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DJINN Marauder
Ancient Exiles
1404
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Posted - 2013.09.22 20:06:00 -
[31] - Quote
How else would I farm kills tho :( |
Kalante Schiffer
Ancient Exiles
411
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Posted - 2013.09.22 21:01:00 -
[32] - Quote
Ion Crush wrote:Someone just got shot in the back. someone needs to stfu and give constructive criticism.
yea i do think that it is a problem getting shot in the back because of the spawn system. if you kill everyone because they where noobs and there is no uplinks, cru's... they should not be able to spawn next to the letter. that's a noob move from CCP |
Kalante Schiffer
Ancient Exiles
411
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Posted - 2013.09.22 21:05:00 -
[33] - Quote
Himiko Kuronaga wrote:Spawning from the sky would only be humorous for a day, because everybody would make it a sport to try and kill people before they hit the ground. that sounds like MAG. i loved to duck hunt.
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ZDub 303
TeamPlayers EoN.
2090
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Posted - 2013.09.22 21:37:00 -
[34] - Quote
It would make needles and rep much more desirable in PC if you couldn't just spawn Zerg on an objective... Along with some much needed uplink changes, you could actually make this game 'tactical' instead of 'Zerg point till captured'
There would be to be more CRUs on maps to compensate, but it would make the game much better, like it makes domination more fun since you can't spawn like that. |
Doc Noah
Algintal Core Gallente Federation
564
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Posted - 2013.09.22 21:41:00 -
[35] - Quote
Normally they're suppose to spawn a fair bit of distance away and not directly behind you while you hack the panel. I'm sure its just because the map designer or whoever programmed the spawn points got lazy and shoved the spawn points randomly near the null panel instead of thinking about balance and strategically placing them so they have to work to counter hack. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2149
|
Posted - 2013.09.22 21:48:00 -
[36] - Quote
I fully agree with this notion. It doesn't even make sense logically, I mean I didn't know null cannons had technology to make clones magically appear out of thin air in a few set locations. Also gameplay wise it would make sense to reward the players who take the time to first capture any nearby CRUs and sweep the area for uplinks before assaulting. If they did that the scout may even have a purpose, running around undetected not looking for enemies but uplinks and such so then when your attack squadron comes in everyone they kill is out of the picture. It would bring a much more methodical approach and more tactics/less twitch. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2219
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Posted - 2013.09.22 21:49:00 -
[37] - Quote
Aero Yassavi wrote:I fully agree with this notion. It doesn't even make sense logically, I mean I didn't know null cannons had technology to make clones magically appear out of thin air in a few set locations. Also gameplay wise it would make sense to reward the players who take the time to first capture any nearby CRUs and sweep the area for uplinks before assaulting. If they did that the scout may even have a purpose, running around undetected not looking for enemies but uplinks and such so then when your attack squadron comes in everyone they kill is out of the picture. It would bring a much more methodical approach and more tactics/less twitch. It wouldn't be so bad if we dropped in from say an orbital barge every 10-15 seconds via inertial dampeners, that way players cannot invisibly camp the point, nor surprise the other team since they will be heard and most likely seen. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2150
|
Posted - 2013.09.22 21:53:00 -
[38] - Quote
True Adamance wrote: It wouldn't be so bad if we dropped in from say an orbital barge every 10-15 seconds via inertial dampeners, that way players cannot invisibly camp the point, nor surprise the other team since they will be heard and most likely seen.
But why? What would be so wrong about removing spawning on letters all together and relying more on transportation/CRUs/mobile CRUs/uplinks so that there could be a more tactical approach to attacking on objective like in Domination?
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SgtDoughnut
M.E.R.C. Elite League of Infamy
147
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Posted - 2013.09.22 21:56:00 -
[39] - Quote
From a lore standpoint alone being able to spawn on null cannons makes no sense, they dont have nanite technology that the supply depos/ nanite hives do, and they don't hold clones inside them. Yet we are able to magically appear beside them. |
Doc Noah
Algintal Core Gallente Federation
564
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Posted - 2013.09.22 22:05:00 -
[40] - Quote
Aero Yassavi wrote:True Adamance wrote: It wouldn't be so bad if we dropped in from say an orbital barge every 10-15 seconds via inertial dampeners, that way players cannot invisibly camp the point, nor surprise the other team since they will be heard and most likely seen.
But why? What would be so wrong about removing spawning on letters all together and relying more on transportation/CRUs/mobile CRUs/uplinks so that there could be a more tactical approach to attacking on objective like in Domination?
