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Zero Harpuia
Turalyon 514 Turalyon Alliance
927
|
Posted - 2013.09.16 04:27:00 -
[1] - Quote
Please read to the end. I in no way state that this is a good idea.
I feel this is a slapdash solution to a prevalent issue, but what if Drop Uplinks could not be utilized by Heavy class suits? I feel it would fix the issues people have with SwarmSniper Commandos and ForgeSniper Sentinels on the highest of heights, like the roof of Communications, the towers of Line Harvest, or the skyscrapers of Biomass. They may only get to these places with the direct aide of a Dropship, and once killed must be re-ferried to their perch.
However, this idea is not, in any manner, perfect. It penalizes those Heavy class players that do not abuse the rooftops, and will most likely relegate any Domination playing Heavy to Skirmish, as the long walk back to the point would become tiresome. It would be the same thing we did to the Logistics and Vehicle players for those few that farmed WP off of LAVs, or what we did to the AV players by removing damage WP due to, again, a few boosters abusing the feature.
This solution is not perfect. In fact, even though I despise Drop Uplinks, I find it very heavy-handed and unfair to the Heavies. This is where I ask for your help. his is a forum, a place to exchange, share, and build on ideas. People are upset by Forge Snipers, but only view the Forge itself as the issue.
The components of this problem are 1.Dropship flight ceiling. If DShips couldn't go that high though, then they'd have a harder time dodging swarms. 2.Height of certain map areas. If they alter the maps though, then it would set precedent for changing ever 'problem' with every map. 3.Forge Gun supremacy at high places. Working as intended, until compounded by one of the other issues. 4.Drop Uplinks. There is no reason not to use the Uplink, but something as heavy-handed as class limiters is unfair to those who share the class. 5.Build-able Zones. We can slap a Nanohive or Uplink anywhere that has a floor. If we couldn't build there to begin with, there wouldn't be as much of an issue. This may take far more coding time that it seems, however.
I've done the legwork, and proposed my flawed idea. Anyone else have a better solution? You have nothing to lose in offering. |
Mossellia Delt
Militaires Sans Jeux
264
|
Posted - 2013.09.16 04:34:00 -
[2] - Quote
drop uplinks cant be placed over a certian height limit |
Skihids
Bullet Cluster
2083
|
Posted - 2013.09.16 04:41:00 -
[3] - Quote
CCP is making new maps less sniper friendly with walls on building tops and other measures.
That will cut down of FG snipers too. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
927
|
Posted - 2013.09.16 04:52:00 -
[4] - Quote
Skihids wrote:CCP is making new maps less sniper friendly with walls on building tops and other measures.
That will cut down of FG snipers too.
Yes, but unless they go over the previous maps then there will still be issues. You can take what you have learned into the future, but we cannot neglect what is already built. A shaky foundation will decimate the sturdiest of structures. |
Chances Ghost
Inf4m0us
851
|
Posted - 2013.09.16 05:13:00 -
[5] - Quote
Zero Harpuia wrote:Skihids wrote:CCP is making new maps less sniper friendly with walls on building tops and other measures.
That will cut down of FG snipers too. Yes, but unless they go over the previous maps then there will still be issues. You can take what you have learned into the future, but we cannot neglect what is already built. A shaky foundation will decimate the sturdiest of structures.
eventually the old maps will be phased out
this will be something shortly after the completion of the caldari production facility and the minmatar cargo hub.
the maps that dont use infrastructure will probably be phased out or repurposed at this time.
then they will flesh out the racial vaarients (all 3 races research,cargo,production)
the new maps and infrastructure are CCPs new gold standard, and it shows just how much work they put into taking allt hose things you mentined into account. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 05:20:00 -
[6] - Quote
Chances Ghost wrote:Zero Harpuia wrote:Skihids wrote:CCP is making new maps less sniper friendly with walls on building tops and other measures.
