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knight of 6
SVER True Blood Public Disorder.
880
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Posted - 2013.12.23 18:43:00 -
[1] - Quote
this is not a new topic, in fact it's probably one of the oldest. we all agree that we need a safe staging point and a place to organize. most of us agree that it's being abused by snipers and rail tanks that wreak havoc from an unreachable area of the map. that isn't cool it needs to be stopped and many solutions have been put forth each with their own flaws.
- place a timer on the how long you can stay in the redline
this is probably the worst solution in that it creates a problem without solving one. redline snipers will simply wait out the timer leave and then return regardless of any cooldown time. however in the situation that your team is redlined then after the timer goes out you are forced to run to your death like a lemming off a cliff.
- make the redzone smaller
limiting the redline to a walled compound or depot makes sense lore wise and game wise it would protect you from enemy fire while you organised or called in vehicles ect. while not favoring snipers or tanks. however if your team got redlined it would nearly impossible to break it. limited entrances means limited limited exits and in a small area it would be easy to cover all of them. a lack of limited entrances wouldn't supply enough cover. it's more workable than the last one but not really optimal.
- firing increases scan profile
rework passive scanning so they don't have a maximum range but have a fall off into infinity so that if something had a big enough profile you could see it no matter where it is on the map. obviously make the fall off such that it doesn't effect passive scanning when the enemy isn't firing. this would be an interesting mechanic all around and I think it may be worthy of it's own thread due to its far reaching consequences. it would help redline sniping and in particular tanking because as soon as you fired a lot of people would know where you are and avoid you or return fire.
- no WP for redline kills
simple you kill from the redline, you get no WP. it wont stop redline sniping and that is it's flaw, it would discourage it but doesn't really solve anything. I really just put it here to be one step ahead of everyone who will inevitably post similar "solutions". the problem is that redline snipers are unreachable therefore the solution must make them more reachable.
I like number three the best personally and would like to see it implemented if only to add an interesting layer to scanning profile dampening and the like.
what are your thoughts?
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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knight of 6
SVER True Blood Public Disorder.
881
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Posted - 2013.12.23 18:55:00 -
[2] - Quote
MassiveNine wrote:TBH I think removing WP and all damage dealt while in the redline would fix all the problems we have with the redline, most importantly tanks and snipers. If they made it so that you could still take damage but couldn't deal damage in the redline everyone would leave the redline. but then if you were on a bad team that got redlined, I know, you? a vet redlined? only scrubs get redlined. but lets take off those rose tinted glasses and face the fact that the matchmaking system is not good enough to prevent relineing from happening. suddenly there is an a full team of people who cannot deal any damage whatsoever and can only receive it. shooting gallery and stat padding for the winning team the losing team hasn't a prayer in hell of breaking through.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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knight of 6
SVER True Blood Public Disorder.
881
|
Posted - 2013.12.23 19:22:00 -
[3] - Quote
Operative 1171 Aajli wrote:How about just put the redline behind the hills. it could be a viable answer, it would have to be such that there was still cover so the enemy couldn't stand on the hill shooting into the redline.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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knight of 6
SVER True Blood Public Disorder.
881
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Posted - 2013.12.23 19:31:00 -
[4] - Quote
howard sanchez wrote:Just how much of a problem is the Red Line really?
Do teams win games from behind the red line? No
Do pub stompers hate that it is more difficult to persecute newbs that hide behind the red line? Yes
Do players really hate being sniped ( by rifles or tanks) from behind the redline? Yes Is there an effective counter to being sniped? Yes, move to cover - there is a lot of cover when the shooter operates behind his REdLine.
Do we really need CCP to change dust fundamentals because you can't clone a team out that hides behind thier line or because you get shot occasionally from there? No
I'm a scout... there is no move to cover I just die OHKO. and I hear that redline tanks are giving dropships serious problems I think judge had a thread out about how rails are seriously broken.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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knight of 6
SVER True Blood Public Disorder.
882
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Posted - 2013.12.23 19:54:00 -
[5] - Quote
Poonmunch wrote:
Yahhh ... No.
If you don't want snipers, just say you don't want snipers. Campaign to get rid of us.
Just sayin'.
Munch
I'm not trying to get rid of snipers, just don't do it from the redline. I don't care if you are on a tower or at the top of some god forsaken mountain as long as I have the ability to come and get you it's cool.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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