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Big Daddy
Registered: 01/08/2010
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Re: Plunder and TO=TDM Lite. Fix it!

Nov 30, 2012
what's the likelihood they played TO properly enough to have a decent Deposit booster!?
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Fender Bender
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Re: Plunder and TO=TDM Lite. Fix it!

Dec 1, 2012

scootgar wrote:
what's the likelihood they played TO properly enough to have a decent Deposit booster!?

Ugh for real!

@Tap: I know right?

 

Deposit for OBJ, Negs for TDM. Its not rocket science. For ND to make Deposit Gold subpar, and to let fools use Negs in OBJ games...its just crazy.

 

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Fender Bender
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Re: Plunder and TO=TDM Lite. Fix it!

Dec 1, 2012

gunnsandwiches42 wrote:

scootgar wrote:
what's the likelihood they played TO properly enough to have a decent Deposit booster!?

Ugh for real!

@Tap: I know right?

 

Deposit for OBJ, Negs for TDM. Its not rocket science. For ND to make Deposit Gold subpar, and to let fools use Negs in OBJ games...its just crazy.

 


It's almost as crazy as people using negative boosters in co-op (thankfully they can't, or public co-op games would almost always end in failure)- in a mode when teamwork is essential to victory, having people on your team handicap themselves for XP is also a sevre detriment to you.

 

 

Example: Out of Breath prevents a comrade from being able to capture countless Hills or Turfs in time. No PWs prevents them from turning the tide by wiping out more tactical enemy defenses, like guarding the Marked Man.

 

 

Negs are best suited for FFA because one's chance of winning is solely based on their performance. They can be acceptable in TDM because of the multitude of high-quality players out there- see how many people on YT show off their Furies, Rages and Rampants. Yet in modes where killing is not the sole goal and completely diffferent tactics must be used, teamwork is vital towards carrying out strategies to win. Using negatives can put your whole team in a negative position.

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Big Daddy
Registered: 01/08/2010
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Re: Plunder and TO=TDM Lite. Fix it!

Dec 1, 2012

We know ND can disable the effects of boosters at some point.  For example, you can not rack up Afterlife in Objective mdoes, so you can't level Revenge.

 

One suspects ND can't turn off negatives or reduce their effect due to programming architecture, even though in UC2.1.09 they specifically introduced the ability to cahnge the multiplier on boosters.

 

Not permitting certain boosters in certain modes, if not something they can do now, is a MUST for the integrity of other modes.

 

I do not see it happening.  It's too sensible, and not in line with the TDM-centric game or the sales of microtransactions.

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