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: On-topic...I dunno. It's a tricky mechanic to balance. I must admit,
: "last hit gets the point" has annoyed me a lot in Guild Wars 2
: PvP (there's a map with bonus bosses that work like this, each awarding 25
: points when killed). However, I do also see how it's a way to achieve
: comebacks - and to stop them . I know from experience that thinking
: you've earned yourself a comeback and then having one guy swoop in, plink
: once, and shut you down completely, is exceptionally frustrating.
: I think maybe a problem with it is that in games like GW2 and Halo, it's kind
: of hard to have a strategy for stealing it beyond "spam and
: hope", because there's so much ordnance flying around that you can't
: time your steal with much precision. That gives a sort of feeling of
: randomness. I'm not sure how to fix this though.
That's why just awarding people by putting in the most ordnance into the boss (90% of the damage gets 90% of the payout) is the most competitive way. If you want to make an impressive swoop in/reversal, play one of your cards and splaser the boss. You'll take a huge chunk of points from the opposing team. Otherwise right now, why waste and power weapons, some chump with a BR is just going to plink him for the kill anyways.
: tbh that tug-of-war thing sounds good. There's also the possibility of using
: a mechanic other than health - what if the bosses were invincible, but
: would be distracted by incoming fire and become vulnerable to
: assassinations?
I do like the tug of war bit as well.
Right now, unless the boss kill is a foregone conclusion in a game already out of hand either way, regardless of if my team or the other team gets the kill I'm often confused as to what the hell happened. Frankly I do like the idea of "downing" the boss for a few points, and the assassination is for most of the points. You could even make it so that killing the boss post downing by shooting him is worth a tiny amount of points making it so you can prevent a team from getting the assassination but not get much in return. Your small risk would earn you a small reward, robbing the other team of a huge reward. It would also allow a controlling team to "defend" the boss while going in for the "kill".