Looks like Salvage might be broken. :( (Destiny)
by Claude Errera , Wednesday, March 16, 2016, 02:28 (3268 days ago)
Just met two separate teams playing Slayer in the Salvage list (fully geared up with top-end Trials guns) - is this a thing now? (I have never experienced it before. I've met teams I couldn't come close to beating - but they played the gametype, taking the relic. This is something new.)
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first rule of salvage
by unoudid , Somewhere over the rainbow, Wednesday, March 16, 2016, 02:33 (3268 days ago) @ Claude Errera
1. Never take the capture point.
2. Kill them more then they kill you.
3. Disable the relic(?) when the stupid team you are playing against tries to capture it
4. Win.
- No text -
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Yep, literally no use capturing a point
by ZackDark , Not behind you. NO! Don't look., Wednesday, March 16, 2016, 02:55 (3268 days ago) @ Morpheus
Disabling a Relic gives you a ton of points. It's also unfairly easy to do, compared to actually capturing a Relic. Seriously no reason NOT to devolve the gametype into regular slayer.
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Yep, literally no use capturing a point
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 16, 2016, 04:25 (3268 days ago) @ ZackDark
Disabling a Relic gives you a ton of points. It's also unfairly easy to do, compared to actually capturing a Relic. Seriously no reason NOT to devolve the gametype into regular slayer.
I feel as if Salvage is not that well explained.
The trick is that the points you get for capturing scale up with the number of players that deploy. You need all three deploying to get maximum points. If you don't, it's a huge risk for not that many points.
It's a wager essentially. Kill as many of the other team at any given time as you can, deploy the probe with all three players, defend it, and you will win very fast.
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IMO, the times aren't good enough
by ZackDark , Not behind you. NO! Don't look., Wednesday, March 16, 2016, 10:47 (3268 days ago) @ Cody Miller
Respawn time is too damn short compared to capture time. While it is possible to do what you said, it is really, really hard.
^ This
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 16:57 (3268 days ago) @ Cody Miller
If you coordinate with your team it's not a big gamble at all. If you have someone lone-wolfing it though it can ruin things pretty quickly.
first rule of salvage
by Claude Errera , Wednesday, March 16, 2016, 03:03 (3268 days ago) @ unoudid
1. Never take the capture point.
2. Kill them more then they kill you.
3. Disable the relic(?) when the stupid team you are playing against tries to capture it
4. Win.
I have never (not once) seen a team refuse to capture the point before. I've played 109 games, and these were the first two that have EVER played out like this. I have been slaughtered before - but after our whole team is dead two or three times, the other team grabs the capture point. Always. (More than 100 games in a row.)
::shrug:: maybe it's a coincidence. Or maybe it's a new thing. :(
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first rule of salvage
by stabbim , Des Moines, IA, USA, Wednesday, March 16, 2016, 03:23 (3268 days ago) @ Claude Errera
::shrug:: maybe it's a coincidence. Or maybe it's a new thing. :(
Definitely not a new thing. I don't PvP much (at all), but I've heard people talk about the don't-capture strategy almost since the game came out. My guess would be that the teams you played previously captured out of boredom, or that gamer impulse to complete the marked objective that's right in front of us even if we know better. Or they were matchmade teams where not everyone was in on the plan.
Edit/addendum: It seems to be widely known that playing salvage the way it's intended is a good way to lose. Surely Bungie must know this too, right? Couldn't they just change the amount of points you get for a capture vs a disable? Wouldn't that appear to fix the problem? Is there something I'm not considering?
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first rule of salvage
by unoudid , Somewhere over the rainbow, Wednesday, March 16, 2016, 13:04 (3268 days ago) @ stabbim
Couldn't they just change the amount of points you get for a capture vs a disable? Wouldn't that appear to fix the problem?
I could see this going three different directions.
