Its a travesty that a team can win by simply disarming the points and NEVER once arm them. They are recieving like 500+ points for disarming when in reality it should be half that at least. Or make arming the points worth more points and keeping the full arming reward the same. This is getting very frustrating trying to win but failing bc the other team simply waits it out to come in and get the disarm rewards
-
1 답변Taking the relic and defending it (which is the point of the game mode) should give you the amount of points it does. It gives you a lot of points if you successfully hold the point. Defusing the point is a challenge because you usually have to kill all three of the enemy team. I think the scoring system is good.
-
1 답변Guys the reason the point system is the way it is because it SHOULD be much harder to disarm a Relic than it is to arm it. If the Salvage team is working together, they should be able to successfully protect their relic and capture it. If all three are in proximity of said relic you also get bonus points. Honestly arming and capturing relics is where the real points are accrued. In short, you get awarded up to 300 points for an arm and an additional 700 + points for a capture. The concept is to award players for arming and capturing relics.
-
54 답변Assuming all 3 teammates are there: 300 points for capping 450 for defusing 600 for holding the relic the whole time So assuming your team is halfway decent and can hold a relic, you get 900 points for doing so. That's double what you get for defusing. I don't see a problem. People just need to know when to capture and when to hold back. Obviously you don't want to cap if your 2 teammates are on the other side of the map, but people do and then come and complain that salvage is broken.
-
10 답변I think it's the deploying scores that need to be fixed, I feel like you should get points throughout the time opposed to getting all of the points once the time is up.
-
12 답변
-
작성자: haphazardlynamed 8/3/2016 11:08:12 AMWell guess what? That team that Won against you, but only sabotaged all match and never once salvaged? Well frankly You never successfully salvaged a relic either did you? -you just admitted that your probe was consistently disabled. So why should you deserve the win any more than them if you Also never completed the salvage? When neither team made a successful goal, how do we judge who is better? I'd say it should default to the one who had the most kills, and that's clearly not you since you spend most of the match as a ghost watching someone sabotage your probe instead of actually succeeding. Don't like that you have to be good at killing before you can be good at Controlling Objectives? Tough luck, this is a Shooter.
-
The game mode is a complete joke at the moment. The past couple of Salvage games that I've played (in Doubles) have all ended when the timer ends. I've had games where nobody catches the zone at all. Also, I play solo a lot and come up again many sweaty fireteams, but there's no real incentive to capture the zone and then get destroyed by TLW or MIDA.
-
Arming and successfully capturing a relic is worth more points than disarming. If you're constantly trying to take relics you can't defend you're punished for it. Have the rest of your team with you and defend the objective.
-
작성자: ChaseyCakes 8/3/2016 10:48:55 AMI think its 150 for disarming which is equivalent to a kill and an assist that amount is fine the arming points should be increased though and the end relic capture should be decreased slightly to compensate for the points gained early on when arming it to give the team capturing the same overall points but giving them am advantage over the team not playing the relic. Or have a way to reactivate the relic 5-10 seconds after its disabled starting the clock right where you left off
-
9 답변
-
작성자: Rwar789 8/3/2016 2:35:15 AMI don't think the point system is the problem as much as it is the arming/disarming mechanics. Like many of the players in here, I've won or lost most of my games in Salvage from disarms. Disarming probes is too rewarding right now. Rather than tinker with the scoring I'd propose Bungie make these three changes: 1) Increase the time it takes to disarm probes to match the time it takes to initially arm them. [u][b]Benefits[/b][/u] - This prevents a single attacking player from quickly disarming a probe in several short seconds while the defending team is in very close proximity to them. 2) Remove the mechanic that pauses the probe's countdown when the attacking team begins the disarming process. [b][u]Benefits[/u][/b] - The attacking team is now forced to hold/defend the relic if they want to disarm it . - This in effect reduces the time needed for the defending team to hold the relic, which will incentivize playing the objective. 3) Amend the disarm process to reduce a probe's disable time based on the amount of attacking team members within the relic's zone while the disarm takes place. [b][u]Benefits[/u][/b] - This helps offset some of the disadvantages for the attacking team caused from proposition 2.
-
8 답변
-
6 답변There's a new strategy that people in this and rift have been doing where they don't grab the rift/salvage and just stop YOU from getting it
-
9 답변작성자: Eclipse 8/1/2016 7:01:36 PMYou get more points if your entire team arms the relic instead of just one person arming it. If you didn't know that, then please read here to understand how Salvage's scoring system works: https://m.reddit.com/r/DestinyTheGame/comments/3qjzjk/salvage_scoring_gets_you_points_for_every_player/