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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 657
 
 
      | Posted - 2014.01.03 03:52:00 -
          [31] - Quote 
 
 Vicious Minotaur wrote:What about other methods of killing that also negate the possibility of being revived? Like grenades, forge guns... etc?
 Should they get 60, like a headshot kill, or just 50 (or a middle ground)? Though extra war points for those methods could increase spam... (Such as for grenades)
 
 And I would very much like a "last clone standing" mechanic, even in skirmish/domination. It would only be used in cases where one team is being cloned out.
 
 
 
 IMO AOE should never get rewarded for effort based points. that is a biased opinion however.
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        |  Vicious Minotaur
 Tronhadar Free Guard
 Minmatar Republic
 
 491
 
 
      | Posted - 2014.01.03 04:14:00 -
          [32] - Quote 
 I am inclined to agree. I think it would be good to allow for revives in the case of AOE. That would alleviate some peoples issues with grenades, mass drivers, and such.
 
 Then I could ask that I get rewarded [slightly] for getting a direct forge gun hit under the system that you propose. Admittedly, I am biased. I love blapping people while running around, all while in striking distance of light weapons.
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        |  SteelheadPep
 SAM-MIK
 
 22
 
 
      | Posted - 2014.01.04 17:51:00 -
          [33] - Quote 
 +1, with the 1.7 update pens and reppers are lagging again leading to more unforeseen outcomes.The phantom pickup marker on the field is another issue with this update. Your suggestion would help reduce downed merc anxiety about being picked up, and would have more mercs requesting to be penned rather than being yelled at for trying to sincerely help someone.
 
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        |  DJINN Jecture
 BurgezzE.T.F
 Public Disorder.
 
 93
 
 
      | Posted - 2014.01.04 21:37:00 -
          [34] - Quote 
 As a long time Logi I see a real value to this proposed change and have a feeling that it would benefit everyone, both when looking at the number of clones left and with keeping track of your own stats for suit loss etc. If you were playing smart and went around with a guy with a needle then you would be rewarded with a higher KDR because instead of dying you were knocked unconscious (battle shock) and revived.
 
 Agent For Hire | 
      
      
        |  Scheneighnay McBob
 Bojo's School of the Trades
 
 3393
 
 
      | Posted - 2014.01.05 00:09:00 -
          [35] - Quote 
 No.
 
 1. KDR is meaningless, anyway
 2. The death statistic is there to show that you where the one the logis are risking their asses for.
 
 We used to have a time machine | 
      
      
        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 684
 
 
      | Posted - 2014.01.05 02:05:00 -
          [36] - Quote 
 
 Scheneighnay McBob wrote:No.
 1. KDR is meaningless, anyway
 2. The death statistic is there to show that you where the one the logis are risking their asses for.
 
 KDR is meaningless for some, and then some will invest their ISK actively to increase their personal statistics.
 
 KDR in games like CoD and BF are much worthless as its just a mark on your personal Epeen, In DUST however your KDR shows how successful you are at destroying assets versus loosing them. It's important because a huge premise of the game drives around KDR.
 
 The Death Statistic isn't being actually represented in DUST 514. As none of us truly "Die" until our clone is terminated, giving absolute meaning to this premise in the game is something almost every aspect of DUST is crying for.
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        |  DootDoot
 Da Short Buss
 Legacy Rising
 
 163
 
 
      | Posted - 2014.01.05 18:47:00 -
          [37] - Quote 
 Me wants.
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 834
 
 
      | Posted - 2014.01.15 23:59:00 -
          [38] - Quote 
 
 Soraya Xel wrote:This would turn people ordinarily obsessed with nothing but K/D into people who valued good logistics. I approve. 
 Hopefully this is still on the radar for the 1.8 patch it would greatly improve gameplay for logi's and squads.
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 850
 
 
      | Posted - 2014.01.16 21:19:00 -
          [39] - Quote 
 
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        |  GET ATMESON
 Dem Durrty Boyz
 Renegade Alliance
 
 240
 
 
      | Posted - 2014.01.17 01:25:00 -
          [40] - Quote 
 Agreed 100% and backed up. Getting farmed by randoms is annoying ass hell or we should have an option for review that lasts 3 seconds.
 