That would remove the attack and defense mentality of a well established game mode. If you move up on a hack point, you're gonna have to get through the 'defending' team first, after you hack the point, you'll have to deal with the counter-hack team which is basically on the 'attack' and you'll have to defend your newly stolen null cannon. Its gives both sides an equal chance to play on the offensive and defensive sides. Taking an objective is never suppose to be easy.
If you want to compare it to something else, its like playing capture the flag but you cant kill and take back your flag when it's stolen. Sounds silly doesnt it? |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2151
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Posted - 2013.09.22 22:14:00 -
[41] - Quote
Doc Noah wrote:Aero Yassavi wrote:True Adamance wrote: It wouldn't be so bad if we dropped in from say an orbital barge every 10-15 seconds via inertial dampeners, that way players cannot invisibly camp the point, nor surprise the other team since they will be heard and most likely seen.
But why? What would be so wrong about removing spawning on letters all together and relying more on transportation/CRUs/mobile CRUs/uplinks so that there could be a more tactical approach to attacking on objective like in Domination? That would remove the attack and defense mentality of a well established game mode. If you move up on a hack point, you're gonna have to get through the 'defending' team first, after you hack the point, you'll have to deal with the counter-hack team which is basically on the 'attack' and you'll have to defend your newly stolen null cannon. Its gives both sides an equal chance to play on the offensive and defensive sides. Taking an objective is never suppose to be easy. If you want to compare it to something else, its like playing capture the flag but you cant kill and take back your flag when it's stolen. Sounds silly doesnt it? So are you suggesting hacking an objective in Domination is easy?
Capture the Flag does that in order to ensure you remain balanced on both offense and defense. For Skirmish on the other hand? Your defense should be making sure you have places to spawn if a base goes under attack, not getting killed and then given a free place to spawn before the hack is started. |
Maitue Mae
Vortex State Empire
4
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Posted - 2013.09.22 22:20:00 -
[42] - Quote
Kalante Schiffer wrote:Himiko Kuronaga wrote:Spawning from the sky would only be humorous for a day, because everybody would make it a sport to try and kill people before they hit the ground. that sounds like MAG. i loved to duck hunt.
Ah, the memories... |
Marston VC
SVER True Blood Public Disorder.
975
|
Posted - 2013.09.22 22:24:00 -
[43] - Quote
I like the idea of taking away point spawns. I mean lets look at it from this scenario. Your squad of Six goes into a letter to attempt a capture. The enemy only has 4 people guarding it. They take up a good defensive position and widdle our numbers down. Unfortunately our guys have to spawn by the nearest DU or letter so reinforcements are slow to come. But on the flip side their people get to spawn right on the letter in question. Eventually were able to beat them off the letter but with only one or maybe two survivors in our squad.
However, 5 seconds later the next batch of reinforcements comes through and finishes us off. Weres the justice in that? There is none, because theres absolutely nothing our squad can do to negate that advantage other then putting a DU in close proximity to the letter (which can often times backfire) or to hack so quickly that they just cant spawn on it anymore. (which is kind of like telling people to commit suicide).
Honestly I don't see the reason why we wouldn't take away letter spawns simply because of how the domination game mode plays out. That mode is arguably more fun then skirmish, and the only way your team is going to win is by placing DU's everywhere. The same thing could be done in skirmish its just nobody bothers simply because they can spawn on letters. This often leaves teams in a disadvantage too because if they only have one base left the blueberries will often times get trapped in the letter. idk..... the current system is fine, but I would be completely fine with a change like the one proposed above. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
958
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Posted - 2013.09.22 22:33:00 -
[44] - Quote
CCP said that they're working on something right now, which is why they removed some supply depots from the map.
I'm hoping that they put some more installations and such, cause that is the real problem with this situation anyways...the fact that you control a CRU next to an objective is almost pointless. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2220
|
Posted - 2013.09.22 22:48:00 -
[45] - Quote
Maitue Mae wrote:Kalante Schiffer wrote:Himiko Kuronaga wrote:Spawning from the sky would only be humorous for a day, because everybody would make it a sport to try and kill people before they hit the ground. that sounds like MAG. i loved to duck hunt. Ah, the memories... They were wonderful days, but the point is you would never get all the guys and a couple would always touch down every wave which was good. |
Doc Noah
Algintal Core Gallente Federation
564
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Posted - 2013.09.22 22:50:00 -
[46] - Quote
Doc Noah wrote:That would remove the attack and defense mentality of a well established game mode. If you move up on a hack point, you're gonna have to get through the 'defending' team first, after you hack the point, you'll have to deal with the counter-hack team which is basically on the 'attack' and you'll have to defend your newly stolen null cannon. Its gives both sides an equal chance to play on the offensive and defensive sides. Taking an objective is never suppose to be easy.
