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  • Individuality

    This is kind of a carry over from my alternatives thread.

    For the sake of discussion, I was wondering, do you think CA is losing it's individuality in terms of skill level? I find CTF and DM has a lot of individuality in terms of skill. Defense, offense, middle controlling, and different grappling techniques as well as weapon and area control. Thats why it's all too sad CTF is not played enough.

    All too often, it is apparent the majority of Quakers find "20 ping shafters" to be alike; claiming 20 ping is the reason for their shaft. Rocket spam is another major reason why kills and frags occur, leaving the few knowledgeable Quakers recognizing individual Quake talent. My question is, how do we improve this? How do we make a distinction between the best, and the worst? it seems everyone is picking up certain Rocket jumping maneuvers, aim techniques and tactics due to the overplaying of DM3 which has become routine and mundane with the over repetitiveness of playing and letting your muscle memory do the work for you.

    Dredd had the idea down, implement the new maps and force people to see the distinction in skill level. Observe who really knows maps in and out only after a short while of learning. Observe who best adjusts to each individual map and is able to dominate on various maps because of their skill and not the fact your brain has seen the "replay" that is DM3 over and over again.
    Are there other suggestions?

    I would like new Quakers, new maps, and new experiences, if you're all still willing to play this game then clearly you still enjoy it on some level. I say, why not broaden your horizons while you're at it?

  • #2
    eh.

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    • #3
      i think spamming is a skill too.

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      • #4
        It depends how you spam.

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        • #5
          Dredd had the idea down, implement the new maps and force people to see the distinction in skill level. Observe who really knows maps in and out only after a short while of learning. Observe who best adjusts to each individual map and is able to dominate on various maps because of their skill and not the fact your brain has seen the "replay" that is DM3 over and over again.
          I fully agree! Dredd was fun (even with ping 150) mainly due to the wide range of maps. Playing one map over and over gets boring after a couple of rounds.. (and i never liked dm3 to begin with).

          Any other suggestions?
          How about adding Armor and Medikits (including MegaHealth) back into the game (no ammo) to add some more strategy to CA (a bit like practice mode in cr-mod but keeping CA's round based gameplay)

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          • #6
            This would be a new mod. And I dont think it would do well.

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            • #7
              Interesting that you bring this up.

              Yesterday I was thinking about the difference between QWCA and NQCA. It is remarkable how someone very skilled at QWCA stands out in comparison to average or above average players, but in NQCA this is not the case.

              Before anyone jumps in and says 'that's because qw players are noobs' - I think nqca and qwca players have a similar average skill level (at least in North America).

              The most obvious difference is the movement. Yet there are many players who move well, but can't do much in terms of points/frags.

              The LG's effect is different as well. It's easier to aim, yet it doesn't push back as much. This allows the shaftee to move away/dodge the shafter.

              While I'm at this, let me just say that the idea that you can't limit grenades without limiting rockets is bullshit. Clan Arena Championship Edition has this option. Most servers use 5 or 10 grenades while keeping the rockets at 40, iirc.

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              • #8
                That is what we have been discussing over in the alternatives thread.

                We were talking about implementing a system to somehow reduce the effectiveness of grenade spam.

                We were thinking to delay the time between, and I really am not sure why they are saying it is impossible to reduce one without reducing the other. They should be separate in terms of ammo, although one effects the other I'm sure there is a way around this.

                I've never played QWCA. Personally I have no problem with shaft the way it is now. I find its a bit weaker on damage but its extremely effective. When shafted I still find I am able to push back and gain position, it really depends who your facing and how you approach that individual quaker.

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                • #9
                  I like the idea of having fewer grenades... However, I hardly ever get spammed to death. I don't know why so many people complain about it. If you've been playing DM3 long enough you should know where the majority of grenade spam is or will come from. I'm sure on other maps the areas would be prevalent as well. There are certain spots that are spammed continuously. If you avoid those spots then you'll be ok... Although I don't use the shaft very often I know what Rampage is saying about approaching certain players that are good with it in a certain way. You can avoid being stuck by it... It�s just a feel you have to develop over time.

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                  • #10
                    Souless, I agree that by now everyone should innately know where grenade spam is occuring.

                    That is why I am discussing opening up map options, it is routine. We see grenade spam from bridge to mound, Quad/Eyes to mound, pent window to quad. Additionally, one of the main problems with DM3 is close quarter fighting. You see individuals set up tents in SNG, YA, Pent Window, RA and fire their grenades and rockets towards one door until an opposing player enters.

                    If we can reduce the ammo to be 15 grenades/40 rockets, that would be perfect. If we can begin to have a 5 map rotation that would be excellent as well. I believe DM_III is an excellent map for a lot of people on speaknow, and if we can add a few new maps, it would be very entertaining and we can see who dominates on several maps instead of repeating their usual routine on dm3.

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                    • #11
                      The down side of this would be the fact that people are still going to use a lot of their rockets and grenades and we'll end up waiting for two people fighting for a very long time with SNG gun or shotgun.

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                      • #12
                        The upside is that they might conserve ammo as it's lower, and reduce spam.

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                        • #13
                          Yeah like that would happen.

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                          • #14
                            depends on the player..

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                            • #15
                              Thats right... Which means the possibllity of me wasting my time watching two idiots running around the map killing each other with boomstick is very high.

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