Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Cap point too easy now to capture
Hum... In fact i have played earlier today... Not so good changes in fact (maybe only when there is a fewer people) for the cap point... The capture point is way too easy/fast to capture (when there is a few people, from the begining)!
The fact was the cap point was enable for both side at the begining of the round, making the stuff really annoying...
When there were 3 to 5 people (i was playing on mineriver)! -For some OP boss (fast or with range), keeping on the cap point, without killing anyone, made the game maybe even worst than before... If there was no knock back class... it's an autowin for the boss (even with, that's nearly the same)! -For mercenaries, a pyro, scout or sticky demo can also make impossible to deal with as hale if they are installed on the cap point... Even more if the boss doesn't go straight to the cap point (i have seen 3 rounds in a row that the boss didn't do anything, cause he was not going straight to the cap point) -For my experience, 1vs1... engi on my side... i had to try to push out the boss from the cap point (the guy was to lazy to catch me, even if i had only a mini-sentry and he had nearly full life + a second as Aatrox)... How can i do that? (i know, i'm complaining... but that's not fair) And also making fun of it:
The problem that voteslay will not help you here... that's not wasting time, it's the opposite! That's a bit annoying to know you have to rush on the cap point when there is a few people (at least to avoid it to be cap) at the begining of a round...
Can some others conditions can be add? Like a time before the cap point can be available (20 seconds a round is way too fast), like being available after 2 min (or like a preparation from regular serv), IF there is few people (1 or 2 for mercenaries), OR for inactivity (no damages, no kills... availlable both sides) for 2min with more people (maybe too much to ask again)!
Some bosses need to be sneaky to win... the way that here the cap point is, make that you have to fight head on... for some bosses... they can't win cause of caping abuse! I think that for some bosses, the cap point shouldn't be available for the bosses or mercenaries (depend of the bosses)!
The best could be a vote to enable or disable the cap point (i'm dreamming)...
Also... I'm asking, what is a fair use of cap point?
Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Re: Cap point too easy now to capture
Hum... i have seen yesterday that i could cap alone in 5 seconds as Pyro (on VSH Loader)! Today... As summoned creeper, i was on the cap point on Hakurei... 20 seconds... only a 1/4 capped...
Thanks, but I'm not quite sure what you think has changed.
The length of time that a CP takes to capture is dependent on what is specified in the map.
Llamara wrote:
Not so good changes in fact (maybe only when there is a fewer people) for the cap point...
Nothing has changed in relation to that, it's all the same as it has ever been. There have been no changes to the time it takes to capture control points on any maps at all, ever. If there had been changes then you would have noticed a new version of a map downloading with an updated time to cap value therein. Unless I am misunderstanding something, it seems that you have noticed something that has always been the way that it is.
Llamara wrote:
Like a time before the cap point can be available (20 seconds a round is way too fast)
I've no idea where you are getting 20 seconds from, there is nothing like this.
After the control point has been activated, the ability to capture of the control point is only enabled in the following conditions.
1) Capping is enabled for attackers only, when there are less than 5 attackers alive and the Boss has high health*, Capping remains blocked for the Boss. (*more than the attackers can realistically hope to diminish, which is worked out using an average performance ratio)
2) Capping is enabled for the Boss, when the Boss has very low health and is vulnerable. Capping remains blocked for the attackers.
3) Capping is enabled for the Boss, when the last 1 or 2 attackers are scouts that have done less than their fair share of damage and they aren't inflicting damage at a rate in which they can hope to win in the remaining time. If condition #1 is also true, then capping will be enabled for the attackers too.
There are messages that appear in chat and in the lower portion of the screen that notify players when any of these conditions have been reached. With the exception of condition #3, this system has been in place, and messages have been appearing on screen for more than 1 year.
Sat Jan 31, 2015 12:08 pm
Llamara
HH Donor
Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Re: Cap point too easy now to capture
Quote:
I've no idea where you are getting 20 seconds from, there is nothing like this.
10 to 15 seconds to go on the cap points... less than 10 to capture (on Mineriver)...END OF THE ROUND! (i'm talking when you begin with 5 people) I have also seen (and said above) that on VSH Loader... it take 5 seconds to cap alone... even faster as scout or hale!
Quote:
1) Capping is enabled for attackers only, when there are less than 5 attackers alive and the Boss has high health*, Capping remains blocked for the Boss. (*more than the attackers can realistically hope to diminish, which is worked out using an average performance ratio)
The problem is when you begin, with 5 people... You fall under this condition... The attackers go on the center... and here they cap in seconds... way too fast (cause they are in number)! For some maps, if the boss is not here, or even get knockback one time... that the end of the round! The boss don't even have the time to even think about it, if he was elsewhere or chasing someone! That's even faster than most of bosses jump's cooldown (not fair at all), if their only have one!
After that depend on maps... Hakurei Shrine seem to have a really, really low caping rate (it could take 1 min to cap alone... maybe 15 to 20 second as boss), but it seem at least more fair than other ones!
As you said, it seem that on some maps the ratio of caping rate is not the same! The stuff is, on some maps... it's making it nearly unplayable, or at least unfair when there is caping players!
So everything you are talking about is only to do with when there are 5 players or less on the server?
If that's the case, well sorry, that's just the way it is when the server is almost empty. It's only ever like that for short periods of time and it's not worth worrying about. It's how FF2 has been since it's inception. It's a totally marginal thing which is way, way down the list in terms of priority, especially now when we are in the middle of a server move which involves 2 whole communities.
Sat Jan 31, 2015 3:18 pm
Llamara
HH Donor
Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Re: Cap point too easy now to capture
That's pretty true! Yeah...
But it's the only time that you can see really, and often, the capping rate!
Here i'm talking about capping rate!
On VSH Loader, i tested it while there were over 20 players, there were 3 other left... The capping rate surprised me so much that i nearly capped without knowing, i avoided it by going outside! It took me alone, as pyro, only 5 seconds to nearly cap! (the stuff was full)!
As for exemple, a Bug's Bunny (i know pretty well this boss) that jump to catch someone nearly and outside the blue spawn on VSH Loader, don't even have the time to jump back (8 seconds cooldown) if someone cap at this moment, even you're reactive (it take more than 5 seconds to go back in the middle)... If it's a scout... it take only 2.5 seconds... if he knockback you out (if you where even on the cap point) that's END OF THE ROUND! As Boss, you nearly "have to" stay on the cap point if you don't want to loose, even with that you can loose!
I'm only talking about VSH Loader... but there is other ones! Chasing someone will be out of question (if people know more about it) if that stays like that!
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