Suggestion for moneyball shields.

Discussion in 'Monday Night Combat PC Discussion' started by Vleessjuu, January 15, 2011.

?

Should this idea be implemented?

  1. Yes

    10 vote(s)
    33.3%
  2. No

    6 vote(s)
    20.0%
  3. Some compromise like Hudson proposed

    14 vote(s)
    46.7%
  1. Vleessjuu

    Vleessjuu New Member

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    One thing I noticed is how hard it can be to recover from a moneyball downing. Of course, getting the moneyball shields smashed SHOULD be a problem for a team, but it should not result in an instant steamroll. So maybe a little tweak could make things more interesting.

    What I propose is simply that the moneyball doesn't go up 30 seconds after it has been damaged for the last time, but some time period after the last bot damaged it. So in order to keep the moneyball down, you'd have to keep the bots coming, otherwise it goes up again. The time period could be a little longer than right now, like 40-45 seconds or something.

    I believe this leads to more interesting gameplay. For one, it make the annihilator a good comeback option when your shields are down. Second, a team can come back by sniping bots rather than just camping near the ball and sitting it out. Third, enemies can't just suicide rush (Assasins, sigh) to keep the ball down.

    Lastly, for the opposing team it would add some flavour to bot spawns. They could spawn some bouncers and escort them just to keep the shield down. Obviously, spawn bot behaviour should be tweaked a bit for that.

    So what do you guys think?

    *Edit*
    Added poll.
    Last edited: January 17, 2011
  2. timmy TED

    timmy TED New Member

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    i like the bot moneyball shields idea
  3. Lorenzo Von Matter

    Lorenzo Von Matter New Member

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  4. wubnasty

    wubnasty New Member

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    It would definitely make the bots much more important which isn't a bad thing.
  5. zarakon

    zarakon Active Member

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    Bots required to bring the moneyball down

    Bots required to KEEP the moneyball down

    Makes sense to me!

    It is pretty much garbage that it just takes 2 people on a team running suicides to keep the moneyball down until a win.
  6. Mibuwolf

    Mibuwolf New Member

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    I support this idea <3.
  7. Llamatron

    Llamatron New Member

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  8. Polynomial

    Polynomial Moderator Alumni

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    I don't like this idea. Certain classes are needed to tap the moneyball when the shields are down. This idea would result in stupidly longer games. Its way too easy to keep bots out of the base already. MNC is already built to avoid the slippery slope problem in Dota games anyways.
  9. BulletMagnet

    BulletMagnet Post Master General

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    I think the debuff that bots have should be removed.
  10. Im Hudson

    Im Hudson New Member

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    How about a compromise:

    Ball Shield Stays down 30 seconds initially.

    Ball stays down an additional 10-15 seconds when it takes pro damage. Resets from each point of damage.

    Ball stays down an additional 30 seconds each time a bot damages it. Resets from each point of damage.
  11. Polynomial

    Polynomial Moderator Alumni

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    If it ain't broke don't fix it. Uber can spend their time coding other features.
  12. Shurryy

    Shurryy New Member

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    I Support the idea. Make a poll! makes for more challenging gameplay and I don't mind long games. :mrgreen:
  13. grimbar

    grimbar New Member

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    Yeah because spawncamping to let the bots do the busywork is not already a common tactic.

    This supposed fix would achieve nothing, I'm with Polynominal
  14. Providence

    Providence New Member

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    It is broken because assassins can keep shield down with shurikens from long range.
  15. grimbar

    grimbar New Member

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    so can I using any class on about any map.
  16. faits

    faits New Member

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    This seems like a good idea that would be fun to try out. I wonder if uber ever tested anything like this during development?

    Hudson's idea is also very interesting.
  17. DeadStretch

    DeadStretch Post Master General

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    OxyTeam ruined the community!
  18. MikeyTWolf

    MikeyTWolf New Member

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    I support this idea.

    Sins don't even need to friggin suicide rush, they can just ricochet from a hundred yards or so out of sight FFS.

    Hudson's idea may only work if it doesn't stay down for so long after pro damage, since it only takes a second to reload most weapons, so three seconds should be fine (assuming bots haven't attacked it in the minimum required time for their damage) since you can presume the attacking pro has been either grappled to submission, killed or driven off, allowing the defenders to get a foothold of the map again.

    It's bad enough any decent skilled class of any kind, regardless of original intended role, can utterly godstomp on PC as it is. Classes need to be forced into their intended roles more often I think, instead of having tanks and supports going pro farming instead of pushing lanes and pushing the team forward like they actually should.
  19. grimbar

    grimbar New Member

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    Yeah because the Tank is supposed to push lanes and not hold mid, oh wait he isn't.

    Supports are versatile enough to be used as wildcard, maybe try playing one sometime.
  20. MikeyTWolf

    MikeyTWolf New Member

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    I love how you just said no but without an answer provided by yourself, or any other source.

    Tank pushes lanes, cos he protects groups of bots vs. assassins, to counter them constantly wrecking **** in lanes.

    Supports push the team because they heal and assist with turret take downs, as well as provide rally points. They shouldn't be selfish because it's not constructive for the team.

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