1. Change the scoring to eliminate points on kills. Make it play like Zone Control when you have to hold the relic in order to get points. Disabling would still net points
2. Swing the point margin where captures give more points and disabling gives less.
3. Make it where a team must capture at least one zone in order to win. otherwise the game results in a tie.
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first rule of salvage
by narcogen
, Andover, Massachusetts, Wednesday, March 16, 2016, 05:50 (3268 days ago) @ Claude Errera
1. Never take the capture point.
2. Kill them more then they kill you.
3. Disable the relic(?) when the stupid team you are playing against tries to capture it
4. Win.
I have never (not once) seen a team refuse to capture the point before. I've played 109 games, and these were the first two that have EVER played out like this. I have been slaughtered before - but after our whole team is dead two or three times, the other team grabs the capture point. Always. (More than 100 games in a row.)::shrug:: maybe it's a coincidence. Or maybe it's a new thing. :(
I have played very, very few games of salvage. Partially because I think all of the first ones I played were exactly as you describe-- nobody would deploy, the other team played slayer and only disabled and won every time. I think I was the only one in each game to even attempt a salvage, and I never succeeded.
Where it polls DBO and if Narc posts, I respond "this seems accurate."
Pretty much in the past year, salvage has been like this. It was more fun in the beginning.
I should write a script
by Claude Errera , Wednesday, March 16, 2016, 15:23 (3268 days ago) @ Funkmon
Where it polls DBO and if Narc posts, I respond "this seems accurate."
Pretty much in the past year, salvage has been like this. It was more fun in the beginning.
Okay - so maybe I was just lucky on the first 107 games. It's possible.
(I've played more salvage in the past month than I played in the past year - maybe 65 games or so. So maybe I just have a skewed sense of how it used to be.)
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I should write a script
by Funkmon , Wednesday, March 16, 2016, 15:42 (3268 days ago) @ Claude Errera
I think it's much more likely that we have the skewed idea. I specifically remember three games that were like this since TTK, but don't remember one prior. However, it may be confirmation bias and knowledge.
If you were ignorant of the strategy, then you might have just thought "man, I'm really good at getting the relic." It took an especially egregious case for you to notice it.
Some of us are aware of the strategy and therefore see it, but also are so irritated, we forget the times it didn't happen, even though it's relatively rare, and think it did.
Or you could be lucky.
Not true
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 16:55 (3268 days ago) @ unoudid
edited by someotherguy, Wednesday, March 16, 2016, 17:10
I always try to capture the relic. I've also never lost a game.
There are elements of Slayer, sure, in that ultimately if you can't shoot good you're going to underperform. But a coordinated group will get plenty of points from captures, and use the relic to bait the enemy into coming at you.
All this "never capture the relic" nonsense comes from people who are bad at playing the objective. If youre bad at playing the objective, yeah, youre gonna have a bad time trying to do so, and you're better served playing Slayer. But it's not the only way.
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Not true
by unoudid , Somewhere over the rainbow, Wednesday, March 16, 2016, 17:40 (3268 days ago) @ someotherguy
I always try to capture the relic. I've also never lost a game.
There are elements of Slayer, sure, in that ultimately if you can't shoot good you're going to underperform. But a coordinated group will get plenty of points from captures, and use the relic to bait the enemy into coming at you.
All this "never capture the relic" nonsense comes from people who are bad at playing the objective. If youre bad at playing the objective, yeah, youre gonna have a bad time trying to do so, and you're better served playing Slayer. But it's not the only way.
My post was mainly made in jest because that seems to be the only way to win.
Looking at your Salvage history on Destiny Tracker shows you play this game differently then most people. It looks like you always play in a team of 3 with your clan mates. Plus at least one person on the other team is a fellow clan mate also. Not sure if you only do clan games or what? But your history is different from anyone else I've seen.
As with most 3v3 playlists, if you go in with a team of 3 that you are used to playing with you are more likely to have a better chance at winning. If you join in a match solo for the daily for instance, no team chat + people you don't normally play with then it's essentially just a free-for-all match with no one helping each other out. I can't tell you how often the revives just don't happen when playing with Randos. Also, people just randomly decide to cap the point when no one else is around and then feed the other team kills and a disable.
It's pretty much not worth playing solo if you want to win.
Since there is so little communication when playing with randos then typically the best strategy is to just not play the objective and work on kills and disables.
Edit* There could be something weird with DT that is making it look like you are always playing with a clan.
That's very weird
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 17:47 (3268 days ago) @ unoudid
I don't think I've ever played vs a clan-mate. I wouldn't even know how to set that up :s
I do generally only play with a few people on my team though, that's true. But mostly only because I don't play Destiny with many people, if that makes sense, and I tend to drag them kicking and screaming into my clan eventually.
I've definitely played with randoms too though.
