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kayn