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Why are people against breaking the gates?

Discussion in 'General Discussion' started by jbregg, Aug 31, 2017.


Pizza? Or Tacos?

  1. Pizza

  2. Tacos

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  1. Anvil The-Forge-Dragon Arkhona Vanguard

    Because the lives fall back to B And B is always a much more difficult point to take. It usually comes with high ground that is inside and not exposed to an even higher ground such as the walls most A points are exposed to. B is usually a short walk from any point of spawn, be it A or transports and given how hard it is to crack B dying as an attacker is counter productive. Even if you run in and take one with you they spawn right back at the defensive line while you need to walk back to the point. This leads to a lot of conservative play as an attacker, meaning it's an uphill battle all the way. Now factor in the fact that if a gate is broken an extra point's worth of lives heads back there and it makes an assault near impossible save for enemy incompetence.
  2. MungFuSensei MungFuSensei Steam Early Access

    Please tell me there was someone on the dev team who understood this issue before one jbregg made this post. I don't want to believe that this issue went over the team's heads. That would be incredibly telling about the state of development.
  3. Lady Rheeva Steam Early Access

    They knew. It is not only a priority task, I received some feedback on how and when(probably next patch) they want to fix it.
  4. Nyhilist Nyhilist Active Member

    Tzeentch grants you favor.........a Taco Pizza!!!

  5. Is that even a pizza? Looks like something mutated and crawled itself out of the oven.
  6. Nether Nether Master

    They need to make the gates a priority to take.

    All the lives on the gates should be destroyed once the corresponding gate is downed.
    Lives should not be transferring to any other points, once the point is gone so is the lives it offers.

    Lives balance should be based on what the current starting lives are per point with the exception that A point will need to have more lives added to it, as it is expected that the gates will be breached. This way it is imperative that the attacker knock down the gates as soon as possible to get rid of the wall lives advantage. The longer it takes to breach the gates the more advantage it gives the defenders, and vice versa, if gates go down fast then the advantage is to the attackers.

    Regz and Gashmangla like this.
  7. Well let's take that thought out back, shoot it, bury it in a shallow grave and not talk about it again.
    Gashmangla likes this.
  8. How 'bout make it so destroyin' da gates grants da attackin' team extra toim based on how many loives be on it? Da moar loives on da gate da moar toim ya get. Evary 10 tickets/loives (rounded up?) on a gate rewards 1 - 2 minute uv extra toim ta' da attacka's er sumfin'? If'n ya take too long destroyin' da gate ta' take out tickets ya get less toim ta' take out da final defense, but it gotz less loives on it. Ye take out da gates early ye get extra toim, but da' enemy dun gets moar loives at dere final defense, 'oweva' ye get moar toim ta' kill 'em dere
  9. BigShootah Gorgutz67000 Steam Early Access

    You see there's a lot of solutions.

    1) Less lives on the walls.
    2) More times for attackers ! ( because we we reach B we have approximatively 10 minutes to take down 125-130 lives, with 10-15 lives per minutes if thing well. Otherwize its just impossible and B became and free kill grinder for defensers )


    ( If attackers break it... Ok... BUT IF DEFENDERS DOING IT ! THIS MUST BE PUNISHED ! AND TO PPL WHO DOIN THIS SO.... I'll spit on your graves.)

    This thing ruin the interest of fortress maps ! damn !

    Oh and fix the damn artillery for Gork sake !

  10. Siko SikoSGPrez First Blood!

    There you have it devs. The community has spoken. Please increase the timers when the gates get destroyed.
    Jimmy_Neutron likes this.

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