colossalvoids wrote: »Fight against the gankers/bombers and catering to 1vX/ball would always prevail so extensive calculations would be always present, players won't be dying and that's how community and devs decided priorities here. It's easier to cut whole mechanics right away instead of changing players behaviour or perception of what Cyro is.
colossalvoids wrote: »Fight against the gankers/bombers and catering to 1vX/ball would always prevail so extensive calculations would be always present, players won't be dying and that's how community and devs decided priorities here. It's easier to cut whole mechanics right away instead of changing players behaviour or perception of what Cyro is.
It boils down to the volume and complexity of calculations the server can process each second. So why not just tone down what’s keeping all players alive (solo and groups alike) which includes nearly infinite sustain, unlimited streaking, unlimited cloak, unlimited cross healing, and big fat shields which effectively give people permanently exorbitant hit points you gotta damage through to kill the enemy.
If the server can only handle X amount of players at one time, why not make it so players are dying left and right, so the server ends up only having to calculate only X amount of players at one time because the game is designed around reasonable Time to Kill.
PVP Solutions: Dead Players = No Calculations = Lag Fixed
Just saying... if we just increased damage, lowered healing, lowered sustain, people would die more in PVP. Dead players don't calculate. Can't lag the server if there aren't calculations.