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11/2/2018 11:22:39 PM
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First off thank you and the team for removing upon popular request. Problem: Sudden death heavily favors the attacking team, granting them bonus time after they've failed to complete the objective within the time limit. Solution A: if the timer hits zero after 2 minutes of attacking and the zone hasn't been 100% captured at the end or 2 minutes of definding, defenders should win Solution B: Disable respawns during sudden death Alternative way of looking at above problem: Defending time is too long, resulting in less of a unified defense, and more just getting frustrated at the constant suicidal fights as your fireteams spawns are staggered. Solution: shorten time available to crack the vault Problem: Attackers spawn next to heavy while defenders are SOL Solution A: Add a second heavy ammo spawn within the defenders spawn on the same timer as the attackers freebie Solution B: Remove heavy ammo drops during vault cracking stage of match. Problem: Capture time for attackers too short compared to respawn time, especially if the attacking team gets a team wipe with that garunteed heavy or a super, then plants a well of radiance on the vault. Solution A: Further decrease of defender spawn timers Solution B: Increase the capture time Solution C: Both of the above Problem: Defender spawns too easy to manipulate on most maps Solution A: If attackers push too deep into spawn areas, flip the defender spawns to where the attacking teams spawn, and disable the attacking teams spawn until the defenders spawn is clear. Solution B: add team specific "turn back" kill zone boundaries to prevent spawn farming. Its simply not a fun gamemode as is. The above are specific problems I (and others) see with it, and I'm sure there's more. I personally would rather see it completely removed than overhauled, but if the Dev teams insist on overhauling it, then send it through crucible labs before putting it in any playlist. Isn't that why crucible labs exists? To prevent unplayable gamemodes from ending up in rotations? It should have never reentered the comp playlist without at least a week in labs. That would have prevented all the current uproar. Within an hour of it being back in comp we realized it was still an unplayable mess, if it was in labs and not the comp playlist then it would've been no harm no foul, patch it up or call it quits and we'd have all moved on with our lives. I know this is an absolute wall of text, congrats if you read it all. For those who didn't... TLDR: Use crucible labs next time you have to pull a gametype from rotation. Fix the bugs that got it pulled, than drop it in labs for a week or two to work out balance and playability kinks, don't just arbitrarily call it good and drop it into a playlist
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  • Edited by V: 11/3/2018 12:00:13 AM
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    Breakthrough is just a rëtarded version of 2cp from overwatch.

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  • This entire game is just mediocre. There is nothing that can change that. A company who has to keep giving their game away for free, should call it quits. Refer-a-friend is a company begging for people to play this shitty game. Dreaming city was cool 10 weeks ago its -blam!-ing old now. Bungie was a great company at one point making one of the greatest games, a game that made Microsoft a competitor on console. Then they sign a 10 year contract with shitivision who states they must release 4 titles within that time so here goes rush rush rush shit content maybe good shit shit they -blam!-ing suck cock that's the bottom line. Cocksuckers

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