Ryan Mauler
WarRavens League of Infamy
18
|
Posted - 2013.08.21 21:58:00 -
[1] - Quote
So after reading through the majority of the forums regarding map sizes and new map ideas, I have noticed a trend that many people are unhappy with the way the maps are balanced as far as size is concerned (not on how they are balanced team by team). The maps are large enough that you could walk around aimlessly and not see any action for 2+ minutes, and yet you could get insta-killed right out of an Ambush spawn. This is because the battles are usually centralized on one location of the map (in Ambush). And another thing, the spawning on Ambush makes no sense. There is no "teleport pilot" function on EVE, so why is there a "teleport merc" function on DUST? You literally just appear on the battlefield, and what's more is that the guy who is in charge of teleporting us mercs, really sucks at his job sometimes (spawning us right in the middle of 5 heavys, 3 assaults, 2 firing laser rifles, and a blaster tank). "Yo, thanks teleport guy in the sky, I just spawned onto the field in full proto gear and got shot up by all 16 stupid militia mercs before I had a chance to see straight". Someone fire that man...
Another issue that has come up is the ability to spawn at the NULL cannons (in Skirmish). This makes no sense as the NULL cannons have no Clone Reanimation features (Domination game mode has it right, you cannot spawn on the cannon). This spawning option on the cannons is especially frustrating to the lone survivor or an objective attack squad.
(This part isn't necessary to read, it's just a scenario for further explanation)
"After a long hard push to the objective, and having taken out every defender, you are the lone survivor of the attack squad. The last individual that you defeated was a Minmatar Scout with NOVA knives. All the defenders are gone and you alone have the ability to redeem your fallen squad mates by fulfilling the objective. That scout that you killed a few moments earlier, however, knows exactly what to do to totally smash your dreams. He knows that you are an Assault trooper and can guess that you don't have any speed hacking modules attached. He knows that it takes 10 seconds to hack an Objective and 10 seconds to spawn. Given the distance that you are from the objective, the scout times his spawn so he appears as you begin your hack. He creeps up behind you, charges his nova knives, and before you have time to even finish the hack, you're dead. All that work for nothing."
Now some people say that this is a viable tactic for the scout to use, and I agree with them. The only issue that I have with it is that it is on the NULL cannon. If the scout had dropped an uplink on the roof near the objective and then took out the Assault trooper, that would be a different story. The gameplay that this "spawn on cannons" tactic has required DUST players to use is a herding kind of gameplay. Everyone moves together to where the fight is. They move like a herd, as that is the only way to hack the objective without getting killed after you start the hack.
Okay, so maybe it's not the only way, but when it comes to making a squad vs squad push, it can be very annoying.
Hopefully that wasn't too long. If it was, my apologies.
So here's the question:
How do we solve these problems:
- Spawning that makes sense on Ambush
Well, here is one solution for you guys to discuss. Feel free to agree/disagree/post your own.
- Stop the teleporting... Just stop it.
CCP tried out only allowing teams to spawn on one side of the map for Ambush back in beta, but they shut that down because players complained that it "took too long to get back to the battle". Well, instead of shutting down a possible solution, how about trying to fix it? The maps are huge... Duh, they kinda need to be, to facilitate dropships, tanks, LAVs and of course, the infantry. So how about this: use drop uplinks/logi dropships to push your frontline, and put more than 1 CRU on an ambush map. Also, allow people to spawn onto the field already inside their airborne drop ship or their tank.
- Stop the NULL cannon spawn
All this spawning does is force players to play where there is no battle in order to get a hack, or move their entire team on a location. No strategy, no tactic, just run with no fun, or run and gun. Encourage users to think more strategically and provide better options to spawn (teleporting is not one of those options) |
Niuvo
The Phoenix Federation
380
|
Posted - 2013.08.21 22:06:00 -
[2] - Quote
I feel your pain man. I sadly teleport to stop hacks and don't feel good about it. There needs to be a clear base spawn, like a friendly cru and an enemy cru at opposite sides. We need somewhere to spawn, we can't just spawn on ground, there needs to be a cru because that's what a cru is for. Deny null cannon spawning, which will make uplinks crucial to keep tabs on that objective. I really hope for a huge change in the way we do warfare. A change that rewards effort not cheap kills like teleport kills.
The only risk will be when you hack crus, then you'll need to be on your toes. |
Ryan Mauler
WarRavens League of Infamy
18
|
Posted - 2013.08.21 22:27:00 -
[4] - Quote
Yeah, Ambush is a little broken right now. Maybe after command dropsuits come out, you could spawn onto your squad leader once every 5 minutes or so. That's one way to keep the battle in the middle instead of making everyone take a hike to the middle from the edges. Also, it would be interesting to have an "Attack/Defend" version of Ambush (cuz that's what an ambush is) having one team spawn into the middle and the others on the outskirts. They'd need CRU's in the middle and the edges, but it would be interesting. |
Niuvo
The Phoenix Federation
380
|
Posted - 2013.08.21 22:32:00 -
[5] - Quote
Ryan Mauler wrote:Yeah, Ambush is a little broken right now. Maybe after command dropsuits come out, you could spawn onto your squad leader once every 5 minutes or so. That's one way to keep the battle in the middle instead of making everyone take a hike to the middle from the edges. Also, it would be interesting to have an "Attack/Defend" version of Ambush (cuz that's what an ambush is) having one team spawn into the middle and the others on the outskirts. They'd need CRU's in the middle and the edges, but it would be interesting. survive the ambush or repel the attack. something along those lines. something interesting happens when supply depots are gone. |