the problem with district right now is that it rewards defensive behavior, where you can revive your mates, and it punishes attacking, where your corpses get captured and you have to respawn and use your tickets I think we should increase the number of tickets to 5 times what it is now, so tickets arn't such a huge factor of gameplay, and people get attacking again.
I think since the flags are moved from a defensive area into a harder to defend area, doesn't that make it harder to attack it too? How can you get to the flag and cap it if it's in the middle of the street with little to no cover? Just a thought about those new flags
lol sandbag nice effort but horrible idea.. i can just see that map lasting 24 hours i heard some good suggestions today about limiting turrets to level 1's or just have fewer.. and someone else said to just take out revive for that map.. i think those ideas can help the new flag systems are alot better
I'm with dubee on this one-- increasing tickets won't change gameplay, merely make it last longer. If you want to change gameplay, you'll have to do something drastic, like the turret thing.
Maybe it would be a good idea to add additional ways? Maybe unblock the sewers to the last flag for the attackers, and maybe another alley from behind the 3rd be flag towards behind the street-camper building? Maybe add some "deep holes" around the common stuck points so that some corpses fall into them and are unreviveable, maybe the street crossing could be turned into a half broken bridge? maybe.... this are all stupid ideas, but something has to be changed to make it less campable.
I think the best bet of all is to only allow lvl 1 turrets. I cant tell you how pissed off I get when a turret kills me from halfway across the map. I duno how you would cope with the upgrade turrets skill tho. also, *MAN*, invisible mines on sewer entrances is pissing me off... can we make an underside to mines!? That way we can see them from below and decide not to open that one.
You can see them from below. And sandbag, this idea is made of failure. Also I'm wondering why solokiller moved the final flag at BE's first spawn up, but didn't move the actual capture point.
If there would be more obstacles on the streets like the broken tank from escort the turrets would be less effective as the players wouldn't have to cross big open areas but could sprint from one cover to the next. That way it would be easier to start an assault and at the same time harder to win by camping.
Yesterday i noticed how LVL 3 turrets can dominate several streets, and i agree it's annoying. I don't recall doing that, so either it's one of Krenzo's changes or i acccidently moved something.
Why not just make revive like 5 sek to do....... like defusing a mine or a bit more It seems strange that you can fix a dude who got shot 200 times in the head with a heavy MG in just half a sec. and then again and again and again..... maybe a maximum of 2 revives pr. spawn ticket tadar!
What I've noticed about games it that, on the whole, the first 50 tickets go in about 10 - 15 mins because everyone is attacking and tickets mean nothing. then once tickets get to 50, everything gets serious and, although amazingly emotional in a way, it's not smooth gameplay. I think we need something so that tickets arn't an issue. I don't want to go down the ticket bleed direction, but something, anything, would be nice. and a big fucking no to "two revs per life", that's just a terrible unfun balance that makes no sense and would ruin the gameplay.
Yes it would destroy the gameplay we have now, especially on the push maps. But I always hated those imortal hordes of engies doing instant reviving after getting hit by 80mm mortar, nuke, arty and other crazy stuff. Thats is what doesnt make sense to me. atleast making the rev time longer would make more bodies unretriveable... making it impossible to get back to safety 1m at the time getting shot like 10 times but not doing much of a difference for the team killing him.
Get a team of 2 Grenadiers to shell that area... Then send in 2 riflemen; if you want overkill send an engineer with revive... It's not much of a problem if you use teamwork against teamwork... It already costs 1/2 of all of the calculator ammo, so spawning with the calculator ammo you died also seems logical...
The idea with the revive time is good. How about it increases everytime you die within one spawn, for example double it: 1. death: 5 sec; 2. death: 10 sec; 3. death 20 sec etc...
Solution: Hold fire key to "repair" a corpse like you would a building. When you release the fire key, the player respawns. You want to revive someone with only a few HP, sure, you can do it instantly. Want someone to start with full health? It'll take you a while longer. This would reflect the amount of work the engineer is doing (you can always heal somebody after they have been revived if you want) but still take the basic half ammo to complete. So in other words, it costs you less ammo to fully heal a corpse than it does to rush it, then heal a living person. And it goes without saying that the player should start with the same amount of ammo that they died with.