That will cut down of FG snipers too. Yes, but unless they go over the previous maps then there will still be issues. You can take what you have learned into the future, but we cannot neglect what is already built. A shaky foundation will decimate the sturdiest of structures. eventually the old maps will be phased out this will be something shortly after the completion of the caldari production facility and the minmatar cargo hub. the maps that dont use infrastructure will probably be phased out or repurposed at this time. then they will flesh out the racial vaarients (all 3 races research,cargo,production) the new maps and infrastructure are CCPs new gold standard, and it shows just how much work they put into taking allt hose things you mentined into account. Indeed, they do work well. I can only hope that the bare bones maps will fill the missing roles (good for snipers, good for tankers, etc), and that the other slotted infrastructure can live up to the excellence that was the wave of 1.4 'in-house' fighting.
On a personal note, I cannot say goodbye to Line Harvest soon enough. Unlike Craterlake, you will not be missed. |
Xender17
Ahrendee Mercenaries EoN.
623
|
Posted - 2013.09.16 05:30:00 -
[7] - Quote
Line harvest is the one I will love to say goodbye to. General woes? Woer/Woes Infantry/Ishukone Assault FG Dropshipes/All FG All vehicles/ Swarm Launchers AR/Non-AR everyone Gunnlogis/Madrugar
|
Asirius Medaius
Planetary Response Organization Test Friends Please Ignore
371
|
Posted - 2013.09.16 06:02:00 -
[8] - Quote
Zero Harpuia wrote:Please read to the end. I in no way state that this is a good idea.
I feel this is a slapdash solution to a prevalent issue, but what if Drop Uplinks could not be utilized by Heavy class suits? I feel it would fix the issues people have with SwarmSniper Commandos and ForgeSniper Sentinels on the highest of heights, like the roof of Communications, the towers of Line Harvest, or the skyscrapers of Biomass. They may only get to these places with the direct aide of a Dropship, and once killed must be re-ferried to their perch.
However, this idea is not, in any manner, perfect. It penalizes those Heavy class players that do not abuse the rooftops, and will most likely relegate any Domination playing Heavy to Skirmish, as the long walk back to the point would become tiresome. It would be the same thing we did to the Logistics and Vehicle players for those few that farmed WP off of LAVs, or what we did to the AV players by removing damage WP due to, again, a few boosters abusing the feature.
This solution is not perfect. In fact, even though I despise Drop Uplinks, I find it very heavy-handed and unfair to the Heavies. This is where I ask for your help. his is a forum, a place to exchange, share, and build on ideas. People are upset by Forge Snipers, but only view the Forge itself as the issue.
The components of this problem are 1.Dropship flight ceiling. If DShips couldn't go that high though, then they'd have a harder time dodging swarms. 2.Height of certain map areas. If they alter the maps though, then it would set precedent for changing ever 'problem' with every map. 3.Forge Gun supremacy at high places. Working as intended, until compounded by one of the other issues. 4.Drop Uplinks. There is no reason not to use the Uplink, but something as heavy-handed as class limiters is unfair to those who share the class. 5.Build-able Zones. We can slap a Nanohive or Uplink anywhere that has a floor. If we couldn't build there to begin with, there wouldn't be as much of an issue. This may take far more coding time that it seems, however.
I've done the legwork, and proposed my flawed idea. Anyone else have a better solution? You have nothing to lose in offering.
Implying you can't just get a dropship and fly it up there in a heavy suit... |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 06:06:00 -
[9] - Quote
Asirius Medaius wrote:Zero Harpuia wrote:Please read to the end. I in no way state that this is a good idea.
I feel this is a slapdash solution to a prevalent issue, but what if Drop Uplinks could not be utilized by Heavy class suits? I feel it would fix the issues people have with SwarmSniper Commandos and ForgeSniper Sentinels on the highest of heights, like the roof of Communications, the towers of Line Harvest, or the skyscrapers of Biomass. They may only get to these places with the direct aide of a Dropship, and once killed must be re-ferried to their perch.
