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originally posted in:Super Mugs
8/31/2015 9:17:01 PM
5
That would just encourage camping the heavies, and there is WAY too much of that already. I'm sick and tired of running to grab the heavy, radar says all is clear, then as soon as I grab it, NOVABOMBED. It's so stupid. IMO, the solution to heavy ammo is to make people EARN it, and it should only be given to members of the losing team as an equalizer. This is how I think it should work: ONLY members of losing team may earn heavy ammo once per match. When either team reaches 50% of the amount of kills needed to win OR when 50% of the game clock ticks down (whichever occurs first), the game enters a critical 90 second window in which ANY member of the losing team (and theoretically, all of them) who go on a killing streak (5 kills or more) may earn the heavy in order to help bring their team back from the brink. The kill streak would not take into account kills occurring prior to the start of the "heavy period" and there would not be an overabundance of heavy due to the fact that people need to EARN their heavy drop. Players would only earn the heavy through demonstrating skill, and it would force people to think about what heavy weap they want to use (LMG for more ammo and greater killing sprees, or rockets for a quick 2-3 kills?). Finally, if the losing team manages to retake the lead during the "heavy period" then neither team will be able to obtain heavy. The heavy is only intended to balance out the game and serve as an equalizer and to allow games to become more competitive, not serve to make them less competitive by giving those who camp/super heavies a bigger advantage then they already have. If the teams are back and forth, then there's really no reason for heavy to be triggered by either side.
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  • Tbh that sounds pretty terrible.

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  • I like that idea, and would like to build on it. It is not always easy to get 5 kills in a row, especially when you are on a losing team and only have 90 seconds to get it done. What if you kept the 90 seconds of heavy round, but instead you earned one rocket for each kill, or the equivalent for an LMG? The more kills you get the more heavy you have. As soon as you switch to your heavy to start using the earned ammo or die your 90 seconds is up. This keeps you earning the heavy, but also adds a risk vs reward to it

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  • That is better than BXR Lonestar's original idea IMHO. i really like the risk vs reward element. Still, not sure you need kill streaks, as such, in the game in any form. Also, I know it's changing but I'd hate either idea if it was still possible to spawn into a game on a team with 300 points against one with 10,000+. It's tough to string even 3 kills together against a team full of supers and orbs on standby. It's even more difficult if you spawn in alone against a team of 6 with that type of points deficit. In that situation, even spawning in with a full load of heavy may not be enough. Also, the problem either suggestion, as I see it, is they fail to address the issue my solution aims to; that being fostering an environment of more team cooperation in relation to heavy. Now, for individual based PvP, such as rumble, either of your suggestions might be fine, again, with me preferring yours. Do you think your solution fosters more team based cooperation in relation to heavy ammo? If so, how?

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  • That sounds like you want to make it so if you are actually good at the game and are winning, the people losing get to catch up trough no skill at all, brilliant , I already carry everyone I ever play with for pvp...

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  • Kill streaks? It appears you think the game should be a different game entirely. Nothing says you have to camp heavies now, or with the changes I've proposed. However, with the changes I've proposed, among other benefits, the issue of "NOVABOMBED" could be lessened with the incentives for support of your team members. IMHO the game doesn't need kill streaks as much as incentives for better teamwork. Your proposed changes [b]may [/b] help bring games closer in terms of final scores between winners an losers. I don't see how your proposed changes would encourage better teamwork at all. Do you have suggestions for how to improve teamwork related to heavy ammo? That said I appreciate you putting thought into a reply.

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