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Severus Smith
Ikomari-Onu Enforcement Caldari State
339
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Posted - 2013.09.16 18:56:00 -
[1] - Quote
Idea: Just as the title says. Add the flashing hack countdown found on Null Cannons (where it flashes for 60 seconds before flipping) to installations. So when you hack an enemy installation is begins flashing for 30 seconds, while flashing it is unusable. So CRU's can no longer be spawned on, Supply Depots don't work and Turrets are disabled. If the original owners can't stop the hack in 30 seconds then it flips and now belongs to the enemy.
Reason: Many times my squad will be holding an objective when some guy dukes of hazard's past us in a LAV, jumps out and quickly hacks the CRU right next to us before we can run back and kill him. Suddenly his team is now spewing out of the CRU like roaches and we get overrun and lose our objective. Our own CRU was our undoing since it flips instantly when hacked. The same thing happens, on a lesser scale, with friendly turrets suddenly flipping and then annihilating us from behind. |
Severus Smith
Ikomari-Onu Enforcement Caldari State
339
|
Posted - 2013.09.17 12:21:00 -
[2] - Quote
Thanks, but Im not talking about changing the Null Cannon hacking. I am talking about the other installations like the Supply Depot, Turrets and mainly the CRU. I was proposing to add the turnover timer (where it transitions from blue to red over 30- 60 seconds) to the installations. This discourages that one guy from flying past your defensive perimeter in a LAV and hacking the CRU in 8 seconds so that his entire team can funnel out and overwhelm you. Having that single point of failure in your defenses like that is stupid and means that any smart defender would destroy their own CRU's so they can't be used against them like that.
I wouldn't want the turnover timer to be too long, maybe 15 seconds for turrets, 20 seconds for SD's and 25 seconds for CRUs. Enough time to allow your defenders to respond and counterhack possibly to prevent the enemy team from gaining access to that asset, but short enough that the defenders have to be nearby to do so. |
Severus Smith
Ikomari-Onu Enforcement Caldari State
352
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Posted - 2013.09.20 18:27:00 -
[3] - Quote
ALPHA DECRIPTER wrote:Michael Epic wrote:That's a war game for you lol I think they should keep it exactly the way it is....adds a serious dimension of thrill and challenges.
What you're proposing seems like hand holding to me....like you need assurance that since you hacked the NULL you get it. Its always up for grabs...learn how to use remote explosives, when someone LAV's you up and hacks the null....blow them away.
Seriously...if I'm within range on the battlefield and have dropped remote explosives...you cannot hack the null. I see it flash...BANG. Sometimes I can even respawn when you kill me, so fast that before you have hacked in (in 7 seconds) I can blow your ass up.
No hand holding necessary lol Don't try that on me though lol. I always clear Nulls before hacking and am able to hack the point long b4 you are able to spawn on it. The OP is not talking about the null cannon but the instillations. How many players actually mine up there own instillations b4 moving on? Considering when the enemy starts to hack a CRU you detonate but wait.... they wasn't hacking THAT CRU but the neutral one they past up at the beginning. This isn't to say that trapping it isn't a good idea as I find it highly effective on supply depots. The OP idea would kinda hurt the scout to be honest though. If I flank around the enemy and hack a CRU to get my team out the redline and it, instead, goes to "contested" status then I (a non-combat scout) have to fend off the enemy until it changes. Worst of all my team will probably now be getting farmed even if I succeed. Well that's my view on the matter and gratz for getting your idea featured either way. I still think its somewhat silly that a vital installation like the CRU can be hacked by the enemy so quickly. The time is so short than unless you are right next to the CRU (especially if its in a corner) it'll most likely flip before you can run around it and kill the guy who's hacking it. Then when you do find they guy and kill him you have to try and hack the thing immedietly before his enitre team mobs out of the CRU 10 seconds later and overwhelms you.
That's just bad.
A short contested timer gives you a chance to counterhack the CRU and stop the impending flood of enemies. You could also change the mechanic (for NULLs too) that hacking it nets you 25 WP and if it flips you get 50 WP (50 WP and 150 WP for Null Cannons). Counterhacking gives you 25 WP (50 WP for Null Cannons). That helps Scouts who flip installations far more. Hack for 25 WP and abandon it, or defend it for a hopeful 50 WP.
Either way, be it my solution or another one given by the community I think the current system where an enemy can hack a vital thing like the CRU in 10 seconds could be improved and made more strategic. No commander in their right mind would allow an asset that could grant the enemy instant access to flank / counter them to remain standing with such poor defenses.
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Severus Smith
Ikomari-Onu Enforcement Caldari State
352
|
Posted - 2013.09.20 20:18:00 -
[4] - Quote
lithkul devant wrote:Severus Smith wrote:ALPHA DECRIPTER wrote:Michael Epic wrote:That's a war game for you lol I think they should keep it exactly the way it is....adds a serious dimension of thrill and challenges.
What you're proposing seems like hand holding to me....like you need assurance that since you hacked the NULL you get it. Its always up for grabs...learn how to use remote explosives, when someone LAV's you up and hacks the null....blow them away.
Seriously...if I'm within range on the battlefield and have dropped remote explosives...you cannot hack the null. I see it flash...BANG. Sometimes I can even respawn when you kill me, so fast that before you have hacked in (in 7 seconds) I can blow your ass up.
