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Meee One
Clones Of The Damned Zero-Day
79
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Posted - 2014.01.05 06:37:00 -
[1] - Quote
These would -have roofs to protect from OBs -walls to prevent HAVs from charging in ,killing then running out before the suicide timer gets them -add cover to all redline spawn points,there should be 0 flat spawn locations without at least 180 degree walls for protection on the enemy MCC side -remove underground spawn points -spawn locations being at the side closest to your MCC in buildings/behind cover -remove all wide open doorways that allow for attacks by enemies more than 15 degrees apart,doorways shouldn't be facing enemies,have them only on the side closest to your MCC with ramps inside to allow roof access -there should be at least 1 100 percent safe area in each spawn location,it would take enemies so long to get in the suicide timer would kill them These spawn points are your home turf,enemies shouldn't be able to get kills easily. This would give redlined teams a chance to strike out and reclaim points without fear of decimation from multiple sides as soon as they spawn. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
472
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Posted - 2014.01.05 07:00:00 -
[2] - Quote
Often times i find a huge problem once redlined is that people come out 1 or 2 at a time rather than forming up and attacking as a squad.
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TheEnd762
SVER True Blood Public Disorder.
351
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Posted - 2014.01.05 07:05:00 -
[3] - Quote
How about throwing in my idea for one-way underground tunnels leading out of the redzone to the main area?
http://i.imgur.com/LQUwwLr.png |
Meee One
Clones Of The Damned Zero-Day
79
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Posted - 2014.01.05 08:43:00 -
[4] - Quote
Good idea. Small suggestion: To have it be more futuristic change it from holes to teleporters. |
TheEnd762
SVER True Blood Public Disorder.
351
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Posted - 2014.01.05 09:22:00 -
[5] - Quote
Meee One wrote:Good idea. Small suggestion: To have it be more futuristic change it from holes to teleporters. This change would also make it easier to explain to someone being moved to the 2nd floor of a building.
I'd thought about teleporters, it just seemed too quick. Tunnels would have to be traversed on foot. Another similar idea was a clone-apault. Go up and over the enemy. But again, seemed to fast to be balanced. |
zibathy numbertwo
Nox Aeterna Security
322
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Posted - 2014.01.05 09:33:00 -
[6] - Quote
Fantastic idea. I don't know why I didn't come up with these myself. This is too often overlooked.
Long Live Freedom; Long Live the Federation.
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DJINN Jecture
BurgezzE.T.F Public Disorder.
96
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Posted - 2014.01.05 15:37:00 -
[7] - Quote
Meee One wrote:These would -have roofs to protect from OBs -walls to prevent HAVs from charging in ,killing then running out before the suicide timer gets them -add cover to all redline spawn points,there should be 0 flat spawn locations without at least 180 degree walls for protection on the enemy MCC side -remove underground spawn points -spawn locations being at the side closest to your MCC in buildings/behind cover -remove all wide open doorways that allow for attacks by enemies more than 15 degrees apart,doorways shouldn't be facing enemies,have them only on the side closest to your MCC with ramps inside to allow roof access -there should be at least 1 100 percent safe area in each spawn location,it would take enemies so long to get in the suicide timer would kill them These spawn points are your home turf,enemies shouldn't be able to get kills easily. This would give redlined teams a chance to strike out and reclaim points without fear of decimation from multiple sides as soon as they spawn. Don't worry, any of what you request would not prevent anyone from Thale's Sniping you through the window, also are you on crack? WTF is wrong with the 3 spawn points we have now? Are you seriously wanting a spot to put your rubber banded controller down and go take a bio while in a match only to come back 15 mins later with some isk, 0 wp and 0 deaths?
Agent For Hire
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Meee One
Clones Of The Damned Zero-Day
89
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Posted - 2014.01.06 19:00:00 -
[8] - Quote
TheEnd762 wrote: I'd thought about teleporters, it just seemed too quick. Tunnels would have to be traversed on foot. Another similar idea was a clone-apault. Go up and over the enemy. But again, seemed to fast to be balanced.
The problem with tunnels only your team could enter is that some players would just stay in them.(Going AFK,etc.) Teleporting would happen instantly,forcing action from potential AFKers. Clone-apult would be snipers wet dream. |
Meee One
Clones Of The Damned Zero-Day
89
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Posted - 2014.01.06 19:09:00 -
[9] - Quote
DJINN Jecture wrote:Don't worry, any of what you request would not prevent anyone from Thale's Sniping you through the window, also are you on crack? WTF is wrong with the 3 spawn points we have now? Are you seriously wanting a spot to put your rubber banded controller down and go take a bio while in a match only to come back 15 mins later with some isk, 0 wp and 0 deaths?
EDIT: I apologize for being slightly rude but we had this and it turned into a bunch of people turning around in circles waiting for the match to end not a concentrated push, so HTFU and push with your squad. There are plenty of ways to get back out after a redline event occurs. I love it when you talk dirty to meee. If you are still able to get kills with this implemented it shows your skill. These would only make redline farming more difficult not impossible. If you simply must charge into your opponents home turf,you should be ready to die,not get easy kills then escape. |
DJINN Jecture
BurgezzE.T.F Public Disorder.
97
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Posted - 2014.01.06 20:12:00 -
[10] - Quote
Meee One wrote:DJINN Jecture wrote:Don't worry, any of what you request would not prevent anyone from Thale's Sniping you through the window, also are you on crack? WTF is wrong with the 3 spawn points we have now? Are you seriously wanting a spot to put your rubber banded controller down and go take a bio while in a match only to come back 15 mins later with some isk, 0 wp and 0 deaths?
EDIT: I apologize for being slightly rude but we had this and it turned into a bunch of people turning around in circles waiting for the match to end not a concentrated push, so HTFU and push with your squad. There are plenty of ways to get back out after a redline event occurs. I love it when you talk dirty to meee. If you are still able to get kills with this implemented it shows your skill. These would only make redline farming more difficult not impossible. If you simply must charge into your opponents home turf,you should be ready to die,not get easy kills then escape. The problem isn't with the design of having 2/3 spawn points, it is the fact that the team is not working together, doesn't want to communicate and doesn't have people who want to try anything different (thought out plan like say using a scout to drop an uplink) to get out of the redline. Random blueberrys all together on a team is more of a mass of targets when all mics are off. I will sit on comms in team the whole match if I am solo, and listen for calls for help, requests for ammo, rally calls etc but if no one does any of this I just play the game for the team like I do for my squads usually, the hive, the link, the needle (occasionally) and the scans. This is a game of team play, some players need help with the team play aspect of their game, COD tactics don't work the same way here that they do on other games.
Agent For Hire
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low genius
The Sound Of Freedom Renegade Alliance
1072
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Posted - 2014.01.06 20:22:00 -
[11] - Quote
5 times as many. cover 180 degrees of the playing field. |
DJINN Jecture
BurgezzE.T.F Public Disorder.
97
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Posted - 2014.01.06 21:53:00 -
[12] - Quote
low genius wrote:5 times as many. cover 180 degrees of the playing field. RoFL not really sure this would help any team better organize or overcome a redline, with enemy redlines touching almost it stands to reason there would be more redline to redline fighting going on, tested something similar to this in CB and it really didn't work well.
Agent For Hire
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