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roweboat

Totem Arts Staff
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Posts posted by roweboat

  1. I have always hated that "I'm in position!" is tied to ctrl + 9. THAT'S NOT EASY TO PRESS WHEN YOU NEED TO LET THE TEAM KNOW "I got this guys, stop freaking out".

     

    Cuz in the course of trying to say "I'm in position", and ward off the enemy & disarm some c4... you might no longer be "in position" ... xD

  2. Some good additions:

    "I need a ride!" or "I need a pickup!" (with location tag)

    "Need evac!" (with location tag)

    "Spread out!" or "Scatter!"

    "Behind you!"

     

    The only ones I use seriously are "I need repairs" "Move out", "Fall Back" "Take Cover" "Return to Base"

    all others are covered by Q Spotting.

  3. 19 hours ago, Veyron said:

    how's the weather? ;) I guess it's still massive killer hurricane season D:

     

    It's quite wonderful most days. If you like massive thunderstorms most days.

  4. 44 minutes ago, Veyron said:

    secretly In the back of everyones mind everyone wants a damn good K/D so they can think and be like, "ya I did pretty good this round!"

    it's psychological and it's satisfying.  

    No so secretly, i want all the points, all the Kills, all the stats. I wanna be MVP for both teams.

    • Haha 3
  5. 1 hour ago, Madkill40 said:

    .rank and !rank should be the only means of broadcasting your individual k/d.

    The scoreboard should reflect how useful a player is to their team by not individually persecuting players with information which doesn't necessarily matter for the style of gameplay.

    I.e. Make the scoreboard reflect the MVP stats better. 

    Vehicle and infantry kills = Come under one stat. 

    Building damage and harvester damage = Come under one stat.

    Building, vehicle and infantry repairs = Come under one stat.

    Benefit to team "ratio" = Total team score divided by your own score, e.g. 22,156÷3,456 = 6.41

    At the top of the scoreboard by total score for GDI/Nod = Total Kills (infantry only) / Total Deaths (Infantry only) - A combined stat of all teams' kills and deaths.

    These are relevant scores which will empower a team more than the current archaic stats.

    Exactly.

     

    I care very little about K/D. I think my KD is something like +1.5. But my ranking on CT/globally is high, because I play the game as intended.

    I'll be organizing a rush and leading it (being first to die many times lol), or out healing tanks or even charging a vehicle into an enemy rush, knowing I will die, but at least disrupting the incoming attack. =D

     

    But I do understand the value of a high KD player.

    I think basically all roles on the team necessary, just some more obvious than others (a sniper getting 100+ kills is more obvious then some dude healing a building the entire game)

  6. Exactly. I see new players barely knowing what to do. Sometimes not even knowing that the MCT will heal the building faster.

    Mining is another issue of course.

     

    But anyways that's getting off topic.

     

    I think voice has the potential to increase team play, but unless it's basically forced, usage probably wouldn't be much higher than it is currently.

  7. 3 hours ago, Madkill40 said:

    Sub-team Attackers; players in this sub-team appear in chat coloured with orange, Defenders; players in this sub-team appear in chat coloured with violet, Infiltrators; players in this sub-team appear in chat coloured cyan, Freelance; players in this sub-team are here by default and will have default colours.

    From a UI perspective that gives players an incentive and a role to play in their team, no limits, but it does help players coordinate themselves with their team without necessarily having to communicate directly who does what... 

     

    So squads basically. I think those are a great idea. I'll be honest I haven't played a lot of shooters, but back when I played Battlefield 2, I did like the idea of being a part of a squad. 

    Helped make each player feel they could be useful.

  8. Didn't read every single reply here, but I'm liking the map so far!

    Personally, I feel there are already too many maps that allow for a quick rush through an Inf path directly into a building (Islands being an original example, then Mesa II, Reservoir (new) Field). I'm all for a more direct path that leads to a base, but maybe have it lead to somewhere that isn't near a building? 

     

    Also, I like the idea with the giant lake that seems to serve no purpose. Adds atmosphere. What about adding Hover MRLS on the far side of the lake as a reward for traveling over there?

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