DUSTSearch ForumWatch http://dustsearch.com/ The alternative DUST514 Forum browser. en-us Tue, 9 Sep 2025 00:00:00 +0000 DUSTSearch RSS Module v1.1 chribba@evemail <![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by tritan abbattere]]> https://forums.dust514.com/default.aspx?g=posts&m=3075665#post3075665
Oh this was all ready posted. Well il add that the 30 second timer would be important so they can not just pop out and back in.]]>
Mon, 11 Jan 2016 09:23:00 +0000 dustsearch/guid/2612884
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=3074884#post3074884 Sun, 10 Jan 2016 06:38:00 +0000 dustsearch/guid/2612323 <![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Garcon lyfe]]> https://forums.dust514.com/default.aspx?g=posts&m=3029606#post3029606
E]]>
Fri, 13 Nov 2015 19:50:00 +0000 dustsearch/guid/2579360
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=3029601#post3029601 Garcon lyfe wrote:
deezy dabest wrote:
Terry Webber wrote:
deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.

Also fix the display bug and make the timer 10 seconds.
As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.
Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection.
Just make it a 2 way shield. you cant fire into it and the opposing time cant fire out of it..and then a no timer on mcc weps, so now redline snipers are useless.
I already suggested something like this in an earlier post.

Kallas Hallytyr wrote:
The redline is just generally awful. It's either too protective (old 600m railgun tanks and snipers) where the only counters available are the same tools; or it's not nearly protective enough, such as the Ashlands redline which gives barely any room at all where you're not immediately being violated by a stomp.

I honestly feel that this is an average band-aid type 'fix'. The redlines and maps in general need a very thorough overhaul, otherwise the game will just keep cycling through with the redline being either too good or awful, defensively.
Are you saying the redline or my proposal is a Band-Aid solution?]]>
Fri, 13 Nov 2015 19:47:00 +0000 dustsearch/guid/2579350
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Garcon lyfe]]> https://forums.dust514.com/default.aspx?g=posts&m=3029409#post3029409 deezy dabest wrote:
Terry Webber wrote:
deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.

Also fix the display bug and make the timer 10 seconds.
As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.


Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection.


Just make it a 2 way shield. you cant fire into it and the opposing time cant fire out of it..and then a no timer on mcc weps, so now redline snipers are useless.]]>
Fri, 13 Nov 2015 16:45:00 +0000 dustsearch/guid/2579349
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Kallas Hallytyr]]> https://forums.dust514.com/default.aspx?g=posts&m=3029018#post3029018
I honestly feel that this is an average band-aid type 'fix'. The redlines and maps in general need a very thorough overhaul, otherwise the game will just keep cycling through with the redline being either too good or awful, defensively.]]>
Fri, 13 Nov 2015 09:03:00 +0000 dustsearch/guid/2578916
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=3028903#post3028903 Terry Webber wrote:
deezy dabest wrote:
Terry Webber wrote:
deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.

Also fix the display bug and make the timer 10 seconds.
As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.
Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection.
Hmm, good point. What do you think about weapons only activating when players leave the spawn area?
On second thought, I take back what I wrote. The shield that protects the spawn area and block redline OBs would also block damage from all the weapons in the game.]]>
Fri, 13 Nov 2015 04:24:00 +0000 dustsearch/guid/2578836
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2962607#post2962607 Sun, 20 Sep 2015 22:04:00 +0000 dustsearch/guid/2531941 <![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Sylwester Dziewiecki]]> https://forums.dust514.com/default.aspx?g=posts&m=2947487#post2947487 Carmine Lotte wrote:
What about Better placement of redline Turrets with with much high damage and HP than none Redline Turrets.

They can not move them - do you renember entire problem with supply depot on elevation and vehicles that can not resupply ammo. All structures are part of map and can not be move.

Terry Webber wrote:
You may be right, but CCP might surprise us.


Mark my wordsBlink.]]>
Tue, 8 Sep 2015 17:40:00 +0000 dustsearch/guid/2522495
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Carmine Lotte]]> https://forums.dust514.com/default.aspx?g=posts&m=2947438#post2947438 Tue, 8 Sep 2015 16:43:00 +0000 dustsearch/guid/2522441 <![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2946241#post2946241 Sylwester Dziewiecki wrote:
Terry Webber wrote:
saxonmish wrote:
Terry Webber wrote:
Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420

Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range, moving back the part of the redline that covers the spawn area below the MCC and have the turrets in the spawn area also protect the perimeter. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range.

What do you guys think?
This is what the game Battlefield 2142 did, the 2 teams each had a titan which the enemy team had to infiltrate and destroy, but the guns were man-able, on the ship and automated.
I think I heard that the Titan could do this. I guess that's one of the reasons it was so popular.
Maybe. It sounds cool, but it also sounds like a lot of math for CCP to do thisSmile. So forget about itRoll.
You may be right, but CCP might surprise us.]]>
Mon, 7 Sep 2015 17:13:00 +0000 dustsearch/guid/2521625
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Sylwester Dziewiecki]]> https://forums.dust514.com/default.aspx?g=posts&m=2946215#post2946215 Terry Webber wrote:
saxonmish wrote:
Terry Webber wrote:
Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420

Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range, moving back the part of the redline that covers the spawn area below the MCC and have the turrets in the spawn area also protect the perimeter. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range.

