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Stealth stuns and capping turrents


Dedrayge

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Here's a brilliant idea, how about increasing the time it takes to capture an objective. Ancient hypergates clearly needs an increase because all it takes is one stealth showing up, using their stealth stun, and objective taken with no effort. It's especially great when one had to use their stun breaker.

 

And of course, thank you BW for all the stun lock potential in this game. It makes WZs oh so fun spending half of the time spent stunned.

 

The resolve system does not prevent chain stunning. Thank you for that.

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Don't stand on top of the turret, but move a bit away so that whoever stuns you will have to walk a bit before starting the hack. As a result, your stun will wear off before they can finish the hack.

 

Keeping two defenders instead of one is always safer, ofcourse.

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Oh, and with 2 defenders, don't stand close to eachother! Smugglers and agents love it when you do that!

 

To call out reinforcements much faster, type the call out in your chat window before there's any threat, but DON'T hit enter or escape. Instead, click on the inventory icon at the top of your screen and close the inventory window again. Your message will be saved in the chat window "for further editing", but not get posted yet. When you actually need to post it, hit enter twice, and the message you prepared earlier will be sent instantly.

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Don't stand on top of the turret, but move a bit away so that whoever stuns you will have to walk a bit before starting the hack. As a result, your stun will wear off before they can finish the hack.

 

Keeping two defenders instead of one is always safer, ofcourse.

 

Kite closer to turrent, re=enter stealth, stealth stun again, and then cap turrent, win.

 

It two are defending, send two stealth and do it to both defenders.

 

Calling out doesn't gaurantee someone is going to be able to get there fast enough especially if there is a skirmish at another capture point. This is especially true in Ancient Hypergate due to it's long time outs and the distance between the pylon and mid.

Edited by Dedrayge
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The entire slow/stun and resolve system needs tweaked.

 

Chain stuns until death are very real, and greatly reduce the fun of play.

 

 

I think the channeled cap time should be the same as the stun duration. So there is a chance for it to work, but it is not whack a mole easy.

 

 

Also, standing away from the cap does not ensure anything. Two stealthers, and one CC's you right as the other starts cap.

 

If you have recently used you break CC, all u can do is watch as the cap is lost. And even if you call for help instantly, it will not arrive in the 6 seconds needed.

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The entire slow/stun and resolve system needs tweaked.

 

Chain stuns until death are very real, and greatly reduce the fun of play.

 

 

I think the channeled cap time should be the same as the stun duration. So there is a chance for it to work, but it is not whack a mole easy.

 

 

Also, standing away from the cap does not ensure anything. Two stealthers, and one CC's you right as the other starts cap.

 

If you have recently used you break CC, all u can do is watch as the cap is lost. And even if you call for help instantly, it will not arrive in the 6 seconds needed.

 

But you're not alone in your team. If your CC breaker is not ready, you shouldn't defend, you should have said it to your teammates and someone else should be defender. If you are alone defending, again, it's a team problem, lack of communication, lack of understanding of the rules...

 

The real problem with Hypergates is not the stealth stuns but that many people still don't understand how it works and aren't where they should or doing what they should be.

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