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Post by rubixx on Nov 9, 2012 20:02:31 GMT -5
So I posted this info in another thread but I don't think very many people saw it so I am giving it it's own thread. I compiled all the scoring information I could find throughout the game. There are a few notable things missing including S&D defuse (bots can't play S&D) and some of the scores for destroying other scorestreaks but otherwise I think I covered everything.
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Slick
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Post by Slick on Nov 9, 2012 20:06:51 GMT -5
So you get no bonus score for killing as bomb carrier or killing the carrier in S&D? Fine with me.
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Post by rubixx on Nov 9, 2012 22:40:35 GMT -5
I dont have all the info for S&D b/c bots can't play the gametype
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Robospy
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Post by Robospy on Nov 10, 2012 2:44:46 GMT -5
So you get no bonus score for killing as bomb carrier or killing the carrier in S&D? Fine with me. Considering that you don't know which enemy has the bomb, or conversely the enemies don't know if the bomb carrier is you. If you kill the bomb carrier for all you know you killed another regular person, similarly, to the opponents, being killed by you is just like being killed by anyone else, you are not necessarily a priority target. I think no bonus score in this situation is fine, because giving additional points based on randomness would be silly.
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Post by aidsaidsaids on Nov 10, 2012 2:50:38 GMT -5
It would upset how SnD works as well. You would be able to know bomb was down without checking.
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Dumien
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Post by Dumien on Nov 10, 2012 10:08:46 GMT -5
Aye, true, but I believe we were more concerned about getting points killing as the bomb carrier.
The way I see it.... if you aren't playing with a full group of people in SnD some green guy always seems to get the bomb and sit in the back of their spawn....and never plants. Now if they implemented a point reward for getting kills as the bomb carrier they would add another problem: point harvesting. That guy who gets the bomb and sits in the back, now has a legitimate reason to do so...While it might actually be a legitimate strategy if used properly...it promotes anti-objective play in one of the most objective-centric gamemodes.
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Post by UrbaneVirtuoso on Nov 10, 2012 10:11:35 GMT -5
MITD is the most textbook example of that ever, lol.
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Post by aidsaidsaids on Nov 10, 2012 14:17:03 GMT -5
From what little of it we played straight aggro seemed to be best in MITD, since it rewards even suicide plants.
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Post by imrlybord7 on Nov 10, 2012 18:31:02 GMT -5
Interesting that bomb detonations get you so many points. I'm guessing they were trying to incentivize pussy ass bitches to go for the defuse instead of worrying about their precious K/D or their own streak.
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Dumien
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Post by Dumien on Nov 10, 2012 18:32:11 GMT -5
that and the sharply decreased round timer will make for much more fast paced SnD rounds (not too sure how I feel about that yet).
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Post by imrlybord7 on Nov 10, 2012 18:33:25 GMT -5
I didn't even know about that. How long are rounds now? If it's below 1:45 I'll be a bit troubled.
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Slick
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Post by Slick on Nov 10, 2012 18:40:14 GMT -5
1 minute and 30 seconds, so the duration for each round is being cut by a minute.
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Post by imrlybord7 on Nov 10, 2012 18:41:50 GMT -5
Huh. Wow. I guess that most rounds that lasted over 1:30 had a lot of fat to trim. Alright, not too concerned. Actually that's fucking cool as long as it doesn't unbalance the game in favor of defenders too hard.
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Post by rubixx on Nov 10, 2012 19:07:38 GMT -5
I think the default time is 2 min. That is what it shows on my screen when I load up a game.
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Dumien
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Post by Dumien on Nov 10, 2012 19:28:45 GMT -5
ok that is a bit better. I don't want to always feel rushed. I want the ability to play a bit defensively even if i am on offense.
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Post by aidsaidsaids on Nov 10, 2012 19:34:32 GMT -5
I think fucking with the round length in SnD is probably a mistake. Defenders already have a big edge; shortening the offense team's clock seems silly.
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Dumien
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Post by Dumien on Nov 10, 2012 20:19:25 GMT -5
I have been noticing a pattern in the changes being made... I think they might have even said it once. They are trying to make CoD more "watchable." The very first rebutle people voiced about codcasting (here and other places) was that CoD in its most basic form is not very interesting. To make it interesting people generally need someone to talk to them or have music accompany short bursts of gameplay.
Some of my very best games of SnD are not very watchable. That is because some legitimate and effective strategies involve lying prone for about a minute. Nobody wants to watch that. What about dom? An effective team spawn trapping a lesser team in its final form is boring to watch. People run out. They die. The defenders don't need to move to much. It might be exciting for the players, but it is boring for the person that doesn't need to do all the thinking. They just watch.
So what does Treyarch do? They cut the SnD rounds down in time. They make dom spawns flip after a certain time. This garantees more action per minute going on in both gamemodes.
Action = interesting.
Do I think this is a right position to be taking in developing a game? No.
Do I think change might be fun? Yes.
That said....yes you are right...changing the time could mess up alot of things.
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Post by aidsaidsaids on Nov 10, 2012 20:52:08 GMT -5
Fortunately for me I only really play SnD in a gamebattles setting, and they'll set the time to whatever they decide is most competitive regardless of what goes on in public games. Still, widening the gap between the two arbitrarily seems silly. It's pretty wide as it is.
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Champ
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Post by Champ on Nov 11, 2012 8:00:21 GMT -5
I think COD4 pro players use 1:45 rounds in SnD for years. Imho its pretty optimal.
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Post by aidsaidsaids on Nov 11, 2012 10:45:44 GMT -5
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Champ
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Post by Champ on Nov 11, 2012 11:18:32 GMT -5
Well this is standart rules for Promod on PC.
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Post by RageHulkSmash on Nov 23, 2012 22:59:05 GMT -5
Wait, does EMP not give assist points like UAV?
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Post by rubixx on Nov 24, 2012 2:41:21 GMT -5
Never tested it. It hasn't been updated since before release. Maybe when I get some more time I will go through and make sure I have all the numbers.
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wittyscorpion
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Post by wittyscorpion on Nov 30, 2012 16:12:23 GMT -5
One thing missing here is "destroy Sentry Gun". I assume it is the same as Guardian? (150 pts?)
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wittyscorpion
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Post by wittyscorpion on Nov 30, 2012 16:18:04 GMT -5
125 with an emp nade at least Right. That's what I got by destroying Guardian/Sentry with an EMP toss. I am also curious on how much points you can get by hacking the Sentry.
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wittyscorpion
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Post by wittyscorpion on Nov 30, 2012 16:24:31 GMT -5
well hacking just destroys it like other killstreaks. I thought hacking destroys Guardian but turn Sentry into friendly, no?
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