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Flag capture time
Fewfre
« Citoyen »
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    • Fewfre#0000
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So a few updates back, you now capture 2% of a flag per second vs 5% per second. Unlike most of the updates in the game, this is one I haven't gotten used to and feel is a bit to much. While 2%/s may help if the defending team is overwhelmed, it's very OP (to me) when a stronger team is defending, and seems a bit OP even when the teams are balanced (especially when it's a 2-flag map, which is most of them now).

While too little and to much are both bad, I find to much just causes a game to drag on longer than needed more often than it should, rather than giving the attacking team enough time to actually turn the game around.

Choose what time you think would be best below!
I tried to keep most of the %s whole numbers since that's what the game has been doing.

7% (3)
24% (11)
13% (6)
29% (13)
7% (3)
20% (9)

Fewfre
« Citoyen »
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#21
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Long time no see. any thoughts on healing flag and/or healing flag combined with groups capturing/healing faster?
Siuker
« Citoyen »
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#22
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Competition in game always be one way.The flag% only decrease but not increase.If the game process is two ways,as a result ppl may fight for 2 minutes,the flag has dropped down to 60%,but then it went up to 100%.This depresses ppl,implying you have do nothing,nothing changes,you have wasted 2 minutes...

I'm not recommending flag healing,but it's sustainable,unlike other game which has no time limit.In Fort every round has a time limit and the max minutes it wastes you is 4 minutes to 6 minutes.Also Tig can apply some settings in flag healing,like what he did to the heal perk.Max healing hp is the current of your hp.Then the max flag% can be healed is current flag% +10%.

About more ppl,more flag%,I would like to have more stable values.
1 attacker=2%
2=3%
3=4%
4 or more attackers=4%
Then,teamwork will be important.However you as one player can still make important contribution.
Fewfre
« Citoyen »
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#23
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but healing would be like 1/4 the capture speed; so if at the current flag capture time. So if you captured 50% of a flag, it would take 4 times as long to un-capture that (or it could be even less, 1/5 or what have you). My main reason for wanting this is so we can either:
- lower the current flag capture time
- or (more likely) implement faster capturing based on how many people are in the flag (obviously capped as you mentioned).
The healing is just a way to offset more attackers capturing base faster. (I also think the capture speed range should be more like 1-3s instead of 2-4s if no healing).
+Supergrunt
« Citoyen »
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#24
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Siuker a dit :
ppl may fight for 2 minutes,the flag has dropped down to 60%,but then it went up to 100%.This depresses ppl

It's the same thing for the defending team.

But I know in Halo : Reach, when you play Invasion :

Halo Nation a dit :
If a territory's point countdown is pushed below seven but the attackers are successfully killed before the territory is lost, the territory's points can be 'recharged' back up to a maximum of seven.

The only thing you need to do is killing players, not being in the area yourself (if both teams are in the area, it's like Fortoresse) .
Cheddarfist
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#25
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Why not 2.5% most people wanted it to stay this way, because they already got use to it. Some people are complaining that attacking will be too hard. So lets say 2.5%. Which most be want according to the poll votes
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