However, this idea is not, in any manner, perfect. It penalizes those Heavy class players that do not abuse the rooftops, and will most likely relegate any Domination playing Heavy to Skirmish, as the long walk back to the point would become tiresome. It would be the same thing we did to the Logistics and Vehicle players for those few that farmed WP off of LAVs, or what we did to the AV players by removing damage WP due to, again, a few boosters abusing the feature.
This solution is not perfect. In fact, even though I despise Drop Uplinks, I find it very heavy-handed and unfair to the Heavies. This is where I ask for your help. his is a forum, a place to exchange, share, and build on ideas. People are upset by Forge Snipers, but only view the Forge itself as the issue.
The components of this problem are 1.Dropship flight ceiling. If DShips couldn't go that high though, then they'd have a harder time dodging swarms. 2.Height of certain map areas. If they alter the maps though, then it would set precedent for changing ever 'problem' with every map. 3.Forge Gun supremacy at high places. Working as intended, until compounded by one of the other issues. 4.Drop Uplinks. There is no reason not to use the Uplink, but something as heavy-handed as class limiters is unfair to those who share the class. 5.Build-able Zones. We can slap a Nanohive or Uplink anywhere that has a floor. If we couldn't build there to begin with, there wouldn't be as much of an issue. This may take far more coding time that it seems, however.
I've done the legwork, and proposed my flawed idea. Anyone else have a better solution? You have nothing to lose in offering. Implying you can't just get a dropship and fly it up there in a heavy suit...
Implying you obviously didn't read the entire post or you would have read as such. Read before you post, lest your smart mouth betray your dumb ass :3 |
Shattered Mirage
The Enclave Syndicate Dark Taboo
250
|
Posted - 2013.09.16 07:10:00 -
[10] - Quote
.........
Quote:what if Drop Uplinks could not be utilized by Heavy class suits? Heavies can't use drop up-links, nice try. |
|
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
54
|
Posted - 2013.09.16 07:24:00 -
[11] - Quote
I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly? |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 07:25:00 -
[12] - Quote
Shattered Mirage wrote:......... Quote:what if Drop Uplinks could not be utilized by Heavy class suits? Heavies can't use drop up-links, nice try. Utilized means USED, not EQUIPPED. Reading comprehension check failed, care to reroll? |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 07:35:00 -
[13] - Quote
IAmDuncanIdaho II wrote:I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly?
Imagine this. Playing Line Harvest, when all of a sudden BLAM, you get shelled by something you can't see. Didn't quite kill you, but it got close. BLAM, you're dead. Killfeed says it was a Forge Gun. While spawning in, you notice a red dot on one of the towers. You decide to countersnipe to kill the heavy, but you just can't finish him as he just dips back over the edge. You finally get him by some fluke... and then 10 seconds later you start the cycle all over again.
Back in E3, the same thing happened but with Light Missile turrets or the occasional HAV getting called up there, and both in E3 and now there are snipers perched. The issue arises in that there is no counter. Fly up a DShip like he did? He'll shoot you down. Snipe him? He can't be dropped fast enough, so he'll just keep repping, peaking out, getting a kill/assist, repeat. Use a Forge Gun? Not accurate enough. OB? They spawn lower than the tower roof. Climb manually? No ladder. Nothing can dislodge him besides the fanciest of fliers, so maybe the problem could be addressed by the introduction of fighters or a DShip buff, but even if you do kill him he just respawns in a few moments. |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
54
|
Posted - 2013.09.16 07:46:00 -
[14] - Quote
I see so the counter doesn't work anywhere near as easily as the initial play because you now have AV up there. So it's a race, and a boring one at that that has nothing to do with the game and everything to do with owning the OP spot on the map.
So yeah, maybe some way of being able to fly-by fast enough and with skill drop some sort of flux grenade where the uplinks are. Requires a new vehicle by the sounds of it. Orbitals *should* be able to hit though, that's just silly that they don't.