If you want to compare it to something else, its like playing capture the flag but you cant kill and take back your flag when it's stolen. Sounds silly doesnt it?
Aero Yassavi wrote:So are you suggesting hacking an objective in Domination is easy?
First of all, you cant spawn on a domination point, this thread is about skirmish and the ability to spawn on letter objectives. Second of all:
Doc Noah wrote:Taking an objective is never suppose to be easy.
Aero Yassavi wrote:Capture the Flag does that in order to ensure you remain balanced on both offense and defense. For Skirmish on the other hand? Your defense should be making sure you have places to spawn if a base goes under attack, not getting killed and then given a free place to spawn before the hack is started.
Same concept really, for capture the flag, you need to capture the objective and hold it until its safely in your hands. For Skirmish, its 3-4 capture the objectives that you have to steal and defend/hold until its yours. Being true to the word, "skirmish" is a small localised battle and being able to spawn on the objective ensures that taking an objective isnt easy. If I snuck into an objective and stole it before anyone noticed and spawned on it, isnt that what you're going for? You're essentially asking for zero resistance if the enemy team wasnt actively protecting the objective. Spawning on the objective or spawning on a nearby uplink/CRU isnt much different except you're giving uplinks a better purpose. |
The Eristic
Dust 90210
0
|
Posted - 2013.09.22 22:57:00 -
[47] - Quote
I wholeheartedly support the removal of spawn on letters in Skirmish, not so much due to OP's concern of being killed by spawns during hack, but because anything that increases the strategic value of the assets on the field and the tools we've been given is a good thing. Spawn management becomes SO much more significant for both attackers and defenders without letter spawns. |
General Erick
Onslaught Inc RISE of LEGION
126
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Posted - 2013.09.23 00:24:00 -
[48] - Quote
[quote=Himiko Kuronaga] Whats that you say? Bring friends? No. To hell with friends. That should be optional. Situational. Not for everybody. Friends suck [\quote] Sounds like youre not a people person. |
Himiko Kuronaga
SyNergy Gaming EoN.
1567
|
Posted - 2013.09.23 01:38:00 -
[49] - Quote
General Erick wrote: Sounds like youre not a people person.
Cant say that I am. |
CRAZYHORSE ONE EIGHT
CowTek IT Infotech
32
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Posted - 2013.09.23 04:29:00 -
[50] - Quote
There are suits (Mini logi) modules (codebreakers) and a hacking skill for just this purpose.
They work really well, so skill up.
There is no need to make changes to the game like people are proposing when the solution is already built into the game.
Make a hacking suit fit. Bring a friend or two if you can't (helpful even if you can).
3-4s to complete a hack and you can counter hack an objective faster than most people can hack it in the first place.
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Himiko Kuronaga
SyNergy Gaming EoN.
1580
|
Posted - 2013.09.23 09:09:00 -
[51] - Quote
CRAZYHORSE ONE EIGHT wrote:There are suits (Mini logi) modules (codebreakers) and a hacking skill for just this purpose.
They work really well, so skill up.
There is no need to make changes to the game like people are proposing when the solution is already built into the game.
Make a hacking suit fit. Bring a friend or two if you can't (helpful even if you can).
3-4s to complete a hack and you can counter hack an objective faster than most people can hack it in the first place.
Why do you say things as if its the answer to the situation when it isn't?
It doesn't matter how fast you hack. If you have to give up a slot for hacking, you will be worse in combat. Combat is supposed to be just as viable for getting a job done as stealth.
If I kill everyone at an objective and there are no uplinks, I should be able to take that objective uncontested. Period. |
Niuvo
The Phoenix Federation
530
|
Posted - 2013.09.23 11:39:00 -
[52] - Quote
agreed bro! This game rewards noobs that don't want to try. |
Monkey MAC
killer taxi company General Tso's Alliance
636
|
Posted - 2013.09.23 11:50:00 -
[53] - Quote
Himiko Kuronaga wrote:CRAZYHORSE ONE EIGHT wrote:There are suits (Mini logi) modules (codebreakers) and a hacking skill for just this purpose.
They work really well, so skill up.
There is no need to make changes to the game like people are proposing when the solution is already built into the game.
Make a hacking suit fit. Bring a friend or two if you can't (helpful even if you can).
3-4s to complete a hack and you can counter hack an objective faster than most people can hack it in the first place.
Why do you say things as if its the answer to the situation when it isn't? It doesn't matter how fast you hack. If you have to give up a slot for hacking, you will be worse in combat. Combat is supposed to be just as viable for getting a job done as stealth. If I kill everyone at an objective and there are no uplinks, I should be able to take that objective uncontested. Period.
