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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
89
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Posted - 2013.08.13 22:04:00 -
[1] - Quote
It's no problem calling a MLT dropship when the match starts and getting up high first to lock down the air.
I usually end up getting to a roof top at around the same time as the enemy team, but since I'm only running a MLT Gorgon with speed boosts I can just ditch it if I have to. But when I touch down I create a no fly zone with my FG. Then I stay on the roof for until I run out of ammo (I don't try to blast everything I see moving.)
If my team captured the objectives below, I'll drop down to resupply or switch to HMG to defend the objectives. If not, I call in another Dropship to take me to the nearest supply depot/safe nanohive then I rinse and repeat.
TL;DR: Nothing is wrong with rooftop warfare, you just have to be quicker than the other team if your plan is to lock down the air. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
89
|
Posted - 2013.08.13 22:14:00 -
[2] - Quote
And stopping the camping of rooftops pretty much ruins the purpose of the Heavy and snipers. They're two builds that pretty much rely on camping to be effective.. and as a heavy I have no problems shooting people off of the towers with my FG, especially if they're sky lining themselves.
Even if they decided to call in a tank on a roof, there are places on the outside of the map for AV or another tank to reach them. They're not necessarily as high as the rooftops but they give you way better angles to get at them. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
90
|
Posted - 2013.08.13 22:20:00 -
[3] - Quote
Doshneil Antaro wrote:Interplanetary Insanitarium wrote:It's no problem calling a MLT dropship when the match starts and getting up high first to lock down the air.
I usually end up getting to a roof top at around the same time as the enemy team, but since I'm only running a MLT Gorgon with speed boosts I can just ditch it if I have to. But when I touch down I create a no fly zone with my FG. Then I stay on the roof for until I run out of ammo (I don't try to blast everything I see moving.)
If my team captured the objectives below, I'll drop down to resupply or switch to HMG to defend the objectives. If not, I call in another Dropship to take me to the nearest supply depot/safe nanohive then I rinse and repeat.
TL;DR: Nothing is wrong with rooftop warfare, you just have to be quicker than the other team if your plan is to lock down the air. I am not saying that rooftop grabbing is a bad tactic, nor do I say that there is no way to counter it. Though difficult to combat it is possible to retake the high ground. I also am not saying that all players stay up top and camp, just there is still an abundant amount of players that do. Also, people just want to feed the same counter measure, yet never actually address the issue, as well as the points I have made, which is counterproductive to an actually discussion. I have brought ideas and provided reasons why this issue should be addressed, but have yet to hear any argument to why they would hurt the game. I personally rush in and take all the points on the ground, then when I see the other team derp ship, I hide under the those buildings. The point of this post was to point out that by fixing these issues would improve teamplay, yet everyone that has posted here avoid that topic.
There aren't any gameplay/teamplay issues with rooftop warfare besides people not knowing how to respond to it. And while your ideas won't necessarily hurt the game, they won't help it either. You're trying to fix something that isn't broken.
I personally wait for my team to grab objectives while I camp my ass off on top of a tower preventing DS's or tanks from getting near those objectives. There are plenty of times good pilots creep up on me and prevent me from getting back up there. It's all a matter of tactics, be it solo or with a team. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
90
|
Posted - 2013.08.13 22:31:00 -
[4] - Quote
The tactic is totally better than redline sniping. The spots are accessible to anyone who wants to buy a DS. I have 0 SP into dropships and I manage to get to high ground almost all the time. I'm a dedicated heavy right now, not enough SP to put into vehicles.
There are only a few high spots like the lower tier of the "forked" tower and the mushroom top on, I believe, Iron Delta that have overhead cover... and even then they're low enough for snipers to snipe them, or grenades to get them, or even AR's to get them if they're close enough. Getting to high ground requires you to get out of the redline, unless you're getting on top of your MCC, which even then those snipers aren't going to do a whole lot besides get a few kills. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
90
|
Posted - 2013.08.13 22:38:00 -
[5] - Quote
Doshneil Antaro wrote: Your tactic is valid, as I have pointed out, is viable and I don't think it should go away. My point would still make doing as you say a great way to benefit your team, but would discourage mass amounts of a team to use high ground at the same time. It would allow snipers and forgers to actually stand a chance against those on the highest points as it would be somewhat more exposed.
Losing discourages mass amounts of a team from using high ground. If they don't care about losing nothing's gonna stop them from having 10 snipers on a tower.