Thanks for the explanation! |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 07:48:00 -
[15] - Quote
IAmDuncanIdaho II wrote:I see so the counter doesn't work anywhere near as easily as the initial play because you now have AV up there. So it's a race, and a boring one at that that has nothing to do with the game and everything to do with owning the OP spot on the map.
So yeah, maybe some way of being able to fly-by fast enough and with skill drop some sort of flux grenade where the uplinks are. Requires a new vehicle by the sounds of it. Orbitals *should* be able to hit though, that's just silly that they don't.
Thanks for the explanation! No problem. Always feels better to be able to enlighten someone then respond to yet another 'lul no cuz didn't read' |
Shattered Mirage
The Enclave Syndicate Dark Taboo
251
|
Posted - 2013.09.16 08:06:00 -
[16] - Quote
Zero Harpuia wrote:Shattered Mirage wrote:......... Quote:what if Drop Uplinks could not be utilized by Heavy class suits? Heavies can't use drop up-links, nice try. Utilized means USED, not EQUIPPED. Reading comprehension check failed, care to reroll?
Crap... you got me
I seriously don't know how I missed that..... |
ChromeBreaker
SVER True Blood Public Disorder.
1190
|
Posted - 2013.09.16 08:23:00 -
[17] - Quote
As a HMG/ forge gun user that ends up using it more as a shotgun than a sniper, your idea sucks. Heavies have it hard enough as it is with out making them have to walk even further. What about HMG users?
So you have issues with sniper FG's? well 99% of the time that sniper FG is about 50m away and the only reason youve been hit is because youve stood still too long or are being waaaay too predictable . |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 17:23:00 -
[18] - Quote
ChromeBreaker wrote:As a HMG/ forge gun user that ends up using it more as a shotgun than a sniper, your idea sucks. Heavies have it hard enough as it is with out making them have to walk even further. What about HMG users?
So you have issues with sniper FG's? well 99% of the time that sniper FG is about 50m away and the only reason youve been hit is because youve stood still too long or are being waaaay too predictable .
I stated in the OP that it was a bad solution and that it would unfairly penalize the HMG heavy. I agree with you that this is too broad a fix, and applies the same logic that other 'fixes' used, a scorched earth policy. I feel like you may not have read the entire post, but ok. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 17:24:00 -
[19] - Quote
Shattered Mirage wrote:Zero Harpuia wrote:Shattered Mirage wrote:......... Quote:what if Drop Uplinks could not be utilized by Heavy class suits? Heavies can't use drop up-links, nice try. Utilized means USED, not EQUIPPED. Reading comprehension check failed, care to reroll? Crap... you got me I seriously don't know how I missed that.....
It's ok, just pick yourself up and keep going :D |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
936
|
Posted - 2013.09.16 17:35:00 -
[20] - Quote
Best solution? Make the forge round more likely to miss than it is right now. For some reason in uprising they changed the forge gun mechanic from "fires in random directions in a small cone" to "fires in a straight line where you point."
Because of this, players can simply line up their shot until it turns red and then fire to get a direct hit, resulting in an instant kill. If it missed more, then forge sniping would be done away with altogether because the farther away you are, the more likely the shot is to be WAY off.
However, large moving targets like tanks will still be easy to hit. It might make shooting at LAVs a bit harder but I can live with that. |
|
Panoscape
BurgezzE.T.F Public Disorder.
139
|
Posted - 2013.09.16 17:43:00 -
[21] - Quote
A fun thing to do when a blueberry forge gunner is tower camping is to call in a LAV right behind him and then push them off the tower. It gets real fun when they spawn back up there and stare at you, then you push them off again. Good times, good times. |
Smooth Assassin
Stardust incorporation
171
|
Posted - 2013.09.16 17:46:00 -
[22] - Quote
Zero Harpuia wrote:Please read to the end. I in no way state that this is a good idea.
