eye on the defender's health, woo scary). There's no need for it if your defender is good. If he isn't, the game shouldn't protect you from your own team's deficiencies by providing warnings they should be putting out themselves.

Related anecdote. Having done a *lot* of raiding in WoW, I became convinced that Deadly Boss Mods (for those who don't know, an addon raiders could install that warned them of every move the boss would make) was a plague on that game's design. Encounters had to be ridiculously tuned to still be a challenge, and much of player skill came down to being a Pavlov's dog who'd react quickly to the cues fed him by DBM. Bleh.
There will be blood, it might be yours;
So go kill someone - signed, Bad Horse

Ilmarinen 65 Scoundrel (Red Eclipse)

Helig's Avatar


Helig
03.05.2013 , 07:51 AM | #12
Quote: Originally Posted by Wainamoinen View Post
Sorry, not keen. It removes skill from the game.

As soon as someone is touched the sirens go off and his teammates know that they need to support the off node. At the minute a good player will spot incoming and call, bads will rush out to fight in the middle of nowhere and get capped (and a good teammate might even have an eye on the defender's health, woo scary). There's no need for it if your defender is good. If he isn't, the game shouldn't protect you from your own team's deficiencies by providing warnings they should be putting out themselves.

Related anecdote. Having done a *lot* of raiding in WoW, I became convinced that Deadly Boss Mods (for those who don't know, an addon raiders could install that warned them of every move the boss would make) was a plague on that game's design. Encounters had to be ridiculously tuned to still be a challenge, and much of player skill came down to being a Pavlov's dog who'd react quickly to the cues fed him by DBM. Bleh.
Don't confuse "skill" with having to overcome inconvenience.
"I'm not *giving* him cake, I'm *assaulting* him with cake!" - Pinkamena Diane Pie

Illyean's Avatar


Illyean
03.05.2013 , 07:55 AM | #13
While I can see the automatic call being nice I do think it takes away an important part of a team PvP, that YOU are part of a TEAM and if you act like a dick and dont call, you deserve to get rolled. I do think making it easier to call is important though. I've fumbled in the wrong chat channel and ended up replying to a whisper instead of calling in ops before, so I think something linked to clicking the node and a shortish range.

This would mean anyone can get some call out if they try, if they are still too stupid then sorry your team loses. If the range is set right it should mean if you get kited or pulled off node you could easily end up out of range

SpoeMeister's Avatar


SpoeMeister
03.05.2013 , 08:07 AM | #14
I' don't approve of an automatic message when enemies have entered "our node". I am, however, a supporter for the clickable alert button.

Bads will still be bad as they don't click the button, or worse, click the button when it's uncalled for. I do fear that the message will get lost when there's too many other messages floating around (ie.: xxx is unbeatable, yyy has been defeated, ...)

In short: the button would still require human action and is thus prone to human error. Automatic message is a no-no for me.
Everything will be OK in the end. If it's not OK, it's not yet the end.

Spivak Legacy (ToFN)
SpoeMeister Orrusos Do'chan Nadobo

glocklB's Avatar


glocklB
03.05.2013 , 08:09 AM | #15
Quote: Originally Posted by Helig View Post
I honestly think that there should be an auto-warning once a player in the vicinity of a node that belongs to your team gets attacked, mind-mazed or tranquilized. Like *WARNING West node under attack*, with a red ripple coming from it on the map.
bad idea. How about players team work skills? Will you ask next time a feature fighting for you while you could drink coffee? I don't try to insult, but let's keep this game further from the tetris difficulty (although tetris might have already overcome it )

Think about it

PS: and yes, i understand, that late calls suck. Often i would kick defender's *** for it, but it's part of team play. Go and guard yourself if you're a better guard... yeah, and don't forget to call incs
<Reckoning> The Red Eclipse - Marine, sorcerer
<Nostrum Dolus> Tomb of Freedon Nadd - Walsix, sage

JouerTue's Avatar


JouerTue
03.05.2013 , 08:13 AM | #16
when guarding i type before i see incomings so i must only set the number and press enter. or if i'm cc'ed i type while i can't act anyway..not so hard.
in the start of a wz con be difficult to find a strategy..but when u que with the same people and you start to have a group mechanic it can be sufficent a ''w3'' for inc west 3

Technohic's Avatar


Technohic
03.05.2013 , 08:18 AM | #17
I'm probably more guilty of calling when I see someone coming my way very early, only to see them turn and take a line elsewhere.

Then there are the stealthers. In which case people will see "steahlkhth E 3111323w33333333" or someting along those lines.

znihilist's Avatar


znihilist
03.05.2013 , 08:21 AM | #18
I learned to position myself in Alderaan in a way that I could see both the middle and snow/grass (camera distance+position+camera angle) because sometimes it is exactly like that.
SWTOR: KotFE, Rise of the Ehh I guess I'll get used to it eventually
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Master_Nate's Avatar


Master_Nate
03.05.2013 , 08:22 AM | #19
I rely on my mini-map rather than those in game for the most part.
http://www.youtube.com/watch?v=-wgJ4WBLu8c#t=40s
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LarryRow's Avatar


LarryRow
03.05.2013 , 08:22 AM | #20
What makes me rage are undefended nodes. If you are too pro to stay at the node after you cap it, let someone else take it.

Seems to be most prevalent in Hypergates.
A classic sig that should not be lost:
Quote:
Stunned , pew pew hack slash , stunned , running backward circles, stunned cannot move, pew pew, break stun, 30 second snare, wha?!?!!? stunned, knockdown, ...less stun more pew pew and hacknslash please.