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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
107
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Posted - 2014.01.07 17:20:00 -
[1] - Quote
Sounds like a blow dart or an injector on a stick. I'd rather wait for Drones that have the same/a similar function but don't need a cooldown or reduced heal percentage as a limiting factor (because Drones can be blown up).
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
107
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Posted - 2014.01.07 17:37:00 -
[2] - Quote
Zunist Tae wrote: NTY. At least right now if someone revives me to get blasted by the reds there's a good chance they'll die with me. really don't want them doing it safely from cover.
That's such terrible, horrid team-mentality; it's cynical and sick.
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
111
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Posted - 2014.01.07 21:58:00 -
[3] - Quote
Zunist Tae wrote:Samuel Zelik wrote:Zunist Tae wrote: NTY. At least right now if someone revives me to get blasted by the reds there's a good chance they'll die with me. really don't want them doing it safely from cover.
That's such terrible team-mentality; it's cynical and sick. It happens constantly as is. Blueberry runs in without bothering to make sure the area is clear and stabs you with militia injector, then back peddles while the recently revived becomes the recently ko'd again. Then he does it again, and again until he dies. It happens frequently. There's nothing cynical or sick about pointing out something that's already happening in the game. If they do it now, why wouldn't they do it safely from range? Yes, it happens. Blueberries don't know any better until they're either taught or gain common sense/experience. Even if someone does check the area, there are times when re-death is unavoidable. After all, even good mercs don't have all day to "check the area"; the decision is close to split second. In the same time one could be checking the area, a merc could be right around the corner; so wouldn't it be better to revive ASAP? or if the enemy is distracted?
It's cynical that you wish death upon your teammates; it's sick that you think of clones so cheaply, when every one counts (ie: games where the clone count is close). At least if it's from range, the team could save a clone (and if used multiple times multiple clones).
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
111
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Posted - 2014.01.08 00:44:00 -
[4] - Quote
Zunist Tae wrote: Dear gods, would you stop attempting to validate your point of view through blatant attempts at emotionalizing the discussion? If you don't want feedback on your idea don't put it on the forums. If you can't handle someone expressing a point of view other than your without name calling you need to grow a thicker skin. If you want to convince the devs (or anyone else) that you're idea is a good one making clear, concise arguments that back up your point of view is the way to go.
I'm not sure where I got emotional, but sure; why not? I do want feedback on my ideas! That's exactly what I want! So I'm glad you're finally elaborating on your points! Whether enraging you was appropriate or not, who knows? I've posted a number of other times and attempted to make clear and concise arguments; however, I'm not the best writer and my responses tend to be long-winded. Nevertheless, I'm trying my best.
Zunist Tae wrote: I don't wish death on my teammates. I also don't want them being griefed by point farmers and newbies. This doesn't make me cynical, it makes me a realist. You're inability to look at something from another players point of view doesn't mean I think clones are cheap nor does it make me sick. It simply means I disagree with you for the reasons listed.
Neither do I; however, you're initial comment alluded to the fact that you did. This misunderstanding made you appear cynical from my point of view. I'll redirect your comment back at you; were you unable to look at things from my point of view? I'm trying to understand your point of view by provoking you into explaining your reasoning. Now that you have stated your actual intent, I'm processing what you have to say. Maybe I listed the wrong reasons, too, so let me further explain my POV.
Relating to the OP's idea on ranged revives and your comment about not wanting your teammates to be griefed (although, you still have not stated your opinion on said point farmers and blueberries being subject to the same treatment): I don't necessarily think this process of reviving presented by the OP would be abusive, since the proposed idea would have a charge up and cool down time (which can be adjusted to prevent revive spamming); the OP's idea would actually be less abusive than the normal needles due to this fact. If you're concerned about point farmers and griefers, wouldn't you be in support of this because it would discourage careless revives? Moreover, if you aren't successfully revived, your teammates lives and can be alerted that there are hostiles still in the area (potentially good info for turning into corners and/or ambushes), if you are successful you've saved a clone and save time because your teammates did not have to run to get to you. No doubt you've had moments where your teammate was a second too late etc. What other reason would you have to be against this idea (not necessarily in its current form, but general, be it the OP's idea or the Drones)?
Zunist Tae wrote: Smart/tactical players don't just rush in on the man down. He's down for a reason. You're correct, there isn't always time to check the entire area. That doesn't mean we should implement equipment that discourages situational awareness. Additionally when I get back to back to back deaths/revives it's usually because someone is more interested in points than in team work. How do I know? Because it usually happens while the fire fight is still going on, and my "corps" is right in the middle of it. All reviving me does is stack points for the person with the pig stick and the guy who re-drops me/the pig sticker (leaving my team down two players instead of one). Being a team player doesn't mean auto-reviving every downed it player. It means keeping the ones on their feet up while killing redberrys. IF it's safe and good for the team revive the man down, other wise let him rot.
I disagree; I think rushing a downed player or not is a valid tactical decision. Whenever I used to play Logi, I would constantly do this in open areas and was successful most of the time. Why? Because I'd run by, pick up the merc, and keep running; thus, not attracting attention to myself or the down merc by entering the fray. A player is down because he/she attracted an enemy's attention and thus was damaged for that reason. I don't think this discourages situational awareness. The OP's proposed range is still close enough where the user would have to see the downed player, and as a result could also see what's going on around the body by vision or by radar. Regarding you back-to-back death comment: should the player doing the reviving be part of a squad and earning WP towards an orbital, wouldn't making those revives be worth it? Even two revives means two less kills that squad would have to earn to get an orbital. Even if that person is more interested in the WP, to some extent it could help. The proposed ranged revive would no longer make that a problem because of the nature of it's charge/cooldown.
