09-07-2014, 06:46 PM
Been keeping an eye on this thread and I have to say it is pretty funny.
Before I say anything I just want to say that I'm well aware core elements like shrap and repels are never going to change, and I'm not suggesting to change them. But dont delude yourselves into thinking things are even close to ideal the way they are. You are seeing the game through rose-tinted glasses. A perfect example is where 7th said "These two areas add a bit more inconsistancy which, I believe, gives the game more character." Alright, that's fine if you think that. But inconsistency is never good for a competitive game. If you want to keep inconsistency, you should acknowledge that "pro" league is nothing but a casual, fun-driven event. You can't pretend it is anything more than that when games can be decided by inconsistencies, and ultimately the end result of all the settings, the rules, and the map, is an environment where highly defensive play can keep the weak much more competitive than they should be.
The part about shrap and learning to play better is what really got me laughing.. Who on this earth ever fired a bomb, having planned exactly how the shrap was going to come out and connect with their opponent? Most people, including you posting in this thread, are lobbers. At least half of the time you dont even know that your shot is going to hit. Dont pretend that shrap kills are skill.
Predicting the way shrap is going to come out of an enemy's bomb and pre-dodging it? If you were truly gifted with this kind of vision you would have seen the bomb coming and dodged it completely. Moreover, if they were truly gifted with this kind of vision you would be much more powerful than you are. You'd be constantly making everyone look stupid.
What goes through a pro player's mind is very basic (and most of the time it is true but not always):
-The further the bomb is from me, the less dmg it will do.
-The more direct my shot is, the more dmg it will do.
Shrap isn't even on the conscious level until it needs to be (when you're red).
I knew someone was going to say this.
That is actually just bad game design, plain and simple. You're right. It is technically a perfect shot because it deals the most damage, but it shouldn't be. Where in this world other than 4v4 league has a perfect shot ever been anything but a direct hit? The fact you gladly accept it as if there is nothing wrong with it tells me you are either in love with this game (seeing it through rose-tinted glasses), or you somehow think no one should question why things are the way they are. Understand that the game was made by error-prone human beings, not some omnipotent entity (and it shows). About bomb aim and damage, I tend to agree with McLaren's logic. It makes sense that the harder thing to do should be the most rewarding, but 4v4 doesnt work that way (not in any way... I could draw countless examples).
On things you might actually consider changing:
Shark is pretty much useless against anyone with good ship control, or in any lob fest (which comprises the vast majority of 4v4 games). Decreasing antiwarp cost isnt going to fix that. It's The problem is that the ship's only strength is its fast guns, and because of the way it flies, you wont connect enough to kill anyone with good control of their ship.
Greens shouldn't give you anything, ever. Warp doors are random and shouldn't exist. That is all.
Sorry if this offends anyone, that was not my intention. Just trying to put the truth on the table.
Before I say anything I just want to say that I'm well aware core elements like shrap and repels are never going to change, and I'm not suggesting to change them. But dont delude yourselves into thinking things are even close to ideal the way they are. You are seeing the game through rose-tinted glasses. A perfect example is where 7th said "These two areas add a bit more inconsistancy which, I believe, gives the game more character." Alright, that's fine if you think that. But inconsistency is never good for a competitive game. If you want to keep inconsistency, you should acknowledge that "pro" league is nothing but a casual, fun-driven event. You can't pretend it is anything more than that when games can be decided by inconsistencies, and ultimately the end result of all the settings, the rules, and the map, is an environment where highly defensive play can keep the weak much more competitive than they should be.
The part about shrap and learning to play better is what really got me laughing.. Who on this earth ever fired a bomb, having planned exactly how the shrap was going to come out and connect with their opponent? Most people, including you posting in this thread, are lobbers. At least half of the time you dont even know that your shot is going to hit. Dont pretend that shrap kills are skill.
Predicting the way shrap is going to come out of an enemy's bomb and pre-dodging it? If you were truly gifted with this kind of vision you would have seen the bomb coming and dodged it completely. Moreover, if they were truly gifted with this kind of vision you would be much more powerful than you are. You'd be constantly making everyone look stupid.
What goes through a pro player's mind is very basic (and most of the time it is true but not always):
-The further the bomb is from me, the less dmg it will do.
-The more direct my shot is, the more dmg it will do.
Shrap isn't even on the conscious level until it needs to be (when you're red).
Quote:<div>
The 'perfect shot' situation presented is not always synonymous with 'direct hit'. Sometimes the perfect shot takes shrap into account and is not a direct hit.
</div>
I knew someone was going to say this.
That is actually just bad game design, plain and simple. You're right. It is technically a perfect shot because it deals the most damage, but it shouldn't be. Where in this world other than 4v4 league has a perfect shot ever been anything but a direct hit? The fact you gladly accept it as if there is nothing wrong with it tells me you are either in love with this game (seeing it through rose-tinted glasses), or you somehow think no one should question why things are the way they are. Understand that the game was made by error-prone human beings, not some omnipotent entity (and it shows). About bomb aim and damage, I tend to agree with McLaren's logic. It makes sense that the harder thing to do should be the most rewarding, but 4v4 doesnt work that way (not in any way... I could draw countless examples).
On things you might actually consider changing:
Shark is pretty much useless against anyone with good ship control, or in any lob fest (which comprises the vast majority of 4v4 games). Decreasing antiwarp cost isnt going to fix that. It's The problem is that the ship's only strength is its fast guns, and because of the way it flies, you wont connect enough to kill anyone with good control of their ship.
Greens shouldn't give you anything, ever. Warp doors are random and shouldn't exist. That is all.
Sorry if this offends anyone, that was not my intention. Just trying to put the truth on the table.