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05-30-2012
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Registered rufp4
Join Date: Jan 2011
Posts: 3,378
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05-30-2012
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32 |
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the KattMan
Join Date: Sep 2011
Location: United States
Posts: 4,204
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05-30-2012
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33 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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05-31-2012
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amateur gay
Join Date: Sep 2011
Location: Australia
Posts: 3,372
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06-01-2012
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35 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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if u take towers, then take something more keepable than mod. Towers that are easy to take , are easy to lose . and towers that are hard to lose , are hard to take . theres always a downside.and no, i commented negatively on every thread on the topic of koth. |
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06-01-2012
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Ver
Join Date: Sep 2011
Posts: 408
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Opinions , Opinions !
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06-01-2012
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Registered User
Join Date: Sep 2011
Location: Chicago, IL
Posts: 1,992
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Towers should be hard to take and keep. What was done with mod was great except that the raised center platform should be opened up because it's a bottleneck. When a the defending guild spawns next to the flag its too easy. We shouldn't have guilds holding towers 24/7, they're supposed to be a competition.
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06-02-2012
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38 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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another idea of mine: the healing orb in the back: take away the orb n make it a healing "area" or somethin. where players are healed by stepping into the alcove; but the healing area/pad/watever also immediately warps you back just inside the entrance, or maybe into one of the south corners. this way ppl dont feel compelled to block the orb to get easy running .5-ers kills
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06-02-2012
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Unregistered User
Join Date: Aug 2011
Location: NY
Posts: 257
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