I feel this is a slapdash solution to a prevalent issue, but what if Drop Uplinks could not be utilized by Heavy class suits? I feel it would fix the issues people have with SwarmSniper Commandos and ForgeSniper Sentinels on the highest of heights, like the roof of Communications, the towers of Line Harvest, or the skyscrapers of Biomass. They may only get to these places with the direct aide of a Dropship, and once killed must be re-ferried to their perch.
However, this idea is not, in any manner, perfect. It penalizes those Heavy class players that do not abuse the rooftops, and will most likely relegate any Domination playing Heavy to Skirmish, as the long walk back to the point would become tiresome. It would be the same thing we did to the Logistics and Vehicle players for those few that farmed WP off of LAVs, or what we did to the AV players by removing damage WP due to, again, a few boosters abusing the feature.
This solution is not perfect. In fact, even though I despise Drop Uplinks, I find it very heavy-handed and unfair to the Heavies. This is where I ask for your help. his is a forum, a place to exchange, share, and build on ideas. People are upset by Forge Snipers, but only view the Forge itself as the issue.
The components of this problem are 1.Dropship flight ceiling. If DShips couldn't go that high though, then they'd have a harder time dodging swarms. 2.Height of certain map areas. If they alter the maps though, then it would set precedent for changing ever 'problem' with every map. 3.Forge Gun supremacy at high places. Working as intended, until compounded by one of the other issues. 4.Drop Uplinks. There is no reason not to use the Uplink, but something as heavy-handed as class limiters is unfair to those who share the class. 5.Build-able Zones. We can slap a Nanohive or Uplink anywhere that has a floor. If we couldn't build there to begin with, there wouldn't be as much of an issue. This may take far more coding time that it seems, however.
I've done the legwork, and proposed my flawed idea. Anyone else have a better solution? You have nothing to lose in offering. Shut up with dropships and height limit sorry but my afterburner gotta dodge some swarms |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 18:34:00 -
[23] - Quote
I-Shayz-I wrote:Best solution? Make the forge round more likely to miss than it is right now. For some reason in uprising they changed the forge gun mechanic from "fires in random directions in a small cone" to "fires in a straight line where you point."
Because of this, players can simply line up their shot until it turns red and then fire to get a direct hit, resulting in an instant kill. If it missed more, then forge sniping would be done away with altogether because the farther away you are, the more likely the shot is to be WAY off.
However, large moving targets like tanks will still be easy to hit. It might make shooting at LAVs a bit harder but I can live with that.
I am loathe to nerf the FG, but if I had to suggest something... I'm not too sure about adding deviation, but maybe a smidgeon more shake would work well. Also, maybe abit more travel time, but travel time on a Railgun doesn't make sense... |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 18:36:00 -
[24] - Quote
Smooth Assassin wrote:Zero Harpuia wrote:Please read to the end. I in no way state that this is a good idea.
I feel this is a slapdash solution to a prevalent issue, but what if Drop Uplinks could not be utilized by Heavy class suits? I feel it would fix the issues people have with SwarmSniper Commandos and ForgeSniper Sentinels on the highest of heights, like the roof of Communications, the towers of Line Harvest, or the skyscrapers of Biomass. They may only get to these places with the direct aide of a Dropship, and once killed must be re-ferried to their perch.
However, this idea is not, in any manner, perfect. It penalizes those Heavy class players that do not abuse the rooftops, and will most likely relegate any Domination playing Heavy to Skirmish, as the long walk back to the point would become tiresome. It would be the same thing we did to the Logistics and Vehicle players for those few that farmed WP off of LAVs, or what we did to the AV players by removing damage WP due to, again, a few boosters abusing the feature.
This solution is not perfect. In fact, even though I despise Drop Uplinks, I find it very heavy-handed and unfair to the Heavies. This is where I ask for your help. his is a forum, a place to exchange, share, and build on ideas. People are upset by Forge Snipers, but only view the Forge itself as the issue.