And anyone on high ground has to expose themselves to shoot someone else. If someone is shooting at me or my teammates from high up and it's not a FG aiming at me I stand there, take a few hits while I charge, then BLAMMO! |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
92
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Posted - 2013.08.13 22:59:00 -
[6] - Quote
It does suck being on a team of redline snipers and MCC afkers but that's a risk you're taking by playing pub matches.
Limiting things like rooftop visibility (in terms of being able to see 360-¦) and removing cover for people on higher ground doesn't get rid of that.
And yeah, some people care about digital numbers more than e-honor. It's like in COD when you have corner campers that don't really "play" the game, they just wait in corners for people to run by and blap them just to say they have a such-and-such KDR. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
93
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Posted - 2013.08.14 02:06:00 -
[7] - Quote
Blade Masterson wrote:Easy fix to roof top camping grab a sniper and shoot the fish out the barrel
Or if there isn't any AV/Forge, just squash them with a DS. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
94
|
Posted - 2013.08.14 02:27:00 -
[8] - Quote
Doshneil Antaro wrote:I am disappointed in everyone that has posted on this topic so far. I brought constructively to the table, and you all went "waaaaa! Use derp ship! Spec into forge/sniper!". I even posted several times that high ground is a great tactic and should be used, just imposed stricter sizes and safe areas once up on these said locations. Still, people are defending this as though I said to remove all high ground.
I completely understand the words that you were using but restricting the size and safe area isn't going to stop people from doing what you're talking about. Doing anything besides removing it isn't going to affect the vertical aspect of this game. If they're in a safe area on top of a tower, what do you think they're doing? Absolutely nothing. If you restrict the size of it they'd still have a safe area, it might not be big enough to call in a tank, but you're still not going to hit anyone if they're crouched or in the center of the high spot.
And having cover on come of the high spots is actually great. If the other team tries to take you out with an OB but forgets to realize you have a roof protecting you, they just wasted an OB which equals a great strategy. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
100
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Posted - 2013.08.14 04:38:00 -
[9] - Quote
Canaan Knute wrote:Doshneil Antaro wrote:I am not advocating to make it easier to get up high, rather trying to make a reason to not just massively team camp them and actually play the objs for change. If there's a large group of enemies camping on a tower, you can take advantage of that. The lack of enemy players on the ground makes letters easier to take.
And, this is for the OP, but if you're on a team like that, then either become HAMF and be better than the other team with whatever players are capping objectives or find another team to play with. It's always going to happen no matter how much CCP fiddles with the high spots. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
101
|
Posted - 2013.08.14 08:15:00 -
[10] - Quote
Doshneil Antaro wrote:I've ignored talking in this subject for some time, as I believe this tactic is viable, but some issues arise because of this. I've seen other posts were people wanted ground access to rooftops, and I am against that. Access only by dropship gives them somewhat of a purpose, as well as cover from the onslaught of av on the field. I do believe there does need to be some balance though, as this tactic just encourages camping, usually half a team, with them not pushing any objectives. I have a few ideas that may help combat this issue.
First off, all rooftop spots should be within 2 types of ranges. The highest points should still be well within range of snipers on the ground, even more so than they are now. At the base the range to the top let's say 250 meters max. The second range should be within sleek throwing grenade distance. Their should be no heights above or between these two ranges, but lower ones would be acceptable.
Second, none of the higher areas should have overhead cover whatsoever. This way orbitals can always deal with the rooftop dwellers and their equipment.
Third, there should be less room to completely hide from ground troops. As is players take a round or two, move back 1m and are instantly safe to self rep. Majority of the high ground should be slopped to prevent abuse, and encourage players to use the rooftops for a short while to gain a tactical advantage, but then move in to take objectives, or just jump down to find better cover.
Lastly, it it's too easy to move around massive parts of these massive rooftops and cover entire areas of the map. To combat this, roofs should have smaller sectioned off areas, so players that do get up there will be confined to smaller areas of field of views. This way, if a player's chosen spot isn't seeing much action, they either jump down or have to call in another dropship to relocate.
Here, I'll go over it part by part. And I'm using Iron Delta as an example.
1) The different high points in the game are already within or below those two ranges. Not having spots between those two ranges would make camping stale and predictable, which is counter-intuitive if you're trying to snipe.
2) None of the higher areas have cover. Some of the areas like the dome at E-6/7 have cover below the top part of the roof and the tower below point A and to the left of point B also has a lower tier that people could access. Both of those spots, while they can't be touched by OB's, are well within most of the light weapons ranges.
