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Killstreaks - A touchy subject

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Re: Killstreaks - A touchy subject

Postby lehma18 » Wed Feb 08, 2012 6:41 am

I don't think it encourages teamplay that much. We can't see teammates health, and even if we did, i wouldn't give my hard-earned medipack to someone else, unless i had loads. Majority of the people propably think the same way as i do. Just make it a class, it's much more simple and treats everyone equally.
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Re: Killstreaks - A touchy subject

Postby Gorman » Wed Feb 08, 2012 8:43 am

I guess death streaks really make more sense - since they help to auto-balance the game (why are we giving people who are winning the ability to win easier? Helping out those that are behind makes more sense).
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Re: Killstreaks - A touchy subject

Postby Monsteri » Wed Feb 08, 2012 12:44 pm

lehma18 wrote:I don't think it encourages teamplay that much. We can't see teammates health, and even if we did, i wouldn't give my hard-earned medipack to someone else, unless i had loads. Majority of the people propably think the same way as i do. Just make it a class, it's much more simple and treats everyone equally.

Hence why one should be able to give medkits only to teammates.
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Re: Killstreaks - A touchy subject

Postby lehma18 » Wed Feb 08, 2012 2:47 pm

Monsteri wrote:
lehma18 wrote:I don't think it encourages teamplay that much. We can't see teammates health, and even if we did, i wouldn't give my hard-earned medipack to someone else, unless i had loads. Majority of the people propably think the same way as i do. Just make it a class, it's much more simple and treats everyone equally.

Hence why one should be able to give medkits only to teammates.

That's even worse. Everyone would give them only to their friends. Just make it a class.
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Re: Killstreaks - A touchy subject

Postby MrHank » Wed Feb 08, 2012 9:43 pm

Gorman wrote:I guess death streaks really make more sense - since they help to auto-balance the game (why are we giving people who are winning the ability to win easier? Helping out those that are behind makes more sense).


You dont reward people for losing. its just nice. But people also liked to be rewarded when doing good. If I do well enough to get a airstrike, maybe I'll be good enough to get the intel and be a WINNER. Handicaps insult me
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Re: Killstreaks - A touchy subject

Postby Stiivais » Wed Feb 08, 2012 11:01 pm

Small bonuses
seems like a good idea to me.
5 kills, you get a clip for your weapon.
10 kills, you get healed.
20 kills, you get an airstrike.

I mean, not exactly these values or bonuses, but i really like the idea of a game
which enforces player's attempts to stay alive, not just try to get a set amount of kills,
not caring about amount of deaths...

Btw, the BF and MW type of popups would be awesome.
You know, kill + 50, kill + 100, headshot + 200 etc.
Not the points, i just like the game to acknowledge, that iv'e just pwned someone,
if there is a non-disturbing sound effect and a popup on the screen, that makes everything even better :P
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Re: Killstreaks - A touchy subject

Postby Bandage » Wed Feb 08, 2012 11:39 pm

Stiivais wrote:Btw, the BF and MW type of popups would be awesome.
You know, kill + 50, kill + 100, headshot + 200 etc.
Not the points, i just like the game to acknowledge, that iv'e just pwned someone,
if there is a non-disturbing sound effect and a popup on the screen, that makes everything even better :P


Solution: Go play BF and COD.

Did you know we all actually want to AVOID so similar features which promote lonewolfing, camping and forgetting about the objective itself.
If you want to know if you 'pwned' someone, check that killfeed on the top left of the screen. You're marked red upon kill and death, and that's all we actually need to know.

I mean... Simply to say, killing becomes more fun for our overexited kids and overwhelms the thought about capturing the objective. We need to get the players play for the team, not for themselves.
Last edited by Bandage on Sun Feb 12, 2012 1:09 pm, edited 1 time in total.
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Re: Killstreaks - A touchy subject

Postby Gorman » Thu Feb 09, 2012 9:14 am

MrHank wrote:You dont reward people for losing. its just nice. But people also liked to be rewarded when doing good. If I do well enough to get a airstrike, maybe I'll be good enough to get the intel and be a WINNER. Handicaps insult me

When you have a 200 kill streak you don't need an airstrike to tell you that you are doing well.
Doing well is the way to tell that you are doing well. You should kill people in order to kill people, not in order to get an airstrike.