The components of this problem are 1.Dropship flight ceiling. If DShips couldn't go that high though, then they'd have a harder time dodging swarms. 2.Height of certain map areas. If they alter the maps though, then it would set precedent for changing ever 'problem' with every map. 3.Forge Gun supremacy at high places. Working as intended, until compounded by one of the other issues. 4.Drop Uplinks. There is no reason not to use the Uplink, but something as heavy-handed as class limiters is unfair to those who share the class. 5.Build-able Zones. We can slap a Nanohive or Uplink anywhere that has a floor. If we couldn't build there to begin with, there wouldn't be as much of an issue. This may take far more coding time that it seems, however.
I've done the legwork, and proposed my flawed idea. Anyone else have a better solution? You have nothing to lose in offering. Shut up with dropships and height limit sorry but my afterburner gotta dodge some swarms
I said that in the post tho :c |
Jake Diesel
BIG BAD W0LVES
22
|
Posted - 2013.09.16 19:04:00 -
[25] - Quote
Zero Harpuia wrote:IAmDuncanIdaho II wrote:I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly? Imagine this. Playing Line Harvest, when all of a sudden BLAM, you get shelled by something you can't see. Didn't quite kill you, but it got close. BLAM, you're dead. Killfeed says it was a Forge Gun. While spawning in, you notice a red dot on one of the towers. You decide to countersnipe to kill the heavy, but you just can't finish him as he just dips back over the edge. You finally get him by some fluke... and then 10 seconds later you start the cycle all over again. Back in E3, the same thing happened but with Light Missile turrets or the occasional HAV getting called up there, and both in E3 and now there are snipers perched. The issue arises in that there is no counter. Fly up a DShip like he did? He'll shoot you down. Snipe him? He can't be dropped fast enough, so he'll just keep repping, peaking out, getting a kill/assist, repeat. Use a Forge Gun? Not accurate enough. OB? They spawn lower than the tower roof. Climb manually? No ladder. Nothing can dislodge him besides the fanciest of fliers, so maybe the problem could be addressed by the introduction of fighters or a DShip buff, but even if you do kill him he just respawns in a few moments.
The problem with your strategy and thinking is that you feel you need to "kill" the forge gunner in order to achieve your objective. Well let me advise you. You don't need to. You've already stated exactly what needs to be done and you've achieved it. You effectively pushed him back. If this was coordinated with your team, they'll have that brief moment of opportunity to take the objective which now makes the forge gunner useless. How do I know this? Because it's happened to me. When there's a powerful sniper shooting at me and I can't see him nor reach him with my forge, then I'm suppressed and useless up there. This forces me down to the ground where I'm better used.
The real problem is that domination is a game with randoms. When you're in a game of randoms, it's near impossible to have any strategy to work. Because you don't know who's on your team. The strategy above works everytime, but only if you have a sniper on your team of randoms that can do that. |
Jake Diesel
BIG BAD W0LVES
22
|
Posted - 2013.09.16 19:22:00 -
[26] - Quote
I-Shayz-I wrote:Best solution? Make the forge round more likely to miss than it is right now. For some reason in uprising they changed the forge gun mechanic from "fires in random directions in a small cone" to "fires in a straight line where you point."
Because of this, players can simply line up their shot until it turns red and then fire to get a direct hit, resulting in an instant kill. If it missed more, then forge sniping would be done away with altogether because the farther away you are, the more likely the shot is to be WAY off.
However, large moving targets like tanks will still be easy to hit. It might make shooting at LAVs a bit harder but I can live with that.