 Open Beta Fed 16th 2013. Scout fix + Heavy suits + Heavy guns = soonGäó | 
      
      
        |  VikingKong iBUN
 Third Rock From The Sun
 INTERGALACTIC WARPIGS
 
 18
 
 
      | Posted - 2014.01.17 08:56:00 -
          [41] - Quote 
 I concur with the needle thing - its simply real stupid that in one life we can die multiple times.
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 871
 
 
      | Posted - 2014.01.19 21:17:00 -
          [42] - Quote 
 
 VikingKong iBUN wrote:I concur with the needle thing - its simply real stupid that in one life we can die multiple times. 
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        |  DootDoot
 Da Short Buss
 Legacy Rising
 
 174
 
 
      | Posted - 2014.01.25 23:15:00 -
          [43] - Quote 
 bumping because its needed.
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        |  Henchmen21
 Planet Express LLC
 
 458
 
 
      | Posted - 2014.01.26 00:20:00 -
          [44] - Quote 
 +1 though I have always wondered if all it took to save a clone was a needle of nanites why wouldn't they just build that into suits to begin with.
 
 Henchmen21: Infantry  Gotyougood Ufkr: Vehicles | 
      
      
        |  Nothing Certain
 Villore Sec Ops
 Gallente Federation
 
 97
 
 
      | Posted - 2014.01.26 00:37:00 -
          [45] - Quote 
 I'm sure some spelling **** has pointed out it is lose, not loose, but just in case...
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 947
 
 
      | Posted - 2014.01.26 04:00:00 -
          [46] - Quote 
 
 Nothing Certain wrote:I'm sure some spelling **** has pointed out it is lose, not loose, but just in case... 
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        |  Durza Wolfmord
 The Unit 514
 
 1
 
 
      | Posted - 2014.01.26 06:18:00 -
          [47] - Quote 
 
 Henchmen21 wrote:+1 though I have always wondered if all it took to save a clone was a needle of nanites why wouldn't they just build that into suits to begin with.  
 Bullets put holes into your armor. Reactive plates is already for that. However, having that many Nanites always in your suit could cause problems with the circutry since Nanites eat metal. They are programmed for armor repair and then stored in the needles.
 
 Oh, and bump for this! Please CCP
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        |  Henchmen21
 Planet Express LLC
 
 468
 
 
      | Posted - 2014.01.26 06:30:00 -
          [48] - Quote 
 
 Durza Wolfmord wrote:Henchmen21 wrote:+1 though I have always wondered if all it took to save a clone was a needle of nanites why wouldn't they just build that into suits to begin with.  Bullets put holes into your armor. Reactive plates is already for that. However, having that many Nanites always in your suit could cause problems with the circutry since Nanites eat metal. They are programmed for armor repair and then stored in the needles. Oh, and bump for this! Please CCP 
 
 Still have a tube set to auto inject when downed, it'd have to be cheaper then replacing the suit and the clone. Just because they can hop to another clone doesn't mean any military force would be that wasteful.
 
 Henchmen21: Infantry  Gotyougood Ufkr: Vehicles | 
      
      
        |  DootDoot
 Da Short Buss
 Legacy Rising
 
 179
 
 
      | Posted - 2014.01.31 23:58:00 -
          [49] - Quote 
 needs to be 1st page
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        |  ToRgUe77
 Ultramarine Corp
 
 12
 
 
      | Posted - 2014.02.01 00:03:00 -
          [50] - Quote 
 +1
 
 
 mmm creamy creamy beige | 
      
      
        |  low genius
 The Sound Of Freedom
 Renegade Alliance
 
 1162
 
 
      | Posted - 2014.02.01 00:04:00 -
          [51] - Quote 
 couldn't agree more. if the guy doesn't bleed you out, then he didn't get the kill.
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 1029
 
 
      | Posted - 2014.02.01 03:12:00 -
          [52] - Quote 
 
 DootDoot wrote:needs to be 1st page  
 
 Here is hoping it's on the dev's list of things to do.
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        |  Moonracer2000
 Subdreddit
 Test Alliance Please Ignore
 
 706
 
 
      | Posted - 2014.02.01 03:18:00 -
          [53] - Quote 
 A possible solution to the "last man standing problem would be to cut the mission timer short at certain clone counts.
 
