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No more wave 5 font room camping


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#126
Shandyr

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Mwuahaha I laugh in your faces! :D

 

Camping in the room, only viable tactic. Because its a bottle neck. Sure it is,

but it is only a defensible position if you can actually defend it.

 

If the group does not have high enough DPS to kill whats incoming then

its a death trap, because you can't retreat.

 

MWUAHAHAHA But just ignore that. I laugh in the faces of all you guys

that claimed camping was THE holy grail of every military operation in the world.

 

MWUAHAHAHAHA Hear my laugh and know that you can do NOTHING

to change it back! You can no longer camp in the room of shame!


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#127
Courtnehh

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Mwuahaha I laugh in your faces! :D

 

Camping in the room, only viable tactic. Because its a bottle neck. Sure it is,

but it is only a defensible position if you can actually defend it.

 

If the group does not have high enough DPS to kill whats incoming then

its a death trap, because you can't retreat.

 

MWUAHAHAHA But just ignore that. I laugh in the faces of all you guys

that claimed camping was THE holy grail of every military operation in the world.

 

MWUAHAHAHAHA Hear my laugh and know that you can do NOTHING

to change it back! You can no longer camp in the room of shame!

I enjoyed having the choice to play how I wanted to play. If I wanted to run out which is fun sometimes then I would. Like you say, you had to have the DPS to be able to hold them back and bringing more enemies together using the choke point made combining aoe effects more fun. But I didn't realise I wasn't allowed to have fun and I was meant to play a specific way like everyone else.



#128
Shandyr

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I enjoyed having the choice to play how I wanted to play. If I wanted to run out which is fun sometimes then I would. Like you say, you had to have the DPS to be able to hold them back and bringing more enemies together using the choke point made combining aoe effects more fun. But I didn't realise I wasn't allowed to have fun and I was meant to play a specific way like everyone else.

Oh really you had a choice?

 

Well I didnt, because guess what, everyone spammed F4 and I was kicked if I dared to go outside and didn't join the camping.

mwuahaha no more, no moooore

:D


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#129
ParthianShotX

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Oh really you had a choice?

 

Well I didnt, because guess what, everyone spammed F4 and I was kicked if I dared to go outside and didn't join the camping.

mwuahaha no more, no moooore

:D

You on PC?    I frequently played assassin and didn't hold the room but appreciated the strategy of it.  Ranged fighters inside, warriors upfront drawing aggro.  Me?  I like to skulk around in the shadows and pick off the unwary.  Never got kicked for it.  A few comments from time to time -- "don't expect us to come out and pick you up" -- but I seldom needed it so it was fine.  But then, I don't play on PC so . . . .


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#130
Courtnehh

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Oh really you had a choice?

 

Well I didnt, because guess what, everyone spammed F4 and I was kicked if I dared to go outside and didn't join the camping.

mwuahaha no more, no moooore

:D

That's stupid.


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#131
Beerfish

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Mwuahaha I laugh in your faces! :D

 

Camping in the room, only viable tactic. Because its a bottle neck. Sure it is,

but it is only a defensible position if you can actually defend it.

 

If the group does not have high enough DPS to kill whats incoming then

its a death trap, because you can't retreat.

 

MWUAHAHAHA But just ignore that. I laugh in the faces of all you guys

that claimed camping was THE holy grail of every military operation in the world.

 

MWUAHAHAHAHA Hear my laugh and know that you can do NOTHING

to change it back! You can no longer camp in the room of shame!

The biggest factor in the camping strat was not the fact that it was a choke point.  It is the fact that it keeps a team relativley close together and natural game play does not split them apart.

 

Games fail once one guy goes down, then the other players have to stop what they are doing to try and rez the guy, then things fall apart.  Classic example in a game last night.  No camping, the team is doing well but over time they begin to separate.  The 1st guy goes down but he the other players are not close to him.  then the fail begins.  Team proximity more than anything is the benefit because pug players know this strat and can handle it. 


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#132
DrKilledbyDeath

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You on PC?    I frequently played assassin and didn't hold the room but appreciated the strategy of it.  Ranged fighters inside, warriors upfront drawing aggro.  Me?  I like to skulk around in the shadows and pick off the unwary.  Never got kicked for it.  A few comments from time to time -- "don't expect us to come out and pick you up" -- but I seldom needed it so it was fine.  But then, I don't play on PC so . . . .

50% damage to isolated targets, you are better off taking out stragglers.


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#133
Drasca

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50% damage to isolated targets, you are better off taking out stragglers.

 

The commanders are stragglers. Pop a mighty offense potion, and watch them drop.



#134
DrKilledbyDeath

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The commanders are stragglers. Pop a mighty offense potion, and watch them drop.

VC down in 5 seconds or less, can't go wrong



#135
KevTheGamer

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I love it. That might get me to play the mp some more. 



#136
hellbiter88

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So basically if I join a game already in progress then I expect to be dead before I even load in after all if you spawned just outside the door then your not likely to have any cover

 

Actually I'm not sure about this. I rejoined in perilous against RTC and nobody even gave me a second glance as I was lobbing antivan fires and jars of bees into the crowd. Either they did something to aggro, or the lego had just used counterstrike. Not sure.

 

Whatever the case, I spawned away from enemies, at least.