Again people like yourself keep feeding false ideas that Forge Guns are easy one hit kill weapons. If you got one hit killed, you were either running in a straight line whether left or right of the forger and the forger got a good lead shot on you. You were running straight at the forger. Or you were standing still. Every other OHK is luck of the draw because it is difficult to actually do what you say. And believe it or not. The forge round had bullet travel and is not instantaneous the minute you release that trigger. Please get your facts straight before posting and making a weapon sound more effective than what it really is. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.16 19:43:00 -
[27] - Quote
Jake Diesel wrote:Zero Harpuia wrote:IAmDuncanIdaho II wrote:I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly? Imagine this. Playing Line Harvest, when all of a sudden BLAM, you get shelled by something you can't see. Didn't quite kill you, but it got close. BLAM, you're dead. Killfeed says it was a Forge Gun. While spawning in, you notice a red dot on one of the towers. You decide to countersnipe to kill the heavy, but you just can't finish him as he just dips back over the edge. You finally get him by some fluke... and then 10 seconds later you start the cycle all over again. Back in E3, the same thing happened but with Light Missile turrets or the occasional HAV getting called up there, and both in E3 and now there are snipers perched. The issue arises in that there is no counter. Fly up a DShip like he did? He'll shoot you down. Snipe him? He can't be dropped fast enough, so he'll just keep repping, peaking out, getting a kill/assist, repeat. Use a Forge Gun? Not accurate enough. OB? They spawn lower than the tower roof. Climb manually? No ladder. Nothing can dislodge him besides the fanciest of fliers, so maybe the problem could be addressed by the introduction of fighters or a DShip buff, but even if you do kill him he just respawns in a few moments. The problem with your strategy and thinking is that you feel you need to "kill" the forge gunner in order to achieve your objective. Well let me advise you. You don't need to. You've already stated exactly what needs to be done and you've achieved it. You effectively pushed him back. If this was coordinated with your team, they'll have that brief moment of opportunity to take the objective which now makes the forge gunner useless. How do I know this? Because it's happened to me. When there's a powerful sniper shooting at me and I can't see him nor reach him with my forge, then I'm suppressed and useless up there. This forces me down to the ground where I'm better used. The real problem is that domination is a game with randoms. When you're in a game of randoms, it's near impossible to have any strategy to work. Because you don't know who's on your team. The strategy above works everytime, but only if you have a sniper on your team of randoms that can do that.
The problem with that line of thinking is that the Sniper can only suppress the one guy. He gets nothing for doing it, however, and if he lets his vision wander to try and secure kills, assists, deflect a push on an objective etc, the FG user will become unsuppressed. Furthermore, even if the FG decides to ditch the tower, once he dies he spawns back. It is very unlikely that the sniper will be watching and waiting, and rather unfair to ask someone to sacrifice the entire game just to suppress a guy for no ingame benefits.
As a caveat, I'd like to state that I feel the AV users should get the damage points back so they get points for suppressing vehicles, in case you were going to being that up. Also, the threat of the FG at that range is not being an OHK weapon, I am not that deluded. The threat is that if he has that much height over his target, his splash damage is almost assured. I have no issue with the gun itself, like I stated in my previous posts, just that the terrain on certain maps can be abused in ways that the DEVs didn't intend when 'working as intended' becomes 'somewhat imbalanced.' |
Jake Diesel
BIG BAD W0LVES
23
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Posted - 2013.09.16 19:53:00 -
[28] - Quote
Zero Harpuia wrote:Jake Diesel wrote:Zero Harpuia wrote:IAmDuncanIdaho II wrote:I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly? Imagine this. Playing Line Harvest, when all of a sudden BLAM, you get shelled by something you can't see. Didn't quite kill you, but it got close. BLAM, you're dead. Killfeed says it was a Forge Gun. While spawning in, you notice a red dot on one of the towers. You decide to countersnipe to kill the heavy, but you just can't finish him as he just dips back over the edge. You finally get him by some fluke... and then 10 seconds later you start the cycle all over again. Back in E3, the same thing happened but with Light Missile turrets or the occasional HAV getting called up there, and both in E3 and now there are snipers perched. The issue arises in that there is no counter. Fly up a DShip like he did? He'll shoot you down. Snipe him? He can't be dropped fast enough, so he'll