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wripple
WarRavens League of Infamy
73
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Posted - 2013.09.24 02:36:00 -
[1] - Quote
Let's be honest, we all know what's being referred to here; that one rail tank who's out of range of your AV gear, the forge gunner who's too heavy to walk away from the MCC drop zone, and the Thale sniper who can only be taken out by another Thale or an orbital. We have a red-zone so that it becomes impossible for the enemy to kill you within 3 seconds of spawning, but why are we allowed to use this safety net as our primary means of surviving and profit? Far too often we've all felt the backlash of the players who stay camped out in the No-Risk zone, where KDR runs rampant and the profits are vast, and I'm sure we've all come across the frustration of the Thale user who's too far to hit with even a tactical and the Falchion Rail who just scoots back a few meters when his shields get scratched. All assets in this game come with a risk factor of loosing them... except when in the redline. This is why I propose two different solutions:
-TIme to exit: We've all heard the AI lady telling us that we must deploy to the burn zone, so wouldn't it make sense that the corporations we're fighting for would not allow you to be out of the combat zone for too long? I say you have 60 seconds from spawning in to leave the team's redline, with the timer pausing for an RDV request.
-Safety on: Weapons are not activated unless you are in territory that the enemy can stand in.
This may call for some readjustments in what is defined as the team's redline however, because of course wide open areas would just be a shooting gallery if you are scrambling to march forward. Mountain tops and walled areas behind the redline should essentially become a no-firing zone, allowing a fair balance between the damage someone can do and potentially receive. |
loumanchew
Ametat Security Amarr Empire
148
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Posted - 2013.09.24 02:47:00 -
[2] - Quote
I have been asking myself that question for months. I am not sure of what the decision process is at CCP but I am starting to gather that it involves a whole lot of meetings and talking. |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
105
|
Posted - 2013.09.24 02:49:00 -
[3] - Quote
A proto-stomper complaining about enemy fighting behind the redline?? dafuq??? |
XxWarlordxX97
Ancient Exiles
4622
|
Posted - 2013.09.24 02:52:00 -
[4] - Quote
So you can't hide and to stop rail gun sniping,plus snipers from hiding too |
Chunky Munkey
Amarr Templars Amarr Empire
1582
|
Posted - 2013.09.24 03:32:00 -
[5] - Quote
WP gains should be cancelled within the redline. That's a start. |
Exmaple Core
Ancient Exiles
1348
|
Posted - 2013.09.24 03:33:00 -
[6] - Quote
we can shoot into the redline cuz HTFU. answer to everything in dust. ppl wounder why dust is bad |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3749
|
Posted - 2013.09.24 03:35:00 -
[7] - Quote
For the same reason we can blow up miners in high security space.
Because God wills it to be. |
dustwaffle
The Southern Legion The Umbra Combine
570
|
Posted - 2013.09.24 03:38:00 -
[8] - Quote
Question:
What happens when your team gets redlined in a domi/skirmish match? You have no chance of fighting back since travelling OUT of the redline exposes you to enemies hugging the redline, with no way to fire at them. |
Operative 1171 Aajli
Bragian Order Amarr Empire
362
|
Posted - 2013.09.24 07:47:00 -
[9] - Quote
wripple wrote:Let's be honest, we all know what's being referred to here; that one rail tank who's out of range of your AV gear, the forge gunner who's too heavy to walk away from the MCC drop zone, and the Thale sniper who can only be taken out by another Thale or an orbital. We have a red-zone so that it becomes impossible for the enemy to kill you within 3 seconds of spawning, but why are we allowed to use this safety net as our primary means of surviving and profit? Far too often we've all felt the backlash of the players who stay camped out in the No-Risk zone, where KDR runs rampant and the profits are vast, and I'm sure we've all come across the frustration of the Thale user who's too far to hit with even a tactical and the Falchion Rail who just scoots back a few meters when his shields get scratched. All assets in this game come with a risk factor of loosing them... except when in the redline. This is why I propose two different solutions:
-TIme to exit: We've all heard the AI lady telling us that we must deploy to the burn zone, so wouldn't it make sense that the corporations we're fighting for would not allow you to be out of the combat zone for too long? I say you have 60 seconds from spawning in to leave the team's redline, with the timer pausing for an RDV request.
-Safety on: Weapons are not activated unless you are in territory that the enemy can stand in.
This may call for some readjustments in what is defined as the team's redline however, because of course wide open areas would just be a shooting gallery if you are scrambling to march forward. Mountain tops and walled areas behind the redline should essentially become a no-firing zone, allowing a fair balance between the damage someone can do and potentially receive.
I think you answered your own question.
If your team is winning what does it matter how I earn profit?
If it is losing then it ain't because of anything on the redline.
Redline is gravy. |
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