No hand holding necessary lol Don't try that on me though lol. I always clear Nulls before hacking and am able to hack the point long b4 you are able to spawn on it. The OP is not talking about the null cannon but the instillations. How many players actually mine up there own instillations b4 moving on? Considering when the enemy starts to hack a CRU you detonate but wait.... they wasn't hacking THAT CRU but the neutral one they past up at the beginning. This isn't to say that trapping it isn't a good idea as I find it highly effective on supply depots. The OP idea would kinda hurt the scout to be honest though. If I flank around the enemy and hack a CRU to get my team out the redline and it, instead, goes to "contested" status then I (a non-combat scout) have to fend off the enemy until it changes. Worst of all my team will probably now be getting farmed even if I succeed. Well that's my view on the matter and gratz for getting your idea featured either way. I still think its somewhat silly that a vital installation like the CRU can be hacked by the enemy so quickly. The time is so short than unless you are right next to the CRU (especially if its in a corner) it'll most likely flip before you can run around it and kill the guy who's hacking it. Then when you do find they guy and kill him you have to try and hack the thing immedietly before his enitre team mobs out of the CRU 10 seconds later and overwhelms you. That's just bad. A short contested timer gives you a chance to counterhack the CRU and stop the impending flood of enemies. You could also change the mechanic (for NULLs too) that hacking it nets you 25 WP and if it flips you get 50 WP (50 WP and 150 WP for Null Cannons). Counterhacking gives you 25 WP (50 WP for Null Cannons). That helps Scouts who flip installations far more. Hack for 25 WP and abandon it, or defend it for a hopeful 50 WP. Either way, be it my solution or another one given by the community I think the current system where an enemy can hack a vital thing like the CRU in 10 seconds could be improved and made more strategic. No commander in their right mind would allow an asset that could grant the enemy instant access to flank / counter them to remain standing with such poor defenses. Alright...you do bring up some valid points in the OP, however, I have to disagree with you at the same time as well. A CRU while it is important is not an objective, a counter hack to a CRU should not be available, with that being said though, a CRU should flash for 5-15 second befor fully turning over and when a CRU is being hacked enemies or friends can not spawn out of it, since it is being hacked. Turrets and supply depos should not get the same prefential treatment as CRU's do, because CRU's are making actual clones and putting down drops, supply depos are just ammo and turrets are just weapons, nothing as complicated as a CRU is. People as it is, treat CRU's much differently then they do supply depos and turrets, in a game of ambush a CRU is actually considered one of the most valuable things upon the map, since it does produce extra clones and also is an uplink point. So while I do not think counter hacking should be happening at CRU's I still think they deserve additional defensive options as listed within the post, which would make it significantly easier to recapture one if say an LAV raced by, capped it and was thinking they could just flood you while they drive off, they would have to put up a minor defense at least to keep the CRU safe and if they just left you could grab it back from them quickly and easily without a ton of people dropping in at once. Basically this. My beef is with the CRU. Not the Supply Depot or turrets. They're annoying when hacked but don't really turn the tide of battle instantly like a hacked CRU does.
The CRU will destroy your team if hacked. The enemy now has an entry behind your front line and you have little defense to stop it and must now commit a huge force to retake it. One guy in a Militia LAV should not be able to cause such a disruption for a sub 10 second hack. I have lost count of the number of matches where we redlined an enemy, capped all 5 objectives, only for one guy in a LAV to drive through, hack the CRU, thus allowing his team to rush out and cap 4 of the objectives. All in the 30 seconds it takes us to run back from the redline and respond. We then end up losing the match.
Put a counterhack timer on them, let us destroy them while they're blue, or let us disable them. Something. |
Severus Smith
Ikomari-Onu Enforcement Caldari State
357
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Posted - 2013.09.23 16:48:00 -
[5] - Quote
KalOfTheRathi wrote:I don't see the point actually.
Consider this scenario: Suicide run with a LAV and a Cheap Logi Suit. Fly past the Defenders and jump. Start dropping Uplinks like a drunk losing coins from a hole in his pocket. If the squad is waiting for the CRU this is actually faster, can project into a wider area and actually generates more WP than a simple hack of a CRU.
The system works well as is. There is no real benefit, from the game standpoint, to blinking and timers. Don't bother. If it happens then variations on my idea will replace it faster than you can turn around in a Heavy suit. I have seen this happen and it's much easier to handle than a flipped CRU.
Suicide Uplink Logi Tactic differences:
1. Uplinks have a limited number of spawns. So if the Logi only manages to drop 1 or 2 of them then there is a cap on how many people can swarm out of it. (Unless the swarming group also drops Uplinks). While as the CRU is infinite.
2. Uplinks have longer spawn timers. So when I kill Billy he takes 10 - 12 seconds to respawn at an Uplink (and also uses a spawn from the Uplink) giving me additional time to deal with his buddies. While as the CRU has a much shorter respawn time.
3. Uplinks cause you to spawn directly on top of them. This means I know where the enemy will come from. If I know that the uplink is behind that crate I can use cover accordingly. While as the CRU spawns people in a large radius where, while killing one guy, another may spawn directly behind me (invisible) thus nullifying my cover.
4. Uplinks can be easily destroyed. If I kill 2 guys and stumble onto the uplink they're swarming out of I can shoot it a few times and its gone. No more uplink. While as the CRU must be hacked, which means I have to stand there for 10 seconds completely defenseless praying an enemy doesn't spawn immediately behind me during this time and kill me.
5. Flux Grenades. I can throw one flux grenade and take out all of the Uplinks that Suicide Logi dropped. Threat nullified. I cannot do this with a CRU. As stated above I have to stand there, completely defenseless, for 10 seconds hacking the stupid thing knowing the guy I just killed will respawn faster than I can hack it.
There are five big differences. There are probably more. I am not trying to make this game EZ mode or anything. I just think it is silly that such a game changing asset (the CRU) can be captured by the enemy so easily thus instantly nullifying all of the gains your group had worked hard to take. |
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