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Leaving in tanks, problem for you?

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  • krackenker
    started a topic Leaving in tanks, problem for you?

    Leaving in tanks, problem for you?

    As the title says, ppl leaving in tank before ppl can get kills results in lack of placement runes, is there any others having problems with this? recently there have been a lot more 4 vs 1 pairings, where the 1 leaves after seeing that.

    Do you also have a problem with this?

  • Winlander
    replied
    Originally posted by IggyBousse View Post
    Best is to wait till 15-20 mins after it started. I never had a problem with leavers so far. But I also never jump in the first minute.
    I mostly do it after a BG; or just wait till 15-20mins in.
    i do the same, i always enter after bg so tanks last only 5 min and i never had problems with leavers then. (tanks is just so boring when you are losing by 5 k points and you know you cant win but you still have to fight for 30 min)

    Leave a comment:


  • IggyBousse
    replied
    Best is to wait till 15-20 mins after it started. I never had a problem with leavers so far. But I also never jump in the first minute.
    I mostly do it after a BG; or just wait till 15-20mins in.

    Leave a comment:


  • PunkPetal
    replied
    Originally posted by DancingKimChick View Post
    Auto-winning sucks. I can't even see who to thank for such winning (sarcasm)
    I'd rather duke it out 30 minutes in tank, with a party who wouldn't give me auto win than winning by default.
    I hate tanks, twice this week enemy team all left before I cld hit anyone. I got 27+ runes for doing nuffin, best tanks ever.

    Leave a comment:


  • DancingKimChick
    replied
    Originally posted by krackenker View Post
    As the title says, ppl leaving in tank before ppl can get kills results in lack of placement runes, is there any others having problems with this? recently there have been a lot more 4 vs 1 pairings, where the 1 leaves after seeing that.

    Do you also have a problem with this?
    Auto-winning sucks. I can't even see who to thank for such winning (sarcasm)
    I'd rather duke it out 30 minutes in tank, with a party who wouldn't give me auto win than winning by default.

    Leave a comment:


  • 002adrian
    replied
    No I got no problem with that. Usually my tanks only last for 3 mins the most. I join after I finish BG then rush to join tanks which will last for around 3mins. I just park at where I appear and shot what ever that comes my way. At the end win / loose I still get runes and call it a day.

    Leave a comment:


  • winlord
    replied
    Originally posted by anichaos View Post
    They're both good.

    Napalm does 2~3 hits when you fire it off, but it have a 6~8 sec cooldown.

    While Lazer only does 1 hit, but it only have a 1 sec cooldown.

    Basically Lazer can deal 6~8 hits before Napalm does 2~3 hits in the same time duration.


    Napalm is good for last hits, but for fast damaging, Lazer is best (especially if no one else have Napalm)
    Actually laser is much better for last hits, napalm is good against groups who are close by.

    Leave a comment:


  • anichaos
    replied
    Originally posted by d07.RiV View Post
    Napalm is better for both last hits and winning teamfights ;p
    They're both good.

    Napalm does 2~3 hits when you fire it off, but it have a 6~8 sec cooldown.

    While Lazer only does 1 hit, but it only have a 1 sec cooldown.

    Basically Lazer can deal 6~8 hits before Napalm does 2~3 hits in the same time duration.


    Napalm is good for last hits, but for fast damaging, Lazer is best (especially if no one else have Napalm)

    Leave a comment:


  • d07.RiV
    replied
    He who gets the freaking laser wins.
    Napalm is better for both last hits and winning teamfights ;p

    Leave a comment:


  • anichaos
    replied
    this can be solved by granting the party victorious when ever the oponent party is empty. the prices then should be given in order by points
    The default win party does get Victory sigh, however only 1 out of 4 ppls (95% of the times) gets Rank reward.
    And this Tank Exploit happens usually when no one has any points, thus 0 points.
    (I find it that you need at least 800 points to get the Rank Reward, at least according to my fellow Guildmates experiences)

    Btw I haven't seen that happen yet, either. Do people just do it to ruin it for others by joining/leaving when they have no attempts? Because I'm pretty sure even if you leave right away you will have wasted your attempt.
    No, you do not lose attempt when you leave.

    The system is exactly the same as BG, except there's no 5 min wait in between, you can leave and rejoin instantly.

    Leave a comment:


  • Daemonus
    replied
    seriously, this is pointless. People leaving affects placement so very little that this is a joke. Quicker people get the kill more often, that simple.

    He who gets the freaking laser wins.

    if some dude bolts cuz hes getting hammered, then my team will just swarm the next dude and the kill still goes to the ninja.

    if the other team stays or leaves it doesnt matter, we still win in relatively the same amount of time. So if you are having trouble in tanks it could be that ur just not fast enough, strategic enough, or dont have good friends.

    Of course i will say tho i will never do tanks with anyone who bolts out on me if we are losing, its do or die trying, and with that spirit we usually win 98% of the time and usually under 5 mins.

    Leave a comment:


  • SinnedWill
    replied
    One fairly simple work-around would be to introduce a "staying duration" of 3 minutes before a player can leave. This will ensure that the opposing team has enough time to score sufficient points, and would still permit a "tank-battle hopper" the opportunity to find a match they want (albeit, lets be honest, most hoppers are content to just keep quitting and rejoining until time is up).

    Leave a comment:


  • R24950131
    replied
    Yes this is a huge problem for me. Making the tank battle so annoying. I really like tank trial event, but if people keep doing this and R2 doesnt fix this problem...

    I always form a team of 4 and hoping to get proper battle and get some runestones. If the other team will leave before any points has been given, it is a loss of plenty of runestones and fun of enjoying the event.
    Today the opponent team left, yesterday the same, the day before that the same.

    some suggestions...
    1. Fix the tank trial so there will always be one person in the team, if is alone can't leave. (avoiding the 0x runestone prize, because there will be always a tank to shoot )
    2. If the other team has left before any points and ranking, the ranking rewards would still be available to the team which won. They would get the chests which are given to 1st player to the 4th. The highest level tank will get the best prize and so on.

    thanks

    Leave a comment:


  • d07.RiV
    replied
    We need to have a rule that you cannot leave tank in the first 5 minutes.

    People are abusing it by leaving in the first 10 sec and causes us to lose rewards.
    How can you prevent someone from closing their browser

    Btw I haven't seen that happen yet, either. Do people just do it to ruin it for others by joining/leaving when they have no attempts? Because I'm pretty sure even if you leave right away you will have wasted your attempt.

    Leave a comment:


  • h4d3s
    replied
    this can be solved by granting the party victorious when ever the oponent party is empty. the prices then should be given in order by points

    Leave a comment:

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