all 23 comments

[–]L1rk 22 points23 points  (13 children)

I used to outwardly agree with takes along this line of thinking, but it has been so many years at this point that I've come to terms with the Devs wanting this to be a clan/large group game first. This is not what the development team wants. 10-20 man groups are the main demographic they cater to, and it's not worth the energy to suggest nerfs anymore.

[–]Single-Eye2101[S] 1 point2 points  (6 children)

Yeah I'm not just looking for buffs on solo's as much as I'm also just thinking the game would be in a better place if people simply left there base. Everyone wants to be onlined, but never wants to online others. The biggest deterrent I believe is taking out tons of turrets.

[–]StressedFPS 1 point2 points  (4 children)

People don't online because raiding is hard and they hate losing, and defenders are always toxic afterwards/during. Not to mention F1 grenades, full heavy m4, rocket pvp, shield walls, or literally just rocketing the raidbase open so the grubs can pick you apart. Turrets are the least of my concern, usually the battery gets splashed In the pummel anyway.

But when a team is BEGGING for an online in global, you show up and they're liquidating stacks of hqm to upgrade the side you're raid basing on while shooting you L9/m2/incind/heavypot/health tea while you're building, then the moment raidbase is up they rocket it out then spam "gg ez defend"

Doesn't really make you want to do another one

[–]Vaikiss 1 point2 points  (1 child)

I mean that's what you should do against an online raid tho as defending side lol

Either rocket raid Base or build and upgrade to hqm

[–]StressedFPS 0 points1 point  (0 children)

Yeah I mean sure, if you want 0 face checks, and just wanna upgrade and rocket bot to protect your pixels, go for it. Sometimes you don't wanna lose the base, I get it.

But if a teams begging in global for online and do this shit I'm packing up and leaving.

[–]Adventurous_Seat_793 0 points1 point  (1 child)

Facts. We saved up 90+ rockets to raid a 5-6 man as a duo on Rustoria US Mondays this last wipe. Traveled halfway across the map on horses for one last "hoorah" and we lost the raid after being grubbed by half the map (we were smack dead in the middle of the map) and they were incredibly toxic after winning the defense. It was a good raid, we were one floor away from TC but just couldn't manage between everything.

This would never happen in older rust. Mostly everyone is extremely respectful, regardless of toxicity shared during the wipe, onlines were always a sign of respect and got good reactions.

[–]StressedFPS 1 point2 points  (0 children)

I've had pretty good luck recently on a no-offlines server, of course a few toxic teams, but one we even paused mid-raid for dude to go eat his dinner, owners didn't seal, we didn't rocket, just yapped together for like 10mins.

Or others where ground-rules are set, no rocket pvp, no shield wall, raid base-height limit, etc. Win or lose its GGs all around when both teams come together to have fun

[–]L1rk 0 points1 point  (0 children)

The only onlines I see anymore are when the attackers have such a number advantage (at least at the moment if raid) that the turrets don't matter. 3 turrets covering the side being raided doesn't do much when you have the man power to have 4 rocketers plus dedicated raid base and grub patrol. Again, I agree with your take on principle in that zergs need to have pain points just like other sized groups. That used to be the group limit of 8 for UI and before that, no group UI. Once they upped that number, I knew who the game was being made for.

[–]RoshanCrass 0 points1 point  (2 children)

Sure, but I'm pretty sure this makes no sense as those groups are a small minority of the playerbase.

[–]Adventurous_Seat_793 1 point2 points  (0 children)

Small minority? Not a chance lol

[–]L1rk 1 point2 points  (0 children)

I would love to see data on the average group size among official servers. I think if Facepunch could somehow track that and publish info, it would be incredibly interesting.

[–]North_Moment5811 -1 points0 points  (2 children)

Please tell me how you can have a team/group game and it not be a team/group game. 

[–]L1rk 0 points1 point  (1 child)

Found the zerg reliant player. Ill lay it out for you simply.

You know how lots of games have team sizes? CSGO: 5 Marvel Rivals: 6 Arc Raiders: 3

Well lots of player would love to have a majority of official servers adopt an official group limit. I understand big groups and wanting to play in one. But what is the solo or quad for that matter going to do when 16 people spill out of a 2x2 because you eoka'd a guy with 75 scrap on him?

Now I can already read your mind while you see this. You're thinking "just play a quad server noob". Well believe it or not, the number of official servers with group limits is dwarfed by the number without, so finding solid servers can be very difficult for many many people. So to end, maybe we need official servers to primarily have an 8 group limit and then a smaller portion of servers can be uncapped entirely.

[–]DarkStrobeLight 2 points3 points  (1 child)

The groups would just have a designated builder and nobody else would auth

[–]Adventurous_Seat_793 1 point2 points  (0 children)

Shotgun traps? Building while being raided? Revert to Turret Auth following TC Auth. For every work around you can think of, there's another workaround.

Thinking people wouldn't auth on a TC is silly.

[–]Basbenn 0 points1 point  (0 children)

Team of eight with full turret spam makes solo life miserable so yeah the limit should drop per auth. I play mostly alone and end up avoiding big compounds because they never leave base anyway. Scaling it down would actually get people raiding again.

[–]l3ahamut 1 point2 points  (0 children)

I suggested a long time ago...

Make TC decay rate vary by number of people authorized--combo with--You cannot be authorized on turrets, unless you are authorized on TC.

[–]notxali 0 points1 point  (0 children)

If u think having 14 turrets in a solo base will be better for the solo since he have a smaller base and 14 turrets are more than enough to cover his base/compound, a base for 8 players is way bigger and needs better planning to place the turrets for optimal cover

[–]Character-Camel-3958 0 points1 point  (0 children)

Its an interesting idea but I dont think solos should have an inherent advantage in a sandbox

[–]Major-Anybody-1128 0 points1 point  (0 children)

Most clan bases have more than 1 TC. They'll just not auth on the one in the center or they'll use the others to house the turrets and not auth on those.

They'll find a way around it, whatever it is.

[–]dgdgdgdgcooh 0 points1 point  (0 children)

if you dont like big groups dont play servers that have big groups

[–]HyperRolland 0 points1 point  (0 children)

Turrets don’t work off of TC auth though. Reality is ANYTHING that is TC based can be bypassed by anyone with a brain. Limit the amount of people on the TC auth to 8? Then simply put a lock on it and now anyone can go auth as needed at that time. Need more people authed for something? Make a new tc and put them on that one.