I was originally going to write a poll about whether C3 should be an arena shooter, arena shooter with classed based shooter elements, class based shooter with arena shooter elements (yes, there is a difference between those last two things), or class based shooter. I went into a breakdown of what each was and how Conduit 2 was the 3rd "A class based shooter with high health and radar, but no emphasis on map control or power weapons" until I thought of the Control Points. They encourage map control without restricting players weapon choices or making one team able to get a bunch of super weapons and mercilessly destroy the other, armed with the comparably weak starting weapon. --- Armstrong/Monsoon 2016 Next gen in a nutshell: http://i0.kym-cdn.com/photos/images/newsfeed/000/549/148/f29.gif
Hmm, not really. Almost everyone ignore the control points. The only control point that people will sometime fight ofre is the Speed control point and that is still quite rare.
However, I also disagree with your reverse statement. Placing good weapons on certain places will also not encourage map control. In such situations I would probably ignore that weapon and kill everyone that tries to pick up the weapon. At best it would promote camping around the weapon spawn :X
We need something different to encourage map control. More choke points for example or short cuts to specific locations with an trap that can be use against the opponent, something similiar to the Space ship.
I'm not sure if everyone understands how important the speed control point is. A few people do. And just try taking the control point in the other team's base if you want to see if they'll fight over it. --- The Wii Shooter Unleashed! Wooof! Wooof! Conduit2FC(36): 3354-2948-5226, (38): 4814-7986-3261
Meh, Control points offer the placebo effect. Contrary to what anyone says, getting the damage or health control point doesn't do much to your performance. The only one that matters more is speed because it gives the opposing team access to shortcuts since the other team's speed is lower. Control points just take away a very small amount of your team's default stats, and when you capture one, it brings it back. Control points could be a way of map control if they actually did anything significant, but even if they did, giving the ENTIRE team such a huge edge could prove problematic as opposed to one person on the team picking up a single rocket launcher that spawns once or twice a match. Idk, just my two cents. --- Chariloe http://www.youtube.com/user/Chariloe?feature=mhee
Your view on control points reminds me of my view on most characters bonuses in Advance Wars back when I sucked at Advance Wars. --- Armstrong/Monsoon 2016 Next gen in a nutshell: http://i0.kym-cdn.com/photos/images/newsfeed/000/549/148/f29.gif
In my experience most people don't worry about the control points. Although I generally try to hold them for my team, I've realized recently that they're far less important than I used to think they are.
They both have their strong points. Control points emphasize constant pushing. But they threw in a Sniper that can control 3/4ths of the map, and kind of screwed it. :\ When it comes to balance in this game I'm not too sure what they should fix. Some mechanics could be really awesome and lead to some awesome moments, but then a cool idea elsewhere kind of ruins it. --- The Conduit 2 chat room is now up and running again. http://mibbit.com/?channel=%23conduit2&server=irc.web.gamesurge.net
I said no in the voting but now I say yes. :P I always go after the control points and at times I'll find 1 or 2 guys holding down their control point. It's a good idea for map control, but power weapons seem to do a better job. C3 should do something different. --- -Godzilla blows stuff up. That's why he's good.-