bellok Posted February 7, 2012 Share Posted February 7, 2012 (edited) This is simple. If a team is outnumbered, for example 6v8, the turrets on the team of 6 should put more damage out than the team of 8. Conversely, if the imperials are going to plug in 12 people via exploits the turrets on the underdog team need to hit for much more. This I think might tone down the exploiting. Edited February 7, 2012 by bellok Link to comment Share on other sites More sharing options...
bellok Posted February 7, 2012 Author Share Posted February 7, 2012 /bump because nobody knows a good idea if it hit them. Link to comment Share on other sites More sharing options...
Merras Posted February 8, 2012 Share Posted February 8, 2012 good idea Link to comment Share on other sites More sharing options...
Jesseii Posted February 8, 2012 Share Posted February 8, 2012 I'm suing, that idea just hit me in the face.. ): Link to comment Share on other sites More sharing options...
bellok Posted February 8, 2012 Author Share Posted February 8, 2012 Wuupa! Get er done BW. Link to comment Share on other sites More sharing options...
Shimakaze Posted February 8, 2012 Share Posted February 8, 2012 Or just fix the exploit. Link to comment Share on other sites More sharing options...
MFJD Posted February 8, 2012 Share Posted February 8, 2012 how much more? Link to comment Share on other sites More sharing options...
bellok Posted February 8, 2012 Author Share Posted February 8, 2012 Or just fix the exploit. But there would be no lulz as the 12 imps watch their shield go down because they cheated...... Link to comment Share on other sites More sharing options...
bellok Posted February 8, 2012 Author Share Posted February 8, 2012 and tbh I don't know if the republics do it either, I just dislike cheaters. Link to comment Share on other sites More sharing options...
bellok Posted February 8, 2012 Author Share Posted February 8, 2012 plus this would be a fix for the exploit....If exploiters find out they wont win by exploiting then they wont do it...... Link to comment Share on other sites More sharing options...
Daedricshots Posted February 8, 2012 Share Posted February 8, 2012 There needs to be at least 2 more nodes to split up teams and prevent node camping. All it takes it getting 2 nodes and camping them. Think of other maps like Arathi Basin in wow they had more than 3 nodes to keep teams split up and constantly moving. Link to comment Share on other sites More sharing options...
Shimakaze Posted February 8, 2012 Share Posted February 8, 2012 plus this would be a fix for the exploit....If exploiters find out they wont win by exploiting then they wont do it...... The exploit would still allow them to trigger the automatic warzone shutdown due to team imbalance. This is the bigger issue imo, as they're able to get a super quick win if they can achieve victory condition or tie-breaker condition before the timer expires. Link to comment Share on other sites More sharing options...
bellok Posted February 8, 2012 Author Share Posted February 8, 2012 There needs to be at least 2 more nodes to split up teams and prevent node camping. All it takes it getting 2 nodes and camping them. Think of other maps like Arathi Basin in wow they had more than 3 nodes to keep teams split up and constantly moving. This would work too. Link to comment Share on other sites More sharing options...
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