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That's very weird
by unoudid , Somewhere over the rainbow, Wednesday, March 16, 2016, 17:59 (3268 days ago) @ someotherguy
I don't think I've ever played vs a clan-mate. I wouldn't even know how to set that up :s
I think what was happening is that a lot of the games don't hit the score cap so you get the "[DNF]" after your name. That's usually where your clan name goes [DBO] for example.
Oh, that makes sense
by someotherguy, Hertfordshire, England, Wednesday, March 16, 2016, 18:04 (3268 days ago) @ unoudid
I tend to play pretty defensively (hence not hitting the score cap) so I wonder if that's unusual/part of why Relic captures work for me *shrug*
Also, people just randomly decide to cap the point when no one else is around and then feed the other team kills and a disable.
That's me! I don't do it if there's red on the radar, but I do assume if I'm capturing my teammates will show up shortly..
It's pretty much not worth playing solo if you want to win.
That's almost all of my games. I want to win, but I want to have fun first. I win probably half the time.
Randos and revives
by Claude Errera , Wednesday, March 16, 2016, 19:33 (3268 days ago) @ unoudid
I can't tell you how often the revives just don't happen when playing with Randos.
I'm blown away by this, every single night. Last night, for example, I was in a skirmish game that was really close (I can't remember the final score, but at one point it was 4500-4400 or so), and I had just died. My teammates were literally right next to me (they were both dodging through my spark as they killed the guys who took me out), but when they finished clearing the room... they left. Both were still alive, and they were RIGHT NEXT TO ME (I'm sure 'Revive' was on both of their screens)... and they left.
Do they not realize that those extra 50 points, over a game, can make the difference between winning and losing? They threw away 50 points at that point - ZERO EFFORT TO EARN, and they didn't do it.
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Randos and revives
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 16, 2016, 20:31 (3268 days ago) @ Claude Errera
Do they not realize that those extra 50 points, over a game, can make the difference between winning and losing? They threw away 50 points at that point - ZERO EFFORT TO EARN, and they didn't do it.
If you would have told me ten years ago on HBO that one day you'd be raging against casuals, I would never have believed it :-p
Randos and revives
by FyreWulff, Thursday, March 17, 2016, 09:36 (3267 days ago) @ Claude Errera
I can't tell you how often the revives just don't happen when playing with Randos.
I'm blown away by this, every single night. Last night, for example, I was in a skirmish game that was really close (I can't remember the final score, but at one point it was 4500-4400 or so), and I had just died. My teammates were literally right next to me (they were both dodging through my spark as they killed the guys who took me out), but when they finished clearing the room... they left. Both were still alive, and they were RIGHT NEXT TO ME (I'm sure 'Revive' was on both of their screens)... and they left.Do they not realize that those extra 50 points, over a game, can make the difference between winning and losing? They threw away 50 points at that point - ZERO EFFORT TO EARN, and they didn't do it.
Yeah, people don't realize that. I've actually WON the game via a revive. It said I dealt the final blow :V
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Looks like Salvage might be broken. :(
by Ragashingo , Official DBO Cryptarch, Wednesday, March 16, 2016, 03:54 (3268 days ago) @ Claude Errera
Just think about the rules:
- It takes several seconds to capture the Relic.
- Once you have the Relic you must hold it for what -30 seconds? A minute? An hour?- to get any real points from it.
- It takes not even a handful of seconds to disable the probe.
- Both get you a lot of points in addition to kills.
Which makes more sense to do? Try and hold an area of the map for over a minute or blast in and hold X for two seconds? The rules are bass ackwards and I have pretty much refused to play Salvage for the better part of a year and a half now. At the very least you should get a lot more points for holding the Relic and the capture and disable times should be equalized.
Looks like Salvage might be broken. :(
by Claude Errera , Wednesday, March 16, 2016, 04:22 (3268 days ago) @ Ragashingo
Just think about the rules:
- It takes several seconds to capture the Relic.
- Once you have the Relic you must hold it for what -30 seconds? A minute? An hour?- to get any real points from it.
- It takes not even a handful of seconds to disable the probe.
- Both get you a lot of points in addition to kills.Which makes more sense to do? Try and hold an area of the map for over a minute or blast in and hold X for two seconds? The rules are bass ackwards and I have pretty much refused to play Salvage for the better part of a year and a half now. At the very least you should get a lot more points for holding the Relic and the capture and disable times should be equalized.