 For example something like:
 10 minutes left in a match and team B has 10 clones, drop the time down to 5 minutes remaining.
 5 clones left, drop the clock to 3 minutes remaining.
 If it is already below that, no change.
 
 Enough time to clear the map if everyone is fighting but not enough for the match to drag if people are playing cat and mouse. Admittedly some of those cat and mouse moments are fun, but this would largely ramp up the tension of Ambush (which is supposed to be fast paced) and compliment the clone count idea.
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        |  Lorhak Gannarsein
 
 1440
 
 
      | Posted - 2014.02.01 06:01:00 -
          [54] - Quote 
 Big fan of these ideas.
 
 
 Bethhy wrote:Omniscient meaning both players can see each other permanently as soon as it get's to that player count. Allowing for one player to chase the other one down, or both players to go for the win and many other options. Allowing for a lot of different dynamic's but counterable by all parties.
 This of course may be more complicated on CCP's developing end then my biased gamer mind could comprehend, but I would hope it do-able.
 
 I would suggest that this happen when both sides are cloned out, rather than with only two persons remaining; otherwise I'd just get two people to run as far away as they could, to ensure the match got timed out.
 
 Happily printing ISK with permahardeners and MLT blasters. Just let me get a couple mil more before nerf, CCP! | 
      
      
        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 1041
 
 
      | Posted - 2014.02.01 13:15:00 -
          [55] - Quote 
 
 Moonracer2000 wrote:A possible solution to the "last man standing problem would be to cut the mission timer short at certain clone counts.
 For example something like:
 10 minutes left in a match and team B has 10 clones, drop the time down to 5 minutes remaining.
 5 clones left, drop the clock to 3 minutes remaining.
 If it is already below that, no change.
 
 Enough time to clear the map if everyone is fighting but not enough for the match to drag if people are playing cat and mouse. Admittedly some of those cat and mouse moments are fun, but this would largely ramp up the tension of Ambush (which is supposed to be fast paced) and compliment the clone count idea.
 
 
 I Like that
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        |  DootDoot
 Da Short Buss
 Legacy Rising
 
 183
 
 
      | Posted - 2014.02.02 03:47:00 -
          [56] - Quote 
 
 VikingKong iBUN wrote:I concur with the needle thing - its simply real stupid that in one life we can die multiple times. 
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 1057
 
 
      | Posted - 2014.02.03 15:34:00 -
          [57] - Quote 
 
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        |  al nize mk2
 DUST University
 Ivy League
 
 1
 
 
      | Posted - 2014.02.03 17:43:00 -
          [58] - Quote 
 If you are shot down then you should take the death stat even if you're revived. But 5 WP for finishing off a downed clone makes sense. And extra points for total-deaths like the headshot seems fair. Headshots getting 60 WP is good because it's a skill. 55 WP for other kinds of instant finishes would be fair.
 
 Also - I think it's a great idea to keep the match going until the last man standing. To prevent people hiding it would make sense that the radar becomes completlely transparent - or even more fun why not reduce the size of the combat zone in these circumstances?
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 1062
 
 
      | Posted - 2014.02.03 20:45:00 -
          [59] - Quote 
 -snip-
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        |  Bethhy
 Ancient Exiles.
 Renegade Alliance
 
 1062
 
 
      | Posted - 2014.02.03 20:46:00 -
          [60] - Quote 
 
 al nize mk2 wrote:If you are shot down then you should take the death stat even if you're revived. But 5 WP for finishing off a downed clone makes sense. And extra points for total-deaths like the headshot seems fair. Headshots getting 60 WP is good because it's a skill. 55 WP for other kinds of instant finishes would be fair. 
 Also - I think it's a great idea to keep the match going until the last man standing. To prevent people hiding it would make sense that the radar becomes completlely transparent - or even more fun why not reduce the size of the combat zone in these circumstances?
 
 
 Any reason you should take a "death"? for being "shot down" ?
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