Combat should not be just as effective as stealth!! This is not your run of the mill fps, it requires teamwork or at least a bit of forethought! This game is not designed as a one man army kinda a game! If you want to storm an entrenched point it will take you more than 1 man to do so!
Teamwork mother$#@%& do you use it?
Now the spawning on a letter does need to go, but not for the reason you believe, we need more cru's, less du and less objective spawning! Now remember a little tip from me to you, its dangerous to go alone! |
Krom Ganesh
Holdfast Syndicate Amarr Empire
278
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Posted - 2013.09.23 12:20:00 -
[54] - Quote
Doc Noah wrote:Aero Yassavi wrote:Capture the Flag does that in order to ensure you remain balanced on both offense and defense. For Skirmish on the other hand? Your defense should be making sure you have places to spawn if a base goes under attack, not getting killed and then given a free place to spawn before the hack is started. Same concept really, for capture the flag, you need to capture the objective and hold it until its safely in your hands. For Skirmish, its 3-4 capture the objectives that you have to steal and defend/hold until its yours. Being true to the word, "skirmish" is a small localised battle and being able to spawn on the objective ensures that taking an objective isnt easy. If I snuck into an objective and stole it before anyone noticed and spawned on it, isnt that what you're going for? You're essentially asking for zero resistance if the enemy team wasnt actively protecting the objective. Spawning on the objective or spawning on a nearby uplink/CRU isnt much different except you're giving uplinks a better purpose.
The difference is in capture the flag the enemy cannot spawn on a dropped flag. You don't have to worry about an endless stream of enemies appearing out of no where at the dropped flag. At the flag's original location? Yeah, it's fair there because you can grab the flag instantly and get the hell out of there.
And skirmish will still be a small localized battle without objective spawning. When I spawn in, I don't have to travel over a kilometer to reach the nearest point.
And yes, if one team leaves a base unprotected and the other capitalizes on it, the first team should lose the base. They didn't plan well enough. It means tactics and coordination will actually matters as opposed to the defender zerg rush we have now.
And yes, spawning on an objective is different from spawning on an uplink or CRU. The uplink can be easily destroyed and the CRU doesn't actively tell everyone which CRU I am hacking.
Monkey MAC wrote:Combat should not be just as effective as stealth!! This is not your run of the mill fps, it requires teamwork or at least a bit of forethought! This game is not designed as a one man army kinda a game! If you want to storm an entrenched point it will take you more than 1 man to do so!
If an objective is actively held by a fair number of people who have entrenched themselves (uplinks, nanos, etc.), then yes, it should take multiple people. The problem is when an objective is guarded by 1 or 2 people, you remove all uplinks, hack any CRUs, and get the drop on both of them. Now you are stuck on an infinite loop of those 1 or 2 people respawning continuously because you have no way to prevent it in time.
And to whoever said it takes 10 secs to spawn, that is quite often not the case. Often it will be only 3 secs. |
bethany valvetino
Dead Six Initiative Lokun Listamenn
99
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Posted - 2013.09.23 12:28:00 -
[55] - Quote
Ion Crush wrote:Someone just got shot in the back.
Someone needs to work on their hacking skills...
Honestly, to the OP this has never happened to me and I have never been able to spawn back in fast enough to kill a hacker... 10 seconds + server and client gets in the way...