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
111
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Posted - 2014.01.08 00:49:00 -
[5] - Quote
Zunist Tae wrote: Additionally.
You idea of a ranged injector with make many combat situations worse, reducing team effectiveness by preventing players from spawning at a more appropriate location where they actually have a chance at changing the flow of that fight. If the guy with the injector has to go into the fray to hit me, it forces him to be more tactically aware of the situation which is also of more benefit to my team. Newberry won't learn not to revive people in the crossfire if he can do it from behind a box. All he learns is that he can farm a large quantity of WP by stacking multiple ranged pig stickers and repeatedly hitting the poor guy in the middle of the kill box.
I think the ranged injector makes many combat situations better, improving team effectiveness by allowing players a potentially safer revive. If the guy with the ranged injector doesn't have to go into the fray, it could potentially save both people. Consider narrow hallways on some maps. In close quarters and long-ish hallways, running at a downed merc leaves two noticeable targets and attracts a lot of attention. The ranged revive would not attract as much attention and be more of a surprise revive; there'd be less risk involved for both parties since the ranged revive would encourage keeping distance and not having a Newberry run in and fire at the enemy before reviving. You make it sounds like Newberries can't learn. Overtime people adjust, and even without this, there will still be people who run in and recklessly revive. The OP's idea would teach new players to use their revives wisely and discourage farming.
Trey Hardin wrote: Take this from someone who has dedicated 9 mounths into a logibro fit. This, while the theory behind it is good, would only be abused as mentioned above. One reason I don't support this is the low amout of repair. It leaves your teammate next to dead and anyone near them would kill them before you had time to put a repair tool on them.
It could be abused, but I think the OP has the right idea with a cooldown time as a limiting factor. While there is a low amount of repair, wouldn't that make sense for the risk v. reward of the concept? In exchange for not having to go the full distance to revive, some possible armor recovery is sacrificed. I think this risk v. reward would be highlighted more with a Drone. If a player is reckless with the item, he/she doesn't lose anything until he/she dies. But being reckless with a Drone means the losing the cost of the Drone and possibly the item along with the player he/she failed to revive.
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
112
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Posted - 2014.01.08 03:39:00 -
[6] - Quote
Zunist Tae wrote: Name calling is an attempt to evoke an unpleasant emotion response usually used when a valid counter argument isn't available. Repeatedly countering me with what amounted to you're sick and cynical boils down to name calling. If you have a valid point state it and I'll respond. Usually in a clear concise manner.
Fair enough. Noted. Still gotta mix things up every now and then; no fun without a little bit of tension!
Zunist Tae wrote: If that's how the comment came across it was unintentional. The intent was that if someone is farming me for points I want them to die. If they don't understand why they shouldn't revive me while my corps is lying in the middle of a gun fight I want them to die. Why? Because it teaches them what not to do. It has nothing to do with griefing my team, and everything to do with them learning a lesson.
Noted; thank you for clarifying!
Zunist Tae wrote: Griefing is griefing. I don't want them subjected to it anymore than I want to be subjected to it. It's more likely to drive players off than anything else.
Gotcha; cool.
Zunist Tae wrote: Cool down timer is both good and bad. It does help prevent griefing, however anyone who wishes to abuse it will simply pull out a logi and triple dip. (Look at shield/armor hardeners). If timers are extended the item becomes next to useless, or drives players to swap fits out (like they do with tanks) to beat the timer.
The concept is neat, I simply see it as far too easily abused. Additional thought, charge up time means you're useless to your squad for xxx time. I've played around with forge guns, and while they're powerful, your a giant waste of space while charging it up. Someone who can't shoot the enemy, repair his team, lob grenades feels more damaging than helpful.
Hmm... it'd be tough to regulate purely as a piece of equipment; I see what you mean. Despite not knowing how Drones will work, if they will ever get implemented, etc., what would you think of the OP's idea implemented as a possible Drone function?
I haven't had experience with the Forge Guns, so I wouldn't know. I understand how not being able to do anything wouldn't be helpful, though. Could you support the ranged revive without the charge-up time and just the cool down?
Zunist Tae wrote: Smart, tactical thinking. You evaluated an open area before rushing in to hit your teammate. Unless I'm misunderstanding you don't do this where you can't make a tactical decision.
Answer to second part of above quote... That sounds very much like the griefing/WP farming situation I'm specifically concerned about, which is likely to drive players from the game, not encourage them to stay and play.
Huh... You're right; I guess that is tactical. I've always considered it more reckless and just getting lucky that no one decides to shoot at me.
It's more WP farming than griefing, but despite that I'm curious what's more valuable; the occasional farm or the WP gained from it. Even if one dies multiple times, he/she only loses one suit. Nevertheless, it's not something that should be used constantly; I see your point.
All-in-all, no hard feelings. That was not my intention; merely wanted a change of pace in the types of discussions in which I engage. Thanks for putting up with my silliness!
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