I understand the strategy. HOWEVER, if you're so overmatched against your opponents that they're getting mercy'd, why not make that happen faster by getting the salvage points? Holding the relic is trivial for a team that's killing the enemy 10-1.
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Looks like Salvage might be broken. :(
by Ragashingo , Official DBO Cryptarch, Wednesday, March 16, 2016, 04:58 (3268 days ago) @ Claude Errera
Just think about the rules:
- It takes several seconds to capture the Relic.
- Once you have the Relic you must hold it for what -30 seconds? A minute? An hour?- to get any real points from it.
- It takes not even a handful of seconds to disable the probe.
- Both get you a lot of points in addition to kills.Which makes more sense to do? Try and hold an area of the map for over a minute or blast in and hold X for two seconds? The rules are bass ackwards and I have pretty much refused to play Salvage for the better part of a year and a half now. At the very least you should get a lot more points for holding the Relic and the capture and disable times should be equalized.
I understand the strategy. HOWEVER, if you're so overmatched against your opponents that they're getting mercy'd, why not make that happen faster by getting the salvage points? Holding the relic is trivial for a team that's killing the enemy 10-1.
I would bet it takes longer to activate your probe and wait for the countdown to end than it does to let the other team activate their probe and then stop it. The rules are that messed up.
(AKA: If it takes 15 seconds to activate your probe and 60 seconds to capture the relic but only 5 seconds to deactivate a probe and 30 second for the Relic to reset then you'd be hurting yourself by capturing the relic even if the enemy literally cannot scratch you... assuming a capture and a deactivate give a similar number of points.)
Looks like Salvage might be broken. :(
by Claude Errera , Wednesday, March 16, 2016, 15:22 (3268 days ago) @ Ragashingo
Just think about the rules:
- It takes several seconds to capture the Relic.
- Once you have the Relic you must hold it for what -30 seconds? A minute? An hour?- to get any real points from it.
- It takes not even a handful of seconds to disable the probe.
- Both get you a lot of points in addition to kills.Which makes more sense to do? Try and hold an area of the map for over a minute or blast in and hold X for two seconds? The rules are bass ackwards and I have pretty much refused to play Salvage for the better part of a year and a half now. At the very least you should get a lot more points for holding the Relic and the capture and disable times should be equalized.
I understand the strategy. HOWEVER, if you're so overmatched against your opponents that they're getting mercy'd, why not make that happen faster by getting the salvage points? Holding the relic is trivial for a team that's killing the enemy 10-1.
I would bet it takes longer to activate your probe and wait for the countdown to end than it does to let the other team activate their probe and then stop it. The rules are that messed up.(AKA: If it takes 15 seconds to activate your probe and 60 seconds to capture the relic but only 5 seconds to deactivate a probe and 30 second for the Relic to reset then you'd be hurting yourself by capturing the relic even if the enemy literally cannot scratch you... assuming a capture and a deactivate give a similar number of points.)
I don't understand your math at all.
You get 100 points per deployer plus 200 points upon capture, so a full team capturing gets 500 points per relic.
A disable nets your team 150 points (only one person can disable, so this can't stack).
If your team is good enough that the other team can't scratch you (which was nearly true last night, in both cases), a game where the other team MUST disable to avoid that last 200 point ding nets you FAR more kills than a game where the other team sits back and hopes you come into sniper range. So for each minute and 45 second increment (deploy+capture+reset) you get 500 points + LOTS of kills vs no points + many fewer kills - how is this hurting yourself?
(The reason the 'let them deploy, then disable' tactic works is because deploying teams rarely use more than one person on the deploy - so they're only getting 100 points per deploy, and then losing 150 points on the disable. Assuming kills are close to equal, letting them deploy first will eventually win. However, if you play smarter, you get twice as many points on the deploy as they can get on the disable (and a bonus for capturing, to boot, if you can deny them that disable) - the game ends REALLY quickly if you play it right.)
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Looks like Salvage might be broken. :(
by slycrel , Wednesday, March 16, 2016, 15:40 (3268 days ago) @ Claude Errera
I've played enough salvage to get the trophy, then not at all.
I never knew that you could have "multiple people deploy". Not sure how that works or how that is scored. Chances are good that isn't common knowledge.
