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Battle for Praag

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Luranni
Posts: 136

Re: Battle for Praag

Post#31 » Sun Feb 07, 2016 9:57 am

Loving the 18v18 actually :)

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Jail
Posts: 376

Re: Battle for Praag

Post#32 » Sun Feb 07, 2016 10:32 am

12 v 12 would make it boring.

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Nameless
Posts: 1459

Re: Battle for Praag

Post#33 » Sun Feb 07, 2016 10:52 am

18 v 18 is pretty good and it is nice that there is some diversity. The problem is that most of the time battle of praag start when both realms got less than 3 fg. That cause some mayhem and make coordination much harder but may be all that chaos is the charm of this sc
Mostly harmless

K8P & Norn - guild Orz

navis
Posts: 784

Re: Battle for Praag

Post#34 » Tue Feb 16, 2016 12:43 am

I plead to the dev's to fix this. 18v18 NEVER work well in the scenarios. It's only usefully and fun as a 'optional' type of queue. Overall other scenarios also 'miss out' because Praag takes more players away from the general scenario pools.
At the very least I would suggest to offer 18v18 separately from the regular rotation, or offer both, or only 'pop' a 18v18 if players specifically only que for it.

Also I think the flag 'timers' are too long inside BFP. I realized the mechinic is supposed to be cap and hold to progress to the next flag. The way that there is too much time just waiting for the timers that fighting quickly slips away from the objectives to the spawns. I think making the flag capping more responsive to players, or at least by the time the first 'capture' has occurred to let the flag be locked right away.

For example
capping the flag - 10 seconds un-interrupted
wait 60 seconds again.

changed to
capping the flag for 20 seconds un-interrupted then locked

finally make the last Objective more valuable point wise and decrease the overall length of the match once the final Objective is held by giving extra points at the end.
just some ideas for thought...
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TenTonHammer
Posts: 3806

Re: Battle for Praag

Post#35 » Tue Feb 16, 2016 12:46 am

I hate how...."open" this map is especially the center which favors rdps almost as much as highpass cemetery
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magter3001
Posts: 1284

Re: Battle for Praag

Post#36 » Tue Feb 16, 2016 1:06 am

TenTonHammer wrote:I hate how...."open" this map is especially the center which favors rdps almost as much as highpass cemetery
Queue GoE then :/

Or better yet, blame everyone who queues for Battle for Praag. ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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TenTonHammer
Posts: 3806

Re: Battle for Praag

Post#37 » Tue Feb 16, 2016 1:19 am

I que for eveything, with the way that the new que system affect dps i dont have a liberty of picking and choosing my scenario pops espically on my T2 toons

However i consistently backlist Highpass on all my toons once i reach t3, it is literally one of the worst designed maps

Large open sight lines that favor RDPS, that let you see targets comming from a mile away making flanking and back capping pretty much impossible unless your a stealther
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magter3001
Posts: 1284

Re: Battle for Praag

Post#38 » Tue Feb 16, 2016 1:37 am

Then my advise is, just wait for EC to come out. That will be your melee sc, along side GoE 8-)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Arbich
Suspended
Posts: 788

Re: Battle for Praag

Post#39 » Tue Feb 16, 2016 9:56 am

I love how...."open" this map is especially the center which favors rdps almost as much as highpass cemetery :D

And the map is big enough, so it should stay 18vs18.
Arbich-BW/Xanthippe-WP/Schnipsel-AM

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Scrilian
Posts: 1570

Re: Battle for Praag

Post#40 » Tue Feb 16, 2016 10:24 am

Love all the maps so far, unless its Soft-DC cemetery or Crash-Anrok.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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