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Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 18:31:00 -
[1] - Quote
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. |
Tiffany NE Shephard
Opus Arcana Covert Intervention
5
|
Posted - 2013.08.13 18:40:00 -
[2] - 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.
This is a counter problem - if your skill allows buy some flux grenades - they can currently take out spawn points easily. Second buy Militia-grade dropships so you can fly up to them bombard them. Third - wide flat roofs currently allow you to drop a tank or LAV on them so you can use that as rooftop turreting to combat another dropship. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 18:48:00 -
[3] - Quote
Lol you countered your own argument, so I'll not try to talk logic to you. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 19:19:00 -
[4] - Quote
Tiffany NE Shephard wrote: This is a counter problem - if your skill allows buy some flux grenades - they can currently take out spawn points easily. Second buy Militia-grade dropships so you can fly up to them bombard them. Third - wide flat roofs currently allow you to drop a tank or LAV on them so you can use that as rooftop turreting to combat another dropship.
Most rooftops uplinks are far out of grenade range, and usually behind cover. Your fix is to call in a drop ship, but right after that you counter that by saying to call a tank on the said rooftop to keep off other dropships. You did not even cover the subject of discouraging teams from camping rooftops and not play the objectives, instead just are kdr farming. Not to mention, since armor tanks can point down excessively well, they can sit on rooftops immune to av, as swarms just hit the side of the building, and the tanker can shoot everything care free 0 isk risk, infantry, vehicles and installations are at said tanks mercy. Ive played whole matches of dom and skirmish were the other team got up high and never even attempted to fight for objectives because they are cowards and wanted easy kills. All of my suggestions lead to rooftops still being viable, but still encourages those players up high to come down to support their team in a meaningful way. |
Tiffany NE Shephard
Opus Arcana Covert Intervention
5
|
Posted - 2013.08.13 19:31:00 -
[5] - Quote
Doshneil Antaro wrote:Tiffany NE Shephard wrote: This is a counter problem - if your skill allows buy some flux grenades - they can currently take out spawn points easily. Second buy Militia-grade dropships so you can fly up to them bombard them. Third - wide flat roofs currently allow you to drop a tank or LAV on them so you can use that as rooftop turreting to combat another dropship.
Most rooftops uplinks are far out of grenade range, and usually behind cover. Your fix is to call in a drop ship, but right after that you counter that by saying to call a tank on the said rooftop to keep off other dropships. You did not even cover the subject of discouraging teams from camping rooftops and not play the objectives, instead just are kdr farming. Not to mention, since armor tanks can point down excessively well, they can sit on rooftops immune to av, as swarms just hit the side of the building, and the tanker can shoot everything care free 0 isk risk, infantry, vehicles and installations are at said tanks mercy. Ive played whole matches of dom and skirmish were the other team got up high and never even attempted to fight for objectives because they are cowards and wanted easy kills. All of my suggestions lead to rooftops still being viable, but still encourages those players up high to come down to support their team in a meaningful way.
Sorry - here's my tactic works Use dropship to get onto the roof as quickly as possible, don't land though - bail out a few feet on top. You gain an extra second to toss flux grenades onto the spawn beacons. Flux grenades for some reason destroy all types of spawn beacons.
The other piece is once you've cleared the rooftop is to spawn a Tank or LAV with anti dropship weapons so you can dominate the top. Otherwise you've left yourself as wide open as the other guys.
And to counter this Tank/LAV mix on top you can cheaply fit a Militia Heavy suit with the large Militia cannon weapon (I can't remember it's name!)
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Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 19:49:00 -
[6] - Quote
Tiffany NE Shephard wrote: Sorry - here's my tactic works Use dropship to get onto the roof as quickly as possible, don't land though - bail out a few feet on top. You gain an extra second to toss flux grenades onto the spawn beacons. Flux grenades for some reason destroy all types of spawn beacons.
The other piece is once you've cleared the rooftop is to spawn a Tank or LAV with anti dropship weapons so you can dominate the top. Otherwise you've left yourself as wide open as the other guys.
And to counter this Tank/LAV mix on top you can cheaply fit a Militia Heavy suit with the large Militia cannon weapon (I can't remember it's name!)
I'm not saying your tactic isn't viable, I'm saying it does not discourage enemies from camping these areas excessively. no amount of fixing to this issue will prevent some players from camping these areas still, I just think there needs to be reasons to not be up their exclusively by a whole team. I myself, just get under these buildings and take a nap and get a free win. My advised fixes also prevent the immune heavy forge gunner. Forge guns don't need a nerf, but if the keep up these cheese tactics, people will cry till it happens. Slopped roofs with less cover would cause these guys to die more, and getting nerfed less.
