Last post tonight on this for me.. I don't think a double TEK would effect the cram clock adversely.. both terrs are below the lines when they respawn.
The possible exploits I see happening are the frustrating part I'm realizing.
Team A is crammed out of base with 3:30 to go before they lose. They know they will be awarded a reset warp and are feeling they still have a slight longshot to win getting warped in.
Team B at 2:59 decides.. "NOPE" .. They form lines(losing the cram formations and instead go to posts on either side. Sharks mine the entrance as spiders fire away.. terr warps out of base and kills reset warp right before it happens. .
This would be a risky move but a line of spiders and sharks could effectively hold off a team fairly easily for 20-30 seconds while terr that purposely warps has to rush back to base.
Just playing out exploit scenarios in my head. 15 minute game, 3 minute waits for resets. Denying reset through terr warps by flag holding team would probably be a viable option used often.
Sort of seeing how messy a bit of business this all could be. There could be ways still to perfect it if flag possession was implemented too. I don't have energy or time to atm though to think about this anymore. It is much more complex to implement that it seems at first thought .
The possible exploits I see happening are the frustrating part I'm realizing.
Team A is crammed out of base with 3:30 to go before they lose. They know they will be awarded a reset warp and are feeling they still have a slight longshot to win getting warped in.
Team B at 2:59 decides.. "NOPE" .. They form lines(losing the cram formations and instead go to posts on either side. Sharks mine the entrance as spiders fire away.. terr warps out of base and kills reset warp right before it happens. .
This would be a risky move but a line of spiders and sharks could effectively hold off a team fairly easily for 20-30 seconds while terr that purposely warps has to rush back to base.
Just playing out exploit scenarios in my head. 15 minute game, 3 minute waits for resets. Denying reset through terr warps by flag holding team would probably be a viable option used often.
Sort of seeing how messy a bit of business this all could be. There could be ways still to perfect it if flag possession was implemented too. I don't have energy or time to atm though to think about this anymore. It is much more complex to implement that it seems at first thought .
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