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Removal of CP tp Warning Light
#1
First of all the light that I am referring to is the warning/indicator light that illuminates a cp whenever someone is about to arrive. Now the reason I would like to see this feature removed is because it promotes laziness. Why do I say it promotes laziness, well the answer is that players don't need to check ahead of time to see if any enemies are within range using the minimap. All they have to do now is just wait to see if the cp changes color. I feel that checking the mini map, is good practice the entire game, not just when you are attempting to capture a cp. By adding this feature, it allows players to be less vigilant and less aware of what is happening around them. Please tell me your reasons for or against the removal of this feature. Thank you.

p.s.

I noticed that when tping from a cp to a base fact, the light does not shine. Is this a done on purpose, or is the light only for cps?
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#2
I like the feature.

The game already favors strategy that is more defensive/turtle-like. In most fights the battle favors the defender because the CP provides a passive heal/mana regeneration, troop spawns to buffer damage, and a means for teammate to teleport quickly to the battle. The attacker doesn't have much advantage to compensate in return, unless he decides to throw down gold on a barricade or reinforcements.

The blue glow provides a balancing advantage to the attacker. He is not only aware of the enemy TPing in, but he can also time and position himself appropriately (ie behind the orientation of the tank that's going to teleport in) for when his opponent(s) arrive to defend the CP. You can't do that with just the minimap. You have no idea which side of the factory he's going to appear on and it's even harder to estimate the 2.5 seconds it takes to arrive at the CP. Knowing this can make all the difference when you're dealing with exploders or avoid the 2.5k Goblin Tank Hammer-Bash. So while the defender has a defensive advantage, the attacker can position himself for the first strike - and thus makes the TP-turtle strategy a little less powerful.
Starcraft II
PandaBearGuy.614
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#3
xplodingtinkftw Wrote:I noticed that when tping from a cp to a base fact, the light does not shine. Is this a done on purpose, or is the light only for cps?

The "shine" is just for CPs.
~Always forgive your enemies, nothing annoys them so much~

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#4
That glow is for purpose - to mainly reduce camping. There were certain <i wont tell you clan or player names, but hello thereBig Grin> who hasn't done anything but waiting for victims attacking cp, port for them, killing them and leave again.

Attacking should be superior than camping and now attackers will be warned.
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#5
i totally agree it should be removed whatever the reason it might be.

xplodingtinkftw Wrote:First of all the light that I am referring to is the warning/indicator light that illuminates a cp whenever someone is about to arrive. Now the reason I would like to see this feature removed is because it promotes laziness. Why do I say it promotes laziness, well the answer is that players don't need to check ahead of time to see if any enemies are within range using the minimap. All they have to do now is just wait to see if the cp changes color. I feel that checking the mini map, is good practice the entire game, not just when you are attempting to capture a cp. By adding this feature, it allows players to be less vigilant and less aware of what is happening around them. Please tell me your reasons for or against the removal of this feature. Thank you.

p.s.

I noticed that when tping from a cp to a base fact, the light does not shine. Is this a done on purpose, or is the light only for cps?
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#6
eSVau Wrote:That glow is for purpose - to mainly reduce camping. There were certain <i wont tell you clan or player names, but hello thereBig Grin> who hasn't done anything but waiting for victims attacking cp, port for them, killing them and leave again.

Attacking should be superior than camping and now attackers will be warned.

but that is the fun of it, they just happily hand themself in for a free kill :lol:

i wouldn't decline such a nice gift Big Grin
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#7
This promotes a quite lame strategy.
You tap a CP, as soon as it glows you have 2,5 sec to get away.
The enemy looses 75 gold in the process.
This is effective when your allies approach another CP and therefoe the enemy tank has to teleport back quite soon.
Combine this with the idea that your allies dont want to capture the CP, they just do it to make your enemy waste gold on teleporting.
That cheap strategy was viable in older versions too, but...
Without the warning, the enemy had a higher chance of catching and killing you because you could not time your escape as well as with the warning.
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#8
winzip_ Wrote:The enemy looses 75 gold in the process.