What do you guys think?
This is what the game Battlefield 2142 did, the 2 teams each had a titan which the enemy team had to infiltrate and destroy, but the guns were man-able, on the ship and automated.
I think I heard that the Titan could do this. I guess that's one of the reasons it was so popular.

Maybe. It sounds cool, but it also sounds like a lot of math for CCP to do thisSmile. So forget about itRoll.]]>
Mon, 7 Sep 2015 16:53:00 +0000 dustsearch/guid/2521605
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2945405#post2945405 saxonmish wrote:
Terry Webber wrote:
Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420

Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range, moving back the part of the redline that covers the spawn area below the MCC and have the turrets in the spawn area also protect the perimeter. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range.

What do you guys think?
This is what the game Battlefield 2142 did, the 2 teams each had a titan which the enemy team had to infiltrate and destroy, but the guns were man-able, on the ship and automated.
I think I heard that the Titan could do this. I guess that's one of the reasons it was so popular.]]>
Sun, 6 Sep 2015 20:50:00 +0000 dustsearch/guid/2521098
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2945392#post2945392 Megaman Trigger wrote:
deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line.
I thought it was the TacNet terminating clones that violate the redline safe area, to protect civilians.
That's true but this topic is only concerned with protecting the spawn area.]]>
Sun, 6 Sep 2015 20:40:00 +0000 dustsearch/guid/2521091
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2945390#post2945390 deezy dabest wrote:
Terry Webber wrote:
deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.

Also fix the display bug and make the timer 10 seconds.
As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.
Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection.
Hmm, good point. What do you think about weapons only activating when players leave the spawn area?]]>
Sun, 6 Sep 2015 20:39:00 +0000 dustsearch/guid/2521086
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Megaman Trigger]]> https://forums.dust514.com/default.aspx?g=posts&m=2945388#post2945388 deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line.


I thought it was the TacNet terminating clones that violate the redline safe area, to protect civilians.]]>
Sun, 6 Sep 2015 20:38:00 +0000 dustsearch/guid/2521085
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by saxonmish]]> https://forums.dust514.com/default.aspx?g=posts&m=2945384#post2945384 Terry Webber wrote:
Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420

Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range, moving back the part of the redline that covers the spawn area below the MCC and have the turrets in the spawn area also protect the perimeter. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range.

What do you guys think?


This is what the game Battlefield 2142 did, the 2 teams each had a titan which the enemy team had to infiltrate and destroy, but the guns were man-able, on the ship and automated.]]>
Sun, 6 Sep 2015 20:34:00 +0000 dustsearch/guid/2521084
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by deezy dabest]]> https://forums.dust514.com/default.aspx?g=posts&m=2945374#post2945374 Terry Webber wrote:
deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.

Also fix the display bug and make the timer 10 seconds.
As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.


Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection.]]>
Sun, 6 Sep 2015 20:25:00 +0000 dustsearch/guid/2521079
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2945372#post2945372 deezy dabest wrote:
It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.

Also fix the display bug and make the timer 10 seconds.
As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.]]>
Sun, 6 Sep 2015 20:21:00 +0000 dustsearch/guid/2521078
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by deezy dabest]]> https://forums.dust514.com/default.aspx?g=posts&m=2945255#post2945255
Also fix the display bug and make the timer 10 seconds.]]>
Sun, 6 Sep 2015 17:54:00 +0000 dustsearch/guid/2520983
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by el OPERATOR]]> https://forums.dust514.com/default.aspx?g=posts&m=2943801#post2943801 were protecting the redline, by spawning blueberries out of them. Its not the MCCs' fault if rhe blueberries are stupid/cowardly/useless.]]> Sat, 5 Sep 2015 00:08:00 +0000 dustsearch/guid/2519960 <![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2943681#post2943681 Cesar Geronimo wrote:
I'm surprised this isn't already a thing...Or maybe make those useless big turrets waayyyy in the back automatic...
The ground turrets would add a lot more protection for the spawn area. I'll add that to the OP.]]>
Fri, 4 Sep 2015 21:06:00 +0000 dustsearch/guid/2519844
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Cesar Geronimo]]> https://forums.dust514.com/default.aspx?g=posts&m=2893226#post2893226 Fri, 31 Jul 2015 19:24:00 +0000 dustsearch/guid/2484450 <![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Devadander]]> https://forums.dust514.com/default.aspx?g=posts&m=2871276#post2871276
I have no choice but to like this idea.]]>
Sat, 18 Jul 2015 15:33:00 +0000 dustsearch/guid/2467946
<![CDATA[[Idea] Opposing MCCs Protecting Their Respective Side of the Redline - by Terry Webber]]> https://forums.dust514.com/default.aspx?g=posts&m=2869156#post2869156 Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420

Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range and moving back the part of the redline that covers the spawn area below the MCC. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range.

What do you guys think?]]>
Fri, 17 Jul 2015 07:20:00 +0000 dustsearch/guid/2466438