Re: Rounds Ending Too Quick for Anyone
Posted: 2016-03-12 19:12
Yes and no. But it seems like lack of teamwork is the cause of the quick rounds! 
Last time I played a 1+ hour round was a while ago. But now it seems like the inbalance of teams really kills the enjoyable gameplay of PR. But a 30% increase in tickets would be brutal IMO. However, I think the dev's COULD decrease the # of tickets the team loses when they lose a flag.
Or, lol... Start with 0 tickets, and have a max tickets until win. For example: 100 players on Khamisiyah will have to get 1200 tickets. Would just be the opposite of what it is now. But modify the points the team receives. If you destroy an enemy t72, you'd get +30 and the other team would get -30. But, if the enemy destroyed your m1a2 abrams, you'd lose 30 and the other mec team would gain 30.
Last time I played a 1+ hour round was a while ago. But now it seems like the inbalance of teams really kills the enjoyable gameplay of PR. But a 30% increase in tickets would be brutal IMO. However, I think the dev's COULD decrease the # of tickets the team loses when they lose a flag.
Or, lol... Start with 0 tickets, and have a max tickets until win. For example: 100 players on Khamisiyah will have to get 1200 tickets. Would just be the opposite of what it is now. But modify the points the team receives. If you destroy an enemy t72, you'd get +30 and the other team would get -30. But, if the enemy destroyed your m1a2 abrams, you'd lose 30 and the other mec team would gain 30.