Looks like Salvage might be broken. :(
by Claude Errera , Wednesday, March 16, 2016, 15:52 (3268 days ago) @ slycrel
I've played enough salvage to get the trophy, then not at all.
I never knew that you could have "multiple people deploy". Not sure how that works or how that is scored. Chances are good that isn't common knowledge.
It's definitely not common knowledge. It works very simply; each body inside the circle when the relic is deployed gets 100 points. So if your whole team is there (with nobody dead, which is unlikely if there was actually a fight for control), you get 300 points.
You get ANOTHER 200 points if you successfully defend it until the timer runs out.
If you play it like most randoms do, your team gets 100 points for deploying the relic, and 0 points for capture (since the other team comes and disables).
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Looks like Salvage might be broken. :(
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 16, 2016, 15:55 (3268 days ago) @ Claude Errera
You get 100 points per deployer plus 200 points upon capture, so a full team capturing gets 500 points per relic.
You get 200 points for everyone alive on your team when it captures. This means you can get 900 points per relic capture if you play it right.
Looks like Salvage might be broken. :(
by Claude Errera , Wednesday, March 16, 2016, 15:56 (3268 days ago) @ Cody Miller
You get 100 points per deployer plus 200 points upon capture, so a full team capturing gets 500 points per relic.
You get 200 points for everyone alive on your team when it captures. This means you can get 900 points per relic capture if you play it right.
Whoa. I didn't know that.
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Looks like Salvage might be broken. :(
by Ragashingo , Official DBO Cryptarch, Wednesday, March 16, 2016, 17:12 (3268 days ago) @ Claude Errera
I don't understand your math at all.
That's probably because it was all made up. My experience with Relic is almost always: "Get completely blown out while nothing I do helps in the slightest." I think I've played it exactly once this year so my numbers were almost entirely conceptual and highly colored by my Salvage experiences. :)
You get 100 points per deployer plus 200 points upon capture, so a full team capturing gets 500 points per relic.
You get 200 points for everyone alive on your team when it captures. This means you can get 900 points per relic capture if you play it right.
Whoa. I didn't know that.
This too. As far as I could ever tell games of Salvage went something like this: "Fight off the enemy, deploy the probe. Lose the probe, the enemy is now ahead. Repeat." I really did think that the points for starting a probe + capturing were fairly close to the points you get from disabling...
I think a large part of that is how hard it is to start and maintain a probe vs how one guy using the Relic as temporary cover can disable your attempt before you can even circle around and get him. Even if the actual numbers make a lot more sense than I thought, the feel very very easily convinced me that they did not. :/
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Looks like Salvage might be broken. :(
by Vortech , A Fourth Wheel, Thursday, March 17, 2016, 17:08 (3267 days ago) @ Claude Errera
You get 100 points per deployer plus 200 points upon capture, so a full team capturing gets 500 points per relic.
You get 200 points for everyone alive on your team when it captures. This means you can get 900 points per relic capture if you play it right.
Whoa. I didn't know that.
The night Cody figured that out we had some great games of salvage.
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This makes me sad.
by Kermit , Raleigh, NC, Wednesday, March 16, 2016, 13:19 (3268 days ago) @ Claude Errera
I like Salvage, and I can't recall this happening to me, but maybe I just wasn't playing close enough attention. Maybe there's a reason I consistently get "Objectively Correct."
This makes me sad.
by FyreWulff, Thursday, March 17, 2016, 09:29 (3267 days ago) @ Kermit
I like Salvage, and I can't recall this happening to me, but maybe I just wasn't playing close enough attention. Maybe there's a reason I consistently get "Objectively Correct."
I've seen it happen quite a few times. Unfortunately, in Salvage playing Slayer is a legitimate strategy due to the very long time to capture a probe. This is versus Rift where scoring the Rift gives you a massive amount of points.
They need to either increase the points involved with the Probes to make them the primary and best method to win the game, or decrease the probe capture time dramatically to also make the probes worthwhile.
As it is, headshotting someone for a kill gives you more points than if you deploy the probe (and not many people know you can multiply those points by having teammates near the probe when the deploy/dismantle/completion completes)
IMO, a probe capture should be worth 2,000 points. This gives you 5 captures, makes the probe a clear benefit, and ends the game fast if one team is clearly better at getting the probes.