Skip to Content
2-10-2008 @ 6:39PM
It's more likely that the timer is linked to the flag itself:At 5 (or is it 10?) minutes of not being reset/captured, who ever holds that flag will have the 50% debuff, and at 15 mins of not being reset/captured, whoever holds that flag will have the 100% debuff.
2-10-2008 @ 7:41PM
Yeah but they're still *holding the flag*. Granted they'll be a little easier to find if they're "trackable" after 45 seconds, but I think the main point should be to get them to stop *holding the flag*, and thereby holding up the rest of the game. The flag carrier needs to either a)perform a capture or b)get their flag back if its not at the base. How the team as a whole achieves this is up to them, but that should be the main goal.I'd rather see something like a constant slow decrease if health of the flag carrier as long as they hold the flag. The proposed change will only make them slightly more suseptible to incoming damage, but certainly not impervious to it - plus someone has to be actually doing damage for that to have any effect.In my opinion the flag should be like a "hot potato" and actually hurt whoever is holding it. Games would be over much quicker instead of the honor-farming-fest it will be back to now that diminishing returns on HKs have been eliminated in 2.4
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.