- chrishans
- |
- Senior Legendary Member
Posted by: MR E0S
It's not how much skill it takes for them to press that button and go into Armor Lock... It's what YOU DO to get around it.
This is why competitive players are -blam!- retarded.
It's not about how easy it is to press the button and jetpack up to the highground. It's what "YOU DO TO DEAL WITH IT AND STILL MAINTAIN AN ADVANTAGE"
What you do to "deal with it and still maintain an advantage" is use that armor ability yourself. When people in Arena are jetpacking to soft killzones to avoid being killed when they are one shot, you have to jetpack up there yourself to kill them. The way you compensate for an unbalanced AA is, as I said before, using it yourself.
Map control takes skill to take and maintain. You need to make a well-coordinated push with your team, using teamwork (a skill) and you have to put yourself in an advantageous position on the map so that it will be easier to kill the opponents in future battles. I'll quote my own post as an example.
Posted by: chrishans
So all these blatantly ill-informed arguments trying to defend AL/jetpack/armor abilities/etc when you clearly have no idea how they're abused at high levels of play are just that. It's already been stated multiple times, but here's another example.
Take Sanctuary. In MLG, teams have to make a well-coordinated push to gain map control-- first pushing into ring and ultimately into their base/etc in order to get the other team in a bad spawn-- drastically out-slaying the other team in the process. It takes skill, teamwork, and coordination to do so, and players in a forum called "forum tryhards" enjoy this. You're rewarded for being the better team, and the process of gaining map control is never exactly the same. There's so many different permutations of where the enemy might go, or how they might react to certain situations, that this process of trying to gain map control isn't completely boring.
Now let's say this is an Onyx Arena game. How does the other team react to your well-coordinated push to take over ring control? Switch to jetpacks. Suddenly I can now jetpack ridiculously high into the air and shoot down on you from anywhere in the map, completely breaking your map control and even breaking the point of having map control in the first place. Pretty soon these Arena games turn out exactly the same-- everyone on both teams is simply jetpacking and shooting at other players jetpacking.
Or an even worse example is when a jetpacker abuses a soft-kill zone to regain their shield. Let's say we're playing on Kingdom and I have jetpack while you have sprint. You get me one-shot. I merely jetpack onto the roof of one of the four corners of the map, a place only accessible (and further more, only VISIBLE) via the use of a jetpack. So no matter what you do, you can't finish your kill because I'm in an unobtainable area unless you yourself use the jetpack. So guess what this Arena game devolves into? You guessed it, both teams simply jetpack straight into the air every game while shooting at each other.
This type of gameplay, to me and to many other players, is boring.
Yes, we enjoy winning and have the ranks to show for it. But this type of gameplay gets stale really quickly. Simply put, it isn't fun to play any more.
I enjoy playing maps and gametypes that have a chance of being different every time I play them. When I get a gametype like Pit CTF, I know that the general storyline might be the same (teams pushing long hall, controlling sword, etc), but the games will never be exactly alike. If you put that gametype in Arena, you know what would happen? Both teams would simply jetpack over the center of the map shooting at each other, and every gametype would turn out exactly the (bleep) same. Boring.
[Edited on 04.25.2012 8:19 AM PDT]