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After losing all cps, team goes back in base and begin to defend. But while you got no advantage from taking all cps, enemy kills more creep than you. 12 extra marines gives them more XP. Also killing 3 lanes in a small radius makes them get all XP easier.
Shouldn't you get XP from extra CPs? Every minute for example.
Trolololo
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I certainly disagree with you, as it is already hard enough to defend at the moment with the team with all cps getting money from the force without doing anything, while you get only a small amount of money, as you certainly won't make all creep kills (force will get most of them).
Getting used to the Sand everywhere. At least it brings us map updates.
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There's no need to pump an already winning team.
By pushing your enemy to their base, you know this will happen. And if you fail to capitalise, and they get more xp as a consequence of defending well, there's nothing wrong with that.
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In real life it would make sense that the most battle hardened troops are the ones who've had to defend a tough seige with short-supplies while cut off and out-numbered. To me it makes logical sense for the defending players to gain more experience levels than their attackers who are at ease and only need to leisurely attack when they feel like it.
Why's the rothchild family crest and the illuminati symbol on my 1 dollar bill? Why do rich and powerful American "christian" leaders have gay sex and worship a giant 40 foot stone owl at Beach Grove every year? Why doesn't anyone care?
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As the defending is a bit harder since version 8.56 appears I think the Gold advantage for the attackers for destroying factories and owning CP´s is enough to counter the XP advantage of the attackers.
But I would agree for version 8.55 - where it was even difficult to destroy a base with no facts, but good players.
However - I think 8.56 clears that problem :mrgreen:
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
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Right now, I believe we've hit a good balance between attacker and defender advantages