just keep repping, peaking out, getting a kill/assist, repeat. Use a Forge Gun? Not accurate enough. OB? They spawn lower than the tower roof. Climb manually? No ladder. Nothing can dislodge him besides the fanciest of fliers, so maybe the problem could be addressed by the introduction of fighters or a DShip buff, but even if you do kill him he just respawns in a few moments. The problem with your strategy and thinking is that you feel you need to "kill" the forge gunner in order to achieve your objective. Well let me advise you. You don't need to. You've already stated exactly what needs to be done and you've achieved it. You effectively pushed him back. If this was coordinated with your team, they'll have that brief moment of opportunity to take the objective which now makes the forge gunner useless. How do I know this? Because it's happened to me. When there's a powerful sniper shooting at me and I can't see him nor reach him with my forge, then I'm suppressed and useless up there. This forces me down to the ground where I'm better used. The real problem is that domination is a game with randoms. When you're in a game of randoms, it's near impossible to have any strategy to work. Because you don't know who's on your team. The strategy above works everytime, but only if you have a sniper on your team of randoms that can do that. The problem with that line of thinking is that the Sniper can only suppress the one guy. He gets nothing for doing it, however, and if he lets his vision wander to try and secure kills, assists, deflect a push on an objective etc, the FG user will become unsuppressed. Furthermore, even if the FG decides to ditch the tower, once he dies he spawns back. It is very unlikely that the sniper will be watching and waiting, and rather unfair to ask someone to sacrifice the entire game just to suppress a guy for no ingame benefits. As a caveat, I'd like to state that I feel the AV users should get the damage points back so they get points for suppressing vehicles, in case you were going to being that up. Also, the threat of the FG at that range is not being an OHK weapon, I am not that deluded. The threat is that if he has that much height over his target, his splash damage is almost assured. I have no issue with the gun itself, like I stated in my previous posts, just that the terrain on certain maps can be abused in ways that the DEVs didn't intend when 'working as intended' becomes 'somewhat imbalanced.'
Well again this comes down to team play. With randoms. If that sniper is more concerned about getting his kill, then your team has lost that match. That's when you have to make the call yourself on whether or not you should sacrifice any further clones for a team who will not work together. Randoms will most assuredly result in random wins. And that's a fact.
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CAELAN Andoril
Tronhadar Free Guard Minmatar Republic
81
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Posted - 2013.09.16 19:59:00 -
[29] - Quote
How about making those towers or high points traversable on foot? That way, while anyone can get up there to Forge Snipe, anyone can get up there to kill them.
That or CCP could just make the roof all slick-like and force players and equipment to fall off. |
Master Jaraiya
Ultramarine Corp
772
|
Posted - 2013.09.16 20:12:00 -
[30] - Quote
I-Shayz-I wrote:Best solution? Make the forge round more likely to miss than it is right now. For some reason in uprising they changed the forge gun mechanic from "fires in random directions in a small cone" to "fires in a straight line where you point."
Because of this, players can simply line up their shot until it turns red and then fire to get a direct hit, resulting in an instant kill. If it missed more, then forge sniping would be done away with altogether because the farther away you are, the more likely the shot is to be WAY off.
However, large moving targets like tanks will still be easy to hit. It might make shooting at LAVs a bit harder but I can live with that.
Every single weapon in this game is "line up reticule until it is red, pull trigger". The fact that a FG can OHK people is not an argument at all. It is a railgun, afterall.
I don't tower snipe with a FG, don't misjudge me on this. Oftentimes, I will take out the proto snipers and FG snipers camping by the 4s on top of towers from the ground with my FG. There is no reason to change the accuracy, or anything else on the FG.
As far as the OP's idea of not allowing Heavies to spawn on DUs, yes OP, it is a terrible idea, we are already the least mobile, we already lost the ability to call in free transportation as a "fix" to murder taxiing! Why not just remove the class altogether?
You want to take out a FG sniper?
Go buy a MLT Heavy suit and a MLT FG. Move to where you can see him, charge up your MLT FG and wait for him to pop his head out then blam he is done. Chances are he won't even spawn there because you found his nest, so he knows the chances of him dying again are pretty high if he does.
Seriously, HTFU! |
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