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That said, I really wish the mechanics encouraged node building throughout the game either through positional buffs (your nodes generate more the closer they are to the front line), or by offering stronger AOE/sector perks.
Nodes as a chore you do at the start of each game then ignore for the next hour+ (unless destroyed) is a bore.
it does kind of feel like a chore when you're one of a few people who start the match by building nodes in spawn... all the while the window lickers run off to stare at a candy-cane-magical-wall and watch a timer instead of swinging a hammer and getting some exp when you're otherwise locked out of earning any.
it still has more to do with the players than the game itself.
If you are getting so salty over having to redeploy, then consider that it's just you that is the problem, not the nodes or the process of getting them built. It's pretty easy to look at the map and resource pools to determine how many nodes are built, if anyone is on the way to building them, etc.
Take the time to learn the mechanics of the game in terms of the default resource counts ... it's +30 each. Nodes add +10, to a maximum of 3 nodes of each type. That means the max resource pool for each type is +60. So if you open your map and see that there is any below +60, then look and see if there are any engineers with supply trucks or moving to existing supply to build nodes. Honestly, it's not hard but it does require some analytical brain power instead of just being a lemming and doing what you are told.
that doesn't mean its not tedious, annoying and time consuming to do, but thankfully a lot less annoying now that we can place them in spawn and they still count to resource production. Though I do find myself getting quite annoyed when folks decide to place them outside the initial two 'HQ' rows... because anytime territory flips, the nodes go poof.
The old system was fundamentally flawed ... once a team was pushed based to their last sector, it was almost impossible to recover because there was no way to generate resources. The new system isn't perfect, but it's miles better than what was there before.
1. Support drop crate on HQ.
2. Eng build Manpower node first
3. Cooldown of crate is reduced by 50%
4. Build other nodes.
5. Swap roles between eng and supp
6. Build a new 3 nodes.
This easy trick will help you build nodes in your HQ in safety. Need only 3 minutes for 1-st series of 3 nodes. In fact you even can do all this without 2-nd soldier. Just select supp, drop a crate, then as eng build a manpower node and plans for other nodes. Then reenter as supp and wait until cooldwon on your crate is over. Plans will exist enough long and you could build all nodes by support.
One of the things nodes were also supposed to do, was add another important feature on the map to be attacked/defendded. An important secondary objective(s) After the devs removed the original game mode, without it being properly tested. They said this about nodes.
See what the devs said about the original meta being dropped. I.E the problem nodes were trying to solve.
But, they're never given the importance the devs intended. What was intended as a substantial secondary objective that teams would try hard to attack/defend. Now is an rush to get them in at the start followed by largely ignoring their presence.
This was supposed to reignite the strategic gameplay from the original meta.
Utter fail.
why can't we build all 3sets as support suqad?
the possibility of building tank barriers is actually also ridiculous due to the terrain.