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回報翻譯問題
EXACTLY!
Yeah, only if it's completely autonomous, should it deactivate when Maestro dies. Maybe if it's controlled via cameras then other defenders can utilize it, and maybe Dokkabei can hack it as well.
R6S is a game made for changing the format of how operators are played. That means that over time, each operator will be stronger/weaker than other operators for that current meta. Making a gadget that's easy to use with little downsides will only make that operator stronger when they have their turn to be the better operator.
This is how operator gadgets should work in R6:
-Less skill = Less effect on the game (Kapkan, Rook, Frost, etc.)
-More skill = More effect on the game (Mira, Pulse, Valkyrie, etc.)
Take Blackbeard for example. When he was first released his shield had 800 health. Using the shield took very little skill. All you had to do was attach it to your rifle and watch windows/doors till someone peeks it. That's why he was overpowered.
Now that his shield has 50 health he takes a lot more skill to use. You can't just get an easy kill by peaking the window, but rather play tight angles and position yourself to watch high traffic areas/rotations.
There should be a balance between how much skill their gadget needs and how much effect it has on the game.
Traps take little to no skill to use. That's why pro league players don't use Frost and Kapkan (for the most part). As a result of taking little skill, traps are easy to spot out, making them have less of an effect on the game. The difference between a trap and a turret is that the turret is ranged. So positioning of the "trap" takes even less skill and gives a higher reward since the area of affect the turret gives is greater. Tell me how much skill it takes to put the turret on one side of the objective? Imagine trying to push a door on the objective and being shot at from two angles by Maestro and his turret.
Another factor the devs should think about while making a new gadget is its downsides. I do believe Maestro should have a counter, but I don't believe the attackers should have control over his gadget at any point. Imagine if Dokkabie could hack trap gadgets and make them work on the defenders. That's a HUGE nerf to trap operators. When making a counter to an operator, Ubisoft has two choices to do:
-A direct counter
-A shared counter
Here's the difference between the two:
Direct counters are when an operator's gadget (A) affects another operator's gadget (D) by either making the gadget useless (D) or buffing their own gadget by making it more effective/useful (A). For example, IQ can see pulse when he uses his scanner, making his position known, and therefore buffing IQ's gadget to be more effective. Another example is if Ying threw her candela into the room and Jager's ADS destroys it, making it have no affect for the attackers. These counters are simple to create and don't add anything to how the game plays out.
Shared counters are when an operator's gadget affects another operators gadget to give themselves an advantage. These types of counters won't give a disadvantage to the defenders (for example), but rather give that advantage the defenders have to both sides. When a Mira window breaks from a twitch drone, it allows BOTH sides to shoot out of it. When Valkyrie cameras are hacked it allows for BOTH sides to see from it. Shared counters take away advantages given from one teams gadget, and in return gives them both that advantage. These counters change how one team must play the game.
If Maestro's turret could be hacked and then used by the attackers, it would make the turret an advantage for the attackers (it'll shoot the defenders) while making it a disadvantage for the defenders (it won't shoot the attackers). That shouldn't be the way counters work. Deactivating the turret by hacking Maestro's phone is plausible. But in my opinion, Maestro shouldn't need a direct counter but rather a shared counter. We lack those shared counters that make this game so interesting and fun. Maybe a counter like "exploding when any player gets near the turret" or something similar would make the game so much better.
Operators like Smoke and Caviera don't really have a counter, but are still fairly balanced.* Do you know why they're balanced? Because they take skill to use. Operators like Rook and Doc also don't have direct counters but also don't have the biggest affect on the game either (since they need less skill to use).
So when you say "Make Maestro's turret hackable by Dokkabie and usable by the attackers", you really need to think about the effect of that counter. You can't make the attackers control it, that'll be broken.
*I know thatcher, twitch and Iq. But they can literally counter almost every defender.
Do you understand what I'm trying to say? I'm trying to make the turret require skill so that it's NOT OVERPOWERED! I want his gadget to use skill so that lots of players use it due to its large effect on the game! I'm tired of Ubisoft's horrible "Little skill, High reward" policy. I don't want a weak gadget that's barely used. I want a strong gadget that requires skill!
Sorry for the mini-rant. I just want people to understand my thought process behind my idea. Thanks for reading.
If you have the ability to have two guns firing at one person from different spots compared to one person firing from one spot, which would you choose. Doesn't matter if you only have the pistol, you're still offering more firepower and defensive angles for your team when you have the turret down.
What is this? League of legends with guns?
This has no place in the game just like Lion doesn't because he was designed for PvE, not PvP.
"make the turret watch pixel peeks/tight angles" lmao, this is why the game is going to sh11t. That is literally 0 skill, just like lion pressing 1 button or global wall hacks.
Just stand still bro, but bro I've been droned and am now getting pre-fired by an ash and dead.
According to your logic, no operator has a gadget which requires skill to use. Mira doesn't require skill, castle doesn't require skill, smoke doesn't require skill, etc. What are you trying to say? Just because you can put it down and leave it doesn't mean that placement and aim isn't required. Just because you put it at a small angle doesn't mean that someone's going to peek that angle. I clearly said in my description of my idea "The turret makes an alert noise whenever an attacker enters its sights (within that one second delay, probably a loud beep or something like the turrets in portal), alerting the attacker that they're in its sights and the defender that an attacker is there" and "The turret is loud and around the size of an operator crouching." If you honestly get killed by that thing it's your fault. You have so many ways of knowing it's there. The sound, you could drone it out, IQ, callouts, etc. It's not meant to get kills. It's meant to prevent the attackers from watching an angle.
You compared my turret idea to lion's scans? Simply put they're nothing simmilar. Lion has to press a button and gets instant effect with basically no counters. This turret is somewhat large, loud, has a one second delay, it has a very small range, IQ can scan it, Thatcher can temporarily disable it, it could be shot out if it's not looking at the direction you are, etc. Try to read the article before complaining about it.
"What is this? League of legends with guns?" Seriouslly? What about this turret makes you think this is league of legends? The fact that it probably takes more brainpower to play than you have to offer?
If this turret takes zero skill, than kapkan probably has a 100% pick rate because he can deal 40-60 damage with his FIVE traps. Literally a broken game. And don't even get me started on Frost. Next time try to think before you write.
What I was trying to say is that it takes zero skill to just simply put down a turret and let it do the work for you. I understand the point you're trying to make, but simply put an auto turret that can aim for you isn't what we need in this game. My idea require smap knowledge as well as good communication so you know which angles the turret should watch. As I said in a previous comment, Ubisoft tends to give an operator that needs less skill less of an effect on the game. Putting down a turret is like putting down rook armor. So therefore, Maestro would have a weak turret. I personally don't want no skill operators because they're useless to players who have been playing this game for a while now. Also I'd rather it be a gadget meant to affect the gameplay of that round rather than the players. I do see your idea being possible, but if Ubisoft really cares about changing the game for the better, they should start thinking about gadgets which require skill and no just the ability to press a button.