Pointless post for a problem that only the OP has... |
Monkey MAC
killer taxi company General Tso's Alliance
637
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Posted - 2013.09.23 12:38:00 -
[56] - Quote
Krom Ganesh wrote:Doc Noah wrote:Aero Yassavi wrote:Capture the Flag does that in order to ensure you remain balanced on both offense and defense. For Skirmish on the other hand? Your defense should be making sure you have places to spawn if a base goes under attack, not getting killed and then given a free place to spawn before the hack is started. Same concept really, for capture the flag, you need to capture the objective and hold it until its safely in your hands. For Skirmish, its 3-4 capture the objectives that you have to steal and defend/hold until its yours. Being true to the word, "skirmish" is a small localised battle and being able to spawn on the objective ensures that taking an objective isnt easy. If I snuck into an objective and stole it before anyone noticed and spawned on it, isnt that what you're going for? You're essentially asking for zero resistance if the enemy team wasnt actively protecting the objective. Spawning on the objective or spawning on a nearby uplink/CRU isnt much different except you're giving uplinks a better purpose. The difference is in capture the flag the enemy cannot spawn on a dropped flag. You don't have to worry about an endless stream of enemies appearing out of no where at the dropped flag. At the flag's original location? Yeah, it's fair there because you can grab the flag instantly and get the hell out of there. And skirmish will still be a small localized battle without objective spawning. When I spawn in, I don't have to travel over a kilometer to reach the nearest point. And yes, if one team leaves a base unprotected and the other capitalizes on it, the first team should lose the base. They didn't plan well enough. It means tactics and coordination will actually matters as opposed to the defender zerg rush we have now. And yes, spawning on an objective is different from spawning on an uplink or CRU. The uplink can be easily destroyed and the CRU doesn't actively tell everyone which CRU I am hacking. Monkey MAC wrote:Combat should not be just as effective as stealth!! This is not your run of the mill fps, it requires teamwork or at least a bit of forethought! This game is not designed as a one man army kinda a game! If you want to storm an entrenched point it will take you more than 1 man to do so! If an objective is actively held by a fair number of people who have entrenched themselves (uplinks, nanos, etc.), then yes, it should take multiple people. The problem is when an objective is guarded by 1 or 2 people, you remove all uplinks, hack any CRUs, and get the drop on both of them. Now you are stuck on an infinite loop of those 1 or 2 people respawning continuously because you have no way to prevent it in time. And to whoever said it takes 10 secs to spawn, that is quite often not the case. Often it will be only 3 secs.
2 against 1 is a fair amount, and it only takes 3 secs if you are surrounded by enemy equipment! Also the dropsuit core upgrade is usally enough by its self, but god forbid someone has to spend sp on something non-combat oriented! |
Ryme Intrinseca
Seraphim Auxiliaries
44
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Posted - 2013.09.23 12:56:00 -
[57] - Quote
I agree with the OP. I guess the reason it is like this is to give the defender the ability to regroup after the initial assault, which tends to make the battle more intense. But this could be achieved equally well by placing a CRU a stone's throw away from every hack point in skirmish.
Where there is already a CRU near the hack point (e.g. outside B on both communications outpost and biomass) they could introduce a second CRU on the other side of the hackpoint, so you'd still have those epic close quarters battles that flare up where one side holds the point, and the other holds the CRU. |
Monkey MAC
killer taxi company General Tso's Alliance
637
|
Posted - 2013.09.23 12:58:00 -
[58] - Quote
Ryme Intrinseca wrote:I agree with the OP. I guess the reason it is like this is to give the defender the ability to regroup after the initial assault, which tends to make the battle more intense. But this could be achieved equally well by placing a CRU a stone's throw away from every hack point in skirmish.
Where there is already a CRU near the hack point (e.g. outside B on both communications outpost and biomass) they could introduce a second CRU on the other side of the hackpoint, so you'd still have those epic close quarters battles that flare up where one side holds the point, and the other holds the CRU.
Yes thats the reason I was after this is why objective spawning should be removed, not because of the op whining about getting shot in the back!! |
Himiko Kuronaga
SyNergy Gaming EoN.
1583
|
Posted - 2013.09.23 13:36:00 -
[59] - Quote
bethany valvetino wrote:Ion Crush wrote:Someone just got shot in the back. Someone needs to work on their hacking skills... Honestly, to the OP this has never happened to me and I have never been able to spawn back in fast enough to kill a hacker... 10 seconds + server and client gets in the way... Pointless post for a problem that only the OP has...
On a hunch I looked up your KDR.
0.75.... very impressive.
Let's explain why this isn't a situation that effects you.
You have to be able to kill your enemy before they can respawn and kill you back. Instead, you are simply dying the majority of the time. When you are no longer dying before actually getting anywhere near the point, you may experience some of these metagame difficulties of actually capping it.
Worthless response from a worthless player.
But thanks for playing anyway. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2230
|
Posted - 2013.09.23 13:43:00 -
[60] - Quote
Himiko Kuronaga wrote:bethany valvetino wrote:Ion Crush wrote:Someone just got shot in the back. Someone needs to work on their hacking skills... Honestly, to the OP this has never happened to me and I have never been able to spawn back in fast enough to kill a hacker... 10 seconds + server and client gets in the way... Pointless post for a problem that only the OP has... On a hunch I looked up your KDR. 0.75.... very impressive. Let's explain why this isn't a situation that effects you. You have to be able to kill your enemy before they can respawn and kill you back. Instead, you are simply dying the majority of the time. When you are no longer dying before actually getting anywhere near the point, you may experience some of these metagame difficulties of actually capping it. Worthless response from a worthless player. But thanks for playing anyway.
Dude he plays a Logi role like it was supposed to be played, he isn't a douchy prick like you who went through all of the FoTM's just to jack up and jack off to his KDR. |
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