So far you have offered a known tactic to get up there yourself that everybody knows, but everyone knows that is easier said than implemented. You do not offer any reason why my fixes should not be implemented or why they would be a bad idea. |
General Erick
Onslaught Inc RISE of LEGION
57
|
Posted - 2013.08.13 20:03:00 -
[7] - Quote
All I heard was nerf rooftops |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 20:09:00 -
[8] - Quote
General Erick wrote:All I heard was nerf rooftops Didn't know balancing terrain to encourage team play on objectives was a nerf. Obviously your ones of those players to scared to attack an object, so you sit somewhere safe to pad kdr. It's OK to admit you have no skills, I forgive you. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.08.13 21:13:00 -
[9] - Quote
all building should have a ladder!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
im sick of wasting money on cheap derpships to clear at those nooby campers....
its either place a ladder on every building or...
give us a free default derpship.... |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3122
|
Posted - 2013.08.13 21:52:00 -
[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. There is no imbalance.
Moving on. |
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
89
|
Posted - 2013.08.13 22:04:00 -
[11] - 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. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 22:05:00 -
[12] - Quote
Mobius Wyvern wrote: There is no imbalance.
Moving on.
Please do "move on" as simply posting your very short, nonfactual opinion is discarded. Two sentences comprised of five words is an invalid argument. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 22:13:00 -
[13] - Quote
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
89
|
Posted - 2013.08.13 22:14:00 -
[14] - 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 -
[15] - 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. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 22:21:00 -
[16] - Quote
Interplanetary Insanitarium wrote: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. Snipers and forge gunners benefit greatly from inaccessible areas, but this tactic is not much better than redline sniping and brings in the same issues it causes. Those spots inaccessible to only but a few specialized characters, so to is little risk to reward for those players in those positions. Redline sniping, the old mcc sniping, and now getting high ground with over head cover are all in the same boat. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 22:30:00 -
[17] - Quote
Interplanetary Insanitarium wrote: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. 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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
90
|
Posted - 2013.08.13 22:31:00 -
[18] - 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 -
[19] - 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! |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.13 22:48:00 -
[20] - Quote
Interplanetary Insanitarium wrote: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. A dropship has a bigger redline area so they can take care of redline snipers. The issue that ties this to refine sniping is that both have so much cover, the second a player is getting shot at the move back half an inch on their screen. Both can die to other snipers and forge gunners, but it the long run makes death a whole lot less likely. Using superior ground like this should not be an issue, but has become a problem as people don't care about winning and just want isk/kdr. I rather go against a team of rooftop dwellers than have them on my team. It sucks being only 1 of 6 players on the field actually trying to secure a win. If we could field a full 16 into every match this, redline sniping, and MCC afking would cease, and lead to better games. |
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
92
|
Posted - 2013.08.13 22:59:00 -
[21] - 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. |
Ferindar
The Malevolent Monkey Militia
24
|
Posted - 2013.08.13 23:58:00 -
[22] - Quote
I posted this in another thread about people whining for easy access to rooftops, so allow me to do so here:
Ferindar wrote: Militia Dropships only cost 70k ISK, require no skills trained to fly, and can get you there pretty fast.
If you can't be bothered to fly up there, land, then spray and pray with your AR until you get a kill, then you deserve to get sniped over and over.
If you can't be bothered to load the FREE SNIPER FIT and suppress them, you deserve to get blown to bits by blue balls of death.
If you can't be bothered to work as a team, you deserve to die alone.
|
Blade Masterson
Hellstorm Inc League of Infamy
1
|
Posted - 2013.08.14 02:05:00 -
[23] - Quote
Easy fix to roof top camping grab a sniper and shoot the fish out the barrel |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
93
|
Posted - 2013.08.14 02:06:00 -
[24] - 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. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.14 02:21:00 -
[25] - Quote
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. |
Mobius Kaethis
Molon Labe. League of Infamy
480
|
Posted - 2013.08.14 02:25:00 -
[26] - Quote
Mobius Wyvern wrote: There is no imbalance.
Moving on.
Thank you a breath of sanity in this conversation of the crazy.
There is no problem with buildings being only accessable by dropship. There are a lot more ladders than there used to be and they are in reasonable spots. The other buildings have a pay to access feature (their height).
If your tired of people sniping you from high towers that you can't reach with out a dropship you can either a) get a drop ship and kill them or b)get a sniper rifle and shoot them in the head.
Done and done. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
94
|
Posted - 2013.08.14 02:27:00 -
[27] - 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. |
Doshneil Antaro
Dem Durrty Boyz
109
|
Posted - 2013.08.14 02:45:00 -
[28] - Quote
Interplanetary Insanitarium wrote: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. The whole point of this post is to make the high ground still usable, just more on individual level to help deter massive amounts of either team from gathering on them. Sure still use drop uplinks on them, now your teammates have a temporary well positioned spot to spawn, but as it gets 3-4 and the safe area is running out, it might be time to jump down and get back to the actual fight.
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. |
Canaan Knute
Conspiratus Immortalis Covert Intervention
104
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Posted - 2013.08.14 04:25:00 -
[29] - Quote
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
100
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Posted - 2013.08.14 04:38:00 -
[30] - 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. |
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