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Doshneil Antaro
Dem Durrty Boyz
109
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Posted - 2013.08.14 06:06:00 -
[31] - Quote
Interplanetary Insanitarium wrote: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. I swear none of you read any of this post, just the title and decided to post. The last 3 posts are saying the same **** in different words. All of which has been addressed through to the post. |
Canaan Knute
Conspiratus Immortalis Covert Intervention
105
|
Posted - 2013.08.14 07:36:00 -
[32] - Quote
Doshneil Antaro wrote:I swear none of you read any of this post, just the title and decided to post. The last 3 posts are saying the same **** in different words. All of which has been addressed through to the post. I read the OP, but it did not address what I said in my previous post. |
excillon
united we stand x
16
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Posted - 2013.08.14 08:05:00 -
[33] - Quote
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? |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
101
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Posted - 2013.08.14 08:15:00 -
[34] - 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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
101
|
Posted - 2013.08.14 08:19:00 -
[35] - 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. |
excillon
united we stand x
16
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Posted - 2013.08.14 09:08:00 -
[36] - Quote
Interplanetary Insanitarium wrote: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.
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
105
|
Posted - 2013.08.14 09:16:00 -
[37] - 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. |
Canaan Knute
Conspiratus Immortalis Covert Intervention
106
|
Posted - 2013.08.14 09:36:00 -
[38] - Quote
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
106
|
Posted - 2013.08.14 09:45:00 -
[39] - 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. |
Midas Fool
Guardian Solutions DARKSTAR ARMY
108
|
Posted - 2013.08.14 13:16:00 -
[40] - Quote
High Ground = Advantage. It's just natural, mostly since visibility is key. So -1.
However rooftop snipers/forge/tanks are kind of annoying and expensive to deal with, so I suppose a few map changes here or there would be nice. Maybe a roof over some objectives or something? So +1 I guess.
Overall I'm personally pretty neutral. Good analysis on "rooftop combat" I suppose. |
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General Erick
Onslaught Inc RISE of LEGION
61
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Posted - 2013.08.16 21:21:00 -
[41] - Quote
Doshneil Antaro wrote: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 one of those players to scared to attack an objective, so you sit somewhere safe to pad kdr. It's OK to admit you have no skills, I forgive you. I'm a Heavy HMG that rushes the front line. Check my stats next time you're on. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
138
|
Posted - 2013.08.16 21:26:00 -
[42] - 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. |
Bojo The Mighty
Zanzibar Concept
1496
|
Posted - 2013.08.16 21:27:00 -
[43] - Quote
Doshneil Antaro wrote: Access only by dropship gives them somewhat of a purpose If this is the only purpose to dropships then dropships need some massive buffs then.
Doshneil Antaro wrote:as well as cover from the onslaught of av on the field. Actually I've rarely seen DS pilots use skyscraper rooftops for cover. I've seen them go way high, above Swarm range, and above sight/accuracy of forge guns. Then they retreat to the redline to recall. Fact. |
General Erick
Onslaught Inc RISE of LEGION
61
|
Posted - 2013.08.16 21:35:00 -
[44] - Quote
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
139
|
Posted - 2013.08.16 21:46:00 -
[45] - 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. |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
137
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Posted - 2013.08.16 22:40:00 -
[46] - Quote
Op is an idiot and should eat poo and kick the bucket. Ok, not really, but enough people have said that to me, and I wanted to say it to someone else too.
Thing is, Higher positions are ALWAYS going to provide an advantage. Now, I will agree that the orbital should do a better job cleaning them off, but your other ideas are problematic, as they create problems with level design and such.
Also, simple fact: if a sniper can hit you, you can snipe back.
My solution was to add a mortar or some sort of artillary, something capable of hitting roof tops from the ground.
This would have two advantages: One is being able to fire from cover and not get smacked around by snipers and forge gunners, and the other is not having to fly up there in a ds and get laughed at by forge guns and tanks. It would greatly enhance gameplay for the simple fact of fixing these camps. Honestly, some are as bad as the old spawn camps. |
Taurion Bruni
D3M3NT3D M1NDZ
164
|
Posted - 2013.08.17 00:16:00 -
[47] - 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.
while the rooftop camping is a problem to the ground players, there is an easy counter.
have an assault dropship (me) fly up there and terrorize them until they jump off or die, and I would suggest taking out the equipment first to prevent re-spawn and replenish ammo |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
140
|
Posted - 2013.08.19 17:35:00 -
[48] - Quote
Taurion Bruni wrote: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. while the rooftop camping is a problem to the ground players, there is an easy counter. have an assault dropship (me) fly up there and terrorize them until they jump off or die, and I would suggest taking out the equipment first to prevent re-spawn and replenish ammo
The problem with this is a few guys with forge guns or swarm launchers can drive you off pretty easily.
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