Giving the guy that is winning bonuses is obviously a bad idea. Imagine that in sport "If you score 2 slam dunks in a row then the ring gets lowered by a foot". How can anyone think that is balanced? If a team is winning, making them stronger is going to make them keep winning.

It is way more fun to give the losing team an advantage and a chance to stage a comeback.

It should be exponentially hard to win, it should sure as hell not get easier!
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Re: Killstreaks - A touchy subject

Postby Tek2 » Thu Feb 09, 2012 10:56 am

If we ever add killstreaks into the game, I think they shouldn't be that powerful.
And should be a reward for playing well, not a reward for good players.
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Re: Killstreaks - A touchy subject

Postby thedoctor1212 » Thu Feb 09, 2012 12:09 pm

tunaspirit wrote:
Gorman wrote:- Give a small amount of ammo or heals or blocks to all players on the team.
- Show enemies on map for a brief time (eg when activated mark enemy locations on the map and have them fade over 10 seconds - the locations would not over it is just where they were at time of scan), whole team can see this
- Spawn a secondary CP for a short time at your location, can be used to heal etc like a regular CP, but cannot be used as intel return point. If it takes any damage from an enemy player it is destroyed.
- Anti-material mortar strike.
- Blocks supply crate, has 100 blocks inside it and will replenish blocks up to the max of 50 for any player that touches it (think CP but only replenishes blocks, and only replenishes up to 100 total). Also could have ammo and medical supply crates.


+1


ditto
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Re: Killstreaks - A touchy subject

Postby SirOinkAlot » Wed Mar 07, 2012 3:38 pm

Gorman wrote:When you have a 200 kill streak you don't need an airstrike to tell you that you are doing well.
Doing well is the way to tell that you are doing well. You should kill people in order to kill people, not in order to get an airstrike.

Giving the guy that is winning bonuses is obviously a bad idea. Imagine that in sport "If you score 2 slam dunks in a row then the ring gets lowered by a foot". How can anyone think that is balanced? If a team is winning, making them stronger is going to make them keep winning.

It is way more fun to give the losing team an advantage and a chance to stage a comeback.

It should be exponentially hard to win, it should sure as hell not get easier!


But what deathstreaks should be in AoS then? Health, ammo or blocks aren't necesarry (hard to spell) since the person just died.
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Re: Killstreaks - A touchy subject

Postby MrHaaaaaaxFF » Wed Mar 07, 2012 3:43 pm

cool idea. i support.
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Re: Killstreaks - A touchy subject

Postby Monsteri » Wed Mar 07, 2012 9:47 pm

lehma18 wrote:
Monsteri wrote:
lehma18 wrote:I don't think it encourages teamplay that much. We can't see teammates health, and even if we did, i wouldn't give my hard-earned medipack to someone else, unless i had loads. Majority of the people propably think the same way as i do. Just make it a class, it's much more simple and treats everyone equally.

Hence why one should be able to give medkits only to teammates.

That's even worse. Everyone would give them only to their friends. Just make it a class.

Since this bump brought this thread to my attention again, I'll be answering..

So, what would be wrong with giving it to your friend? At least they're on the same team as you are, and therefore you are helping your team. Besides, not everyone has friends willing to play.
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Re: Killstreaks - A touchy subject

Postby Gorman » Thu Mar 08, 2012 4:41 am

The thing is, right now there is little incentive to work together, or even be near each other. You get more kills by spreading out, and if you are caught unawares by an enemy then they will get a lot of kills.

The exception being maps like pinpoint where it is better to be close. Or maps like pyspades with water damage where it is best to work together.
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