3) Sloping the high ground to essentially remove the "safe zone" is also counter intuitive to snipers. The whole point of the safe zone is to make snipers or AV on top of the towers (like the ones at the bottom of F-7 and E-7/8) relevant. That's strategy, if you go up there you'll have the same safe zone as they do, and I bet you'd appreciate it if you were getting hit by snipers as it would give you time to heal if you survived their first or second shot. And the edges of the map are high enough for other snipers to see people on top of those towers almost constantly, unless they run to the other side and crouch.
4) The whole point of gaining higher ground is to see more of the map. There's eventually going to be absolutely no one to shoot at from up there because at some point someone on the other team is going to realize someone's up there and take them out. It's a double edged sword being up that high, you can see everyone but everyone can see you.
TL;DR: Snipe them back, Use a Dropship, or HTFU and ignore them. |
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
101
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Posted - 2013.08.14 08:19:00 -
[11] - Quote
excillon wrote:I agree. I put in a post last week about making sniping more difficult. Make them use dropshots like BF3 if they want to hug the rooftops, make it harder for them to land a shot. If it's an energy weapon like the charge sniper rifle, make it lose energy at greater distances, ,meaning by the time the shot hits you on the ground, it does half the damage or something like that.
I guess CCP could disallow spawn beacons above ground level, and nanohives. That would make them run out of bullets eventually.
Either way, something has to be done about it, I can name 4 users I see every weekend that do nothing but that same tactic over and over. People always remind me Dust is about risk. Well, what are they risking then by sitting way up there?
I'm assuming they're sniping and not AV... Counter snipe if you see their names in the lobby or use a dropship... and the snipers are rail guns, like the forge gun which shoots metal slugs at 7,000 m/s, so in the distances that the sniper rifle can engage at (definitely within 7 km) There would be little to no drop off of the projectile.
And if you keep running into the same people doing the same thing it should be easy for you to gat them back. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
105
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Posted - 2013.08.14 09:16:00 -
[12] - Quote
excillon wrote:
Ah the realism argument. Keep in mind that we're playing a game with clones, energy weapons, spaceships, etc. I think realism went out the window a while ago.
I do see your point, and understand the physics quite well. However, the point is something needs to be done. It was merely a suggestion to allow the people that do it to keep doing it, just make them work for it more. It is getting a bit tired and out of hand. And I do counter snipe, however, I don't regularly play as a sniper, I dabble in it only because i have the covenant rifle. I mainly run assault.
However, I think my no uplink/nanohive above a certain height idea is decent though. That way they have to come down at some point, or miss out on kills and become useless to their team.
It's more of a maths argument than a realism argument because we don't have handheld railguns ATM.
And yeah, the height cap on uplinks/hives is a good idea. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
106
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Posted - 2013.08.14 09:45:00 -
[13] - Quote
Canaan Knute wrote:excillon wrote:Either way, something has to be done about it, I can name 4 users I see every weekend that do nothing but that same tactic over and over. People always remind me Dust is about risk. Well, what are they risking then by sitting way up there? There are plenty of risks. Dropships can sneak up on me. Orbital strikes can be dropped on my head. Sniper teams can kill me before I have time to react. Forge gunners and railgun tanks can take me out in one shot. The list goes on.
Amen!.... Alright, I declare this thread dead. I'm murdering it with my Forge Gun for hiding on top of towers. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
138
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Posted - 2013.08.16 21:26:00 -
[14] - Quote
General Erick wrote: I'm a Heavy HMG that rushes the front line.
Ugggghhhhhh, Just thinking about that makes my tummy hurt
Hopefully the armor buff will make up for the lack of range/horrible dispersion the HMG has. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
139
|
Posted - 2013.08.16 21:46:00 -
[15] - Quote
General Erick wrote:Interplanetary Insanitarium wrote:General Erick wrote: I'm a Heavy HMG that rushes the front line.
Ugggghhhhhh, Just thinking about that makes my tummy hurt Hopefully the armor buff will make up for the lack of range/horrible dispersion the HMG has. I don't need the armor buffs, I just need to be smart and stay in CQB.
Yeah, I know how it goes. But when you say "rushing the front line" that implies running at the enemy, and let's face it, we're just giant targets for AR's/Scrambler rifles/sniper rifles/ SMG's/Shotguns..... basically everything.
The aiming is borked for the amount of dispersion the HMG has, you have to have the little dot on the person you're trying to shoot otherwise you're wasting your bullets, you have to stop to have any accuracy at the end of it's effective range, and I'm almost certain that the SMG has a longer effective range than the HMG. |
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