2009-06-26, 16:10:18
If you dont like the longer cooldown why not a mixture. The neutral Cp need even more camping to teleport within 5 seconds, thats true
Mixed suggestion:
CPTP: Slows your tank by 30% the next 4-7Seconds maybe. So you can defend the cp, but not hunt down enemy tanks to easy because you got the healing rate. The problem No. 1 is, that if you drive out of your CP the aura stays for the next 3-4seconds. You can see that in the beginning when light tanks with 70%HP leave the healing range, but are full healed while driving away.
A CP taken over by 80%, that means 8 Seconds, could get a "lesser CP". With maybe only 35-50% Healing rate of the original CP. If the capturing time reaches 0 after a succesful defending, it would remain to the normal CP with 100% healing rate. If caputered it gets the normal Cp for the enemies.
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I see nearly every clan games CP´s not take over just because of 1 or 2 seconds. Standing still 8-10 seconds at the enemy CP is really dangerous. Reducing Speed (and if nearly captured - Healing rate too) would give the attacker a chance to retreat even 2on3 or at 1on2.
--> only the teleporter is strong again, but if the healing rate is reduced you maybe cant wait 5 seconds till you are healed and teleport after the retreating enemy, but need 10-15seconds and then the enemy could be out of range
Neutral CP´s are to extremely agressive gameplay buffed i think. Except the neutral CP would belong to the defending team and it could teleport there with no healing rate.
@Althend: TP Breakers buyable at Cp. Really nice idea

Mixed suggestion:
CPTP: Slows your tank by 30% the next 4-7Seconds maybe. So you can defend the cp, but not hunt down enemy tanks to easy because you got the healing rate. The problem No. 1 is, that if you drive out of your CP the aura stays for the next 3-4seconds. You can see that in the beginning when light tanks with 70%HP leave the healing range, but are full healed while driving away.
A CP taken over by 80%, that means 8 Seconds, could get a "lesser CP". With maybe only 35-50% Healing rate of the original CP. If the capturing time reaches 0 after a succesful defending, it would remain to the normal CP with 100% healing rate. If caputered it gets the normal Cp for the enemies.
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I see nearly every clan games CP´s not take over just because of 1 or 2 seconds. Standing still 8-10 seconds at the enemy CP is really dangerous. Reducing Speed (and if nearly captured - Healing rate too) would give the attacker a chance to retreat even 2on3 or at 1on2.
--> only the teleporter is strong again, but if the healing rate is reduced you maybe cant wait 5 seconds till you are healed and teleport after the retreating enemy, but need 10-15seconds and then the enemy could be out of range

Neutral CP´s are to extremely agressive gameplay buffed i think. Except the neutral CP would belong to the defending team and it could teleport there with no healing rate.
@Althend: TP Breakers buyable at Cp. Really nice idea

Random Player
- noob, nobody, medium, pro - we will see what happens ^^
- noob, nobody, medium, pro - we will see what happens ^^