#137
QuickerBladeEHGH

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I like the change as well. I was worried before playing it, but it's still fun. Ironically, now it's the RTC that seems like the scariest threat because of the enclosed spaces on some of these maps. I've had more team wipeouts from him than DCs.

We feel more like a real team now. Before, AW would go off and disappear and the three of us were inside, but we wouldn't really pay attention to each other until someone needed a revive.

 

Now, with spawn camping gone, I find myself sticking closer to Mages. I deal the damage and get people off of them (as Katari) while Mages keep supplying Barrier. You would get that before, but synergy and awareness of others seems even more important now.



#138
Ghost Of N7_SP3CTR3

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I've been waiting for this change for months,I've never liked camping.That's why I've only been soloing or running duo's with my wife since Xmas.

#139
Courtnehh

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It's a nice change but the the choice was always there to begin with. If you didn't want to play that way you didn't have to.

#140
Texasmotiv

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Has the patch dropped on PS3? I played last night expecting to get the patch but nothing doing. I have a freshly promoted Katari that I want to play now that its supposed to not be such a labor of love.



#141
ottffsse

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While this certainly shakes a few things up which is good, certain classes are less affected - assassin/ reaver still plays the same for instance, while the archer and aoe casters have abilities somewhat indirectly nerfed. The truth remains that if the party of players is decent then demons and vents are still almost always wins, while red templars will be challenging to get through wave 5 on perilious unless all 4 players are good, because when someone drops repeatedly not only do you have to res them and cannot concentrate on what you are doing, but more units will set their attention on you.

 

And actually in terms of fighting in the open, those arcane warriors are mostly not as good without a chocke point, especially when surrounded by archers and red templar horrors from multiple sides shooting stuff at them. 



#142
Teophne

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50% damage to isolated targets, you are better off taking out stragglers.

 

How does the game define "isolated target"? I assume someone with enough distance to another friendly, but what kind of distance are talking about?



#143
DrKilledbyDeath

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How does the game define "isolated target"? I assume someone with enough distance to another friendly, but what kind of distance are talking about?

I would love to give you more details but that is all the tool tip tells me :wacko:

 

Although, and keep in mind this is purely speculation, I don't feel like it is a huge distance. Maybe 10-20M? It never felt like it had to be completely alone when my abilities would hit way harder on the assassin.



#144
hellbiter88

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How does the game define "isolated target"? I assume someone with enough distance to another friendly, but what kind of distance are talking about?

 

It's got to be a proximity thing. Probably a couple meters from other enemies.



#145
Wikiri

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In the PUGs I've played post-patch, all this has done is create the illusion that you have access to the whole map.  The reality is that the group still finds some place to hole up and now typically has 2 choke points to hold instead of the 1 from the font room.  Alternatively, sometimes you get that one person who just sits at the flag area, regardless of how open it is, and promptly gets crushed by ranged fire.

 

If the devs really wanted to encourage movement on the battlefield, there has to be a reason to do it.  Some brainstormed possible ways to encourage movement?

1)  Foes spawn in mobs instead of 1 at a time at various points on the map.

2) Introduce a tossed resurrection potion (or repurpose healing mist to do the same?) or a class with a resurrection spell so that people can be picked up on the run so that it's less risky for individuals to range farther from the main fight

3)  Better targeting by the foes so that when a person does dust, they don't camp so long on the corpse

4)  Make mobility abilities useful (leap, combat roll, etc.) so that not only does it get the character out of the way, but also breaks the targeting on the character so that the foe is forced to switch to a new target

5)  Doors - Add doors to the map.  Make them closeable, but only for a short period before they open and then require a cooldown to close again or make them destroyable so foes can get through them and render them unusable.  Just something to buy a couple seconds to fall back or move.

 

Some ideas better than others, but as it stands, all this has done is create the illusion of choice and frustrated more inexperienced/novice players that don't have good gear to save them from tactical mistakes.  (I am a mediocre player who has put in enough hours to get gear that forgives a multitude of tactical sins.)


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#146
DrKilledbyDeath

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I like the doors idea, that would change things up a lot.



#147
Courtnehh

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At this point we need more variety not less. A mechanic was taken and was replaced with something we already had the option to do. Stupid idea.

#148
TormDK

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At this point we need more variety not less. A mechanic was taken and was replaced with something we already had the option to do. Stupid idea.

 

Prehaps we'll be getting just that whenever they do the next announcement (likely on friday).

 

After all, it's a bit hard fighting a large reptile in the small area of the font room isn't it?



#149
Wikiri

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At this point we need more variety not less. A mechanic was taken and was replaced with something we already had the option to do. Stupid idea.

 

Be that as it may, for the majority of the the numerous (500, 750?) PUG matches I've played, this choice was illusion.  Camping the font room was how the game was played.  My main objection, and it's not just Bioware that does this but many other dev shops, the dev response is always punitive.  They almost always come up with a way to block the way players are playing the game.

 

I would much rather that devs looked at a way to create incentives to other styles of play if they want players to approach the game a different way.  In my rose-colored glasses view of the world, I'm hoping that this font room close change was done in tandem with some pending map changes coming in the next DAMP content (soon?) that will create those incentives.  Hope springs eternal, I guess.


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#150
Catastrophy

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I tried the patched version. I think it's a lot better now in wave 5 and the recent general improvements add to that.