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Post by Tails Prower on Nov 10, 2016 20:43:35 GMT
Well here are those video's I mentioned.
Today I had my first kicked from the job experience as the host had set it to Deathmatch and a requirement of 40 kills to win over 4 rounds which led me to think the question what is going to be a reasonable average number of kills to get people to take up DM version?
I would say you'd have to be reasonable and average it at 15 kills to get people to play and in the time limits available I really do not think anyone could pull 40 kills.
Oh and the last video I am uploading now shows that you can use Deadline for Kill Players Daily Objective.
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Post by darkgreenmeme on Nov 10, 2016 21:48:12 GMT
Well here are those video's I mentioned. Today I had my first kicked from the job experience as the host had set it to Deathmatch and a requirement of 40 kills to win over 4 rounds which led me to think the question what is going to be a reasonable average number of kills to get people to take up DM version? I would say you'd have to be reasonable and average it at 15 kills to get people to play and in the time limits available I really do not think anyone could pull 40 kills. On my created deathmatches, I usually set a default high number of kills like 20-25 with a default 10 minute time limit. Usually no one will hit the kill limit (my maps tend not to be siimplistic run-n-gun massacre maps), and usually the match will last the time limit. I think a high kill count is fine, as long as there's a reasonable time limit to the round. I usually quit any deathmatch that has no time limit set with a high kill count, since it's usually some a-hole that wants to pad their KDR with a trick map. I didn't see any videos in that post?
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Post by Tails Prower on Nov 11, 2016 8:58:10 GMT
Well here are those video's I mentioned. Today I had my first kicked from the job experience as the host had set it to Deathmatch and a requirement of 40 kills to win over 4 rounds which led me to think the question what is going to be a reasonable average number of kills to get people to take up DM version? I would say you'd have to be reasonable and average it at 15 kills to get people to play and in the time limits available I really do not think anyone could pull 40 kills. On my created deathmatches, I usually set a default high number of kills like 20-25 with a default 10 minute time limit. Usually no one will hit the kill limit (my maps tend not to be siimplistic run-n-gun massacre maps), and usually the match will last the time limit. I think a high kill count is fine, as long as there's a reasonable time limit to the round. I usually quit any deathmatch that has no time limit set with a high kill count, since it's usually some a-hole that wants to pad their KDR with a trick map. I didn't see any videos in that post? Oops! I clicked post without pasting the links, I will sort that when I get home this evening.
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Post by Tails Prower on Nov 14, 2016 15:22:40 GMT
Well players are getting better at Deadline, was not so easy to win matches at the weekend as it was earlier in the week, still loving the mode though a few teeny critiscims are starting to creep in.
1. The issue I mentioned before about the already spawned bikes being faster than you is definetly accurate. I got spawn killed quite a few times by players delibaretly leaving their line over the spawn point or just near to it so that when you are no longer invicible, BOOM quick kill.
2. The speed issue I mentioned is defiently an issue but I think it may also be a LAG effect between the players connections, a couple of times I was 100% sure I'd taken a player out only to see them suddenly ahead and boom another death.
3. By far my biggest gripe (which may be my controller to be fair) is L3 seems to activate too easily when you don't intend to use the turbo and scream straight into another players line.
Overall though I really see players treating this game mode as a serious challenge, very few leavers, I only had to leave a couple of matches in frustration and that was purely down to several members of the same crew being together who were taking out their rivals which is fair but no chance to win.
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Post by darkgreenmeme on Nov 20, 2016 21:44:55 GMT
FYI Deadline kills don't count for the destroy vehicles Daily Objective.
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Post by Tails Prower on Nov 28, 2016 12:52:18 GMT
Happy to report Deadline is still proving a regular invite from randumbs and joining matches through Quick Job using Averdary Mode as played a few round over the weekend.
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Post by darkgreenmeme on Nov 28, 2016 18:48:28 GMT
Happy to report Deadline is still proving a regular invite from randumbs and joining matches through Quick Job using Averdary Mode as played a few round over the weekend. I figured that one would remain popular.
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Post by darkgreenmeme on Dec 8, 2016 14:12:28 GMT
Double RP and GTA$ for Deadline Dec 8-12
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Post by darkgreenmeme on Dec 14, 2016 11:49:29 GMT
1.37 update notes:
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Post by Tails Prower on Dec 31, 2016 17:06:13 GMT
A poor start to this snowy Deadline (Map 6) but I knuckled down and came together to win the match in the end.
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