Re: EA/DICE: Squad hopping IS an exploit...
A nice quote
NO sir, I do not like this feature being removed. 4 reasons w/sub arguments.
1 Decreases score per minute
2 Longer walking time to positions = less play.
3 Arty on any squad that works together as a tight group. Discourages teamplay.
4 Open season on Squad Leaders!
1 You may call this an exploit. I call it a feature of the game. I like to stay in the action or in the kill zone. Because fragging people is what gets points. EX. So me and my partner will work a sniper group of two on Great wall. Opponets take a flag. Our team isn't able to get to that flag fast enough to defend it or take it back. Only me an him are there. We can not take the flag as a duo of snipers but we can maintain pressure on the location by keeping the enemy busy long enough for them to get there and take it. Its the ability to respawn on the other if one is knocked out that keeps our small squad alive and providing pressure for the win. That is not an exploit. That is a multi-pronged attack on a location, otherwise known as teamwork.
2. I play this game to shoot at other people not to walk from place to place. This patch will force players to walk very long distance to get to fragging action. This translates to a score per minute decrease and long boring hours of walking to a kill zone that might not be there when you arrive. If you are the one smart enough to create your own kill zone others won't join you. Hence you die fast.
3. If you want to stay in a coherent close knit squad, you will be a target for artillery. Free kills for the commander. Commanders already get to many points, especially after the 20th kill with artillery they get a point for every kill(And they are doubled if you win!). Translation, commanders will get gold almost every round. Another way of looking at it is people will not want to join squads if they are targets. Translation discouragement of teamwork.
4. Open season on Squad Leaders. Kill the squad Leader, kill the squad. The best analogy I can think up now for this is that a SL is like a barracks or construction yard in a C&C RTS. Just take it out and you win. Throw nades over the squad, the leaders is just hanging in the back, he blows up. Their squad is dead. If he stays back there dodging nades, he gets no points. So why be squad leader? If he moves forward with his squad, he gets shot, the squad is dead. I don't know about you but I am not about to take a bullet for a stupid squad leader. Translation, stagnation of game play at certain areas on the map and a whole lot of walking for team.
Whether you like my opinion or not, I don't really care. I will miss this feature but I will adapt. I also think this was stupid on part of EA and will hurt the community more than it helps, but as Albert Einstein said in the C&C Red Alert Intro; "Time will tell. Sooner or later, time will tell."
wich post do you mean?
A nice quote
NO sir, I do not like this feature being removed. 4 reasons w/sub arguments.
1 Decreases score per minute
2 Longer walking time to positions = less play.
3 Arty on any squad that works together as a tight group. Discourages teamplay.
4 Open season on Squad Leaders!
1 You may call this an exploit. I call it a feature of the game. I like to stay in the action or in the kill zone. Because fragging people is what gets points. EX. So me and my partner will work a sniper group of two on Great wall. Opponets take a flag. Our team isn't able to get to that flag fast enough to defend it or take it back. Only me an him are there. We can not take the flag as a duo of snipers but we can maintain pressure on the location by keeping the enemy busy long enough for them to get there and take it. Its the ability to respawn on the other if one is knocked out that keeps our small squad alive and providing pressure for the win. That is not an exploit. That is a multi-pronged attack on a location, otherwise known as teamwork.
2. I play this game to shoot at other people not to walk from place to place. This patch will force players to walk very long distance to get to fragging action. This translates to a score per minute decrease and long boring hours of walking to a kill zone that might not be there when you arrive. If you are the one smart enough to create your own kill zone others won't join you. Hence you die fast.
3. If you want to stay in a coherent close knit squad, you will be a target for artillery. Free kills for the commander. Commanders already get to many points, especially after the 20th kill with artillery they get a point for every kill(And they are doubled if you win!). Translation, commanders will get gold almost every round. Another way of looking at it is people will not want to join squads if they are targets. Translation discouragement of teamwork.
4. Open season on Squad Leaders. Kill the squad Leader, kill the squad. The best analogy I can think up now for this is that a SL is like a barracks or construction yard in a C&C RTS. Just take it out and you win. Throw nades over the squad, the leaders is just hanging in the back, he blows up. Their squad is dead. If he stays back there dodging nades, he gets no points. So why be squad leader? If he moves forward with his squad, he gets shot, the squad is dead. I don't know about you but I am not about to take a bullet for a stupid squad leader. Translation, stagnation of game play at certain areas on the map and a whole lot of walking for team.
Whether you like my opinion or not, I don't really care. I will miss this feature but I will adapt. I also think this was stupid on part of EA and will hurt the community more than it helps, but as Albert Einstein said in the C&C Red Alert Intro; "Time will tell. Sooner or later, time will tell."
Originally posted by Batausu
wich post do you mean?
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