people don't even play the objective because it's easier to win without capping the probe.
that is all
English
#feedback
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1 ReplyEdited by RavenousLD3341: 5/19/2016 8:50:35 PMAnyone ever played Rush in Battlefield? Do that with Salvage. Instead of teams fighting over who is attacking and defending.... just assign attackers and defenders from the onset of the match. That way, there's none of this BS. If the attackers want to win, they need to defuse, and if the defenders want to win they need to defend. Can't remember if you have to stay inside of a certain radius of the probe to defend it (haven't played the mode in a looooonnnngggg time), but if you do... just remove that. It makes attacking the probe too easy, and really limits the strategy of the defending team, and that's not what we want in a small team game mode. Just to be clear... No more race the other team and deploy a probe, then defend it to win. Team A no longer deploys probes. A probe appears and they are to defend it. Team B is only attacking/defusing. Scoring will need to be worked out. I have an idea. [b]Attacking team only has a certain number of respawns.[/b] [quote]This really makes the revive mechanic necessary for success.[/quote] [b]Defending team only gets a certain number of relics they are permitted to lose, but unlimited respawns. Everytime they lose a relic, enemy team gets more respawns.[/b] [quote]This really rewards playing the objective, and punishes a lack of team work.[/quote] So this will completely remove the points system, and replace it with an objective based scoring system. For example: Attackers get 30 respawns collectively Defenders can only lose 3 or 4 relics. This boils it down to...... If the defenders want to win, they need to wipe the enemy team 10 times. (so they can't revive each other because revives [u]don't count against the respawn limit[/u].) Attackers need to steal 3 or 4 relics.
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Edited by Lull9: 5/20/2016 10:53:48 AMSeriously. Every game I played today was like that. GO. PLAY. -blam!-ING. SKIRMISH. IF. YOU. WANT. TO. PLAY. SKIRMISH. I actually always play the objective aggressively. Somehow I'm top 1% in Salvage in spite of that. It's WAY more fun to play it correctly instead of being a little bitch. You suck if you can't cap and defend relics. You don't deserve to win if you can't.
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Edited by iDovahBear: 5/20/2016 10:33:00 AMMost games I play, the most anyone does is tease the OBJ to see if they can get you anxious enough to try contesting the capture. They back off soon as you rush and pray you're ignorant enough to attempt securing the Relic. It's funny watching them do that, as though it affects me personally... But the randoms... Oh my goodness, the randoms [i]always[/i] fall for it. I hate the way matchmaking works because it approximates matchups and that always means tryhards (like me) get paired with newer or less experienced players who don't realize there is an intense meta game in Destiny PvP. The people who do end up deciding to play into the Objective... Well, let's just say they don't exactly help their team out much by acting a fool.
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I agree here... I typically wait till they cap and then go in and kill everyone... Much harder to defend than to attack
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True statement.
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Amen brother.
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Edited by Marm: 5/20/2016 11:07:04 AMbungo lookit this fire thread 🔥🔥🔥🔥
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Bump. Want to finish my grimoire but not liking salvage much lately. No one ever plays the objective. Working on skirmish instead for now.
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if all three cap its worth alot but if only 2 cap its only a little more than a deactivation. it works but since some dumb kid made that extremely popular post saying "dont cap and deactivating is worth more... blah blahh" now barely anyone caps. capping is only worth it if you have at least 2 people are capping it. but kills are worth too much, yes your right.
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2 RepliesEdited by TYBERIUS777: 5/19/2016 1:41:31 AMIt's more beneficial to just play skirmish until the enemy activates a relic and then go disable it than it is to defend the relic against the enemy team. The enemy team Has about 3-4 chances to stop the probe. That's way easier than defending for that long Edited for spelling mistake
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Bump. That was my problem with Y1 Control because capping was pointless if you could get a steady stream of kills. It's even worse in Salvage, because if you try to capture the relic the team kills you, deactivates the probe, and gets like 1000 points for it when you only get like 500 for a capture.
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6 RepliesEdited by Aulakauss: 5/18/2016 11:14:07 AMGive it the same treatment they gave Control with Zone Control; the objective is everything, kills are only worth it to prevent the enemy from getting said objective. Since they called that one 'Zone Control'.. maybe 'Relic Salvage?'
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bungo dis thread is on fire!!!!!1!!!!!
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10 likes and 11 comments wow bungo lookit dis thread
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rip bungio my thread kilt the club [spoiler]bump[/spoiler]
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1 ReplyBump! I was playing it yesterday and the other group was just waiting for my group to activate the probe. Plus I don't understand why they get more points when deactivating it. Definitely needs to be looked at.
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Agreed. You have a much better chance of attacking a probe that is out than you do defending one. The amount of time it takes to disable should be increased, or the time to defend it should be decreased. I also think scoring similar to rift should be implemented. I.e. You get points for every 5 seconds your probe is out, successful defending gives extra points. As an attacker you start with x possible points for disabling the probe and every 5 seconds that number decreases
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2 RepliesI just finished a Salvage game. Neither team went for the relic. We capped it once at the beginning, they quickly disarmed, then got the lead. The rest of the score was achieved by kills. How boring. What happened to playing the objective?
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Points need to be reworked a bit, its not worth capturing point if you cant hold it.
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It's a bad system. I usually wait for them to capture it and then just defuse.
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The game mode should just be scrapped. And mayhem clash permanently in its place.
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bungo B-) look