You can still fake CP teleport by starting teleporting and after 1,5-2 sec stop it by pressing [S]. This way, the CP will begin to glow, the enemy goes away and you "defended" without loosing gold. And still if the enemy stays after the glow appeared, then you just don't cancel the spell and kill him, i think it's quite nice.
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#9
ssl Wrote:
winzip_ Wrote:The enemy looses 75 gold in the process.

You can still fake CP teleport by starting teleporting and after 1,5-2 sec stop it by pressing [S]. This way, the CP will begin to glow, the enemy goes away and you "defended" without loosing gold. And still if the enemy stays after the glow appeared, then you just don't cancel the spell and kill him, i think it's quite nice.

But if the smart attacker uses a "fake" leave and comes back after you pressed [S], you may lose the CP because of the cool down time for the next tp.
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#10
olivercamel Wrote:because of the cool down time for the next tp.
Not true. If you stop the teleport, the cooldown won't be triggered, because you did not teleport. In fact, you can telespam a CP by clicking [C], then mouse on CP, then [S] and again and again and again.
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#11
Keep it!
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#12
I like the new CPTP light, i am god like as an exploder with the new light! Big Grin
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#13
sorry theres to many people who like camping and using it as a legitimate tactic i like the warning light
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#14
I like it as well and i am not convinced to remove it.
There were several suggestions in order to weaken units after their teleport, i think the glow is the most neutral and best solution.
~Always forgive your enemies, nothing annoys them so much~

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#15
poll?
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#16
now the camping works the opposite way with the light

i'm seeing more and more coordinated attacks to mob the CP being teleported into

as soon as the enemy see light, they all rush in

usually exploder goes in first
then the enemy team memeber goes finish the job, and take over CP

it's too easy for enemy to time their attacks now, there's no chance for defense
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#17

The game is also about being able to predict attack and counter attack. defense is not about being at cp, it is also about repdicting enemies movement :o
I am so good that I don't even need to type -rc because I never die !
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#18
Warning Light is removing the challenge of playing battletanks and it's just to appease the cry of people who cannot get past campers. There is no fog of war. We have a minimap and we also have players who can stop a person from TPing or flaring to warn that someone is TPing in. The fact that people get killed by campers is purely due to their imcompetence.

I notice that more and more features are implemented to dumb-down battletanks, and certain Bots on B.net has continued to play 5k mode as standard. This imo is responsible for losing players for btanks. Yes, people will complain, but a challenging game is what they really seek, since once the appeal of big guns and big tanks wear off, they will most likely go play a game that is slightly "harder".
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#19
MugenJin Wrote:Warning Light is removing the challenge of playing battletanks and it's just to appease the cry of people who cannot get past campers. There is no fog of war. We have a minimap and we also have players who can stop a person from TPing or flaring to warn that someone is TPing in. The fact that people get killed by campers is purely due to their imcompetence.

I notice that more and more features are implemented to dumb-down battletanks, and certain Bots on B.net has continued to play 5k mode as standard. This imo is responsible for losing players for btanks. Yes, people will complain, but a challenging game is what they really seek, since once the appeal of big guns and big tanks wear off, they will most likely go play a game that is slightly "harder".

Given that two players have the same skill level and the same equipment, the battle favors the defender. The defender can heal, he can regenerate mana, he can have allies teleport in, and he can teleport in/out for extra healing. Blame it on attacker incompetence or whatever, but the fact is that the mechanics favors camping over aggressive styles only makes the game longer than it needs to be.
Starcraft II
PandaBearGuy.614
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#20
Given the reaction time and speed of the tanks it is still not safe to leave the point if it is glowing.
But since camping strategys are too effective in my opinion, it is a good balance.
And it is not that much of a change because you where able to change the view to the opponent whou would teleport and control your tank via minimap.

Keep the glow.
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