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Posted
lol... that rule is good for BPS... but in BSS, I think it's a bad idea... BSS should not depend of each member's individual kills... it's a team game ; maybe put a minimum kills required for the squad to go through the round, but not minimum kills for each person...
Posted
This is a loophole. Because of the exact cir!@#$%^&*stances, Velvet turned the "no hiding" rule into "lets run away from Colt so that we can even the odds in ten minutes".

 

Actually Velvet just sat by a corridor and held them off. Thats not running away, they should have still won 2vs3. And hehe, i did mention the tk thing, but didnt do it. Can't you just turn off the 1kill/ten min thing at the end so that it doesnt happen, but takes hiders out at the start.

Posted

Well, yeah, but every time Colt could manuver through the barrier, Velvet would just run away to another one.

 

The way it worked though was Colt was specced for hiding while they were advancing on the Velvet positions.

 

In reality neither team shouldn't have been specced. Velvet was making the right move...you play defensively when you are outnumbered. Colt also made the right move, when you outnumber your opponants by only one player, you advance, but don't make a mad rush.

 

Really, neither team could be described as "running and hiding", but that's the rule that decided the match.

Posted

A fix to that would be, "As soon as 2 squads are left the kill rule goes out the window".

 

Best of both worlds then, eliminate hiders and 1 person teams quickly (As seen in the first BSS in Sept, eliminating stragglers before the end = important) and then the last two fight it out fairly. There's a pleothra of kills avaliable in the very beginning and they become exponentially more scarce as time goes on.

 

Tactics such as TKing for a kill are perfectly valid if you wish to do that, only thing you can't do is cheat or use more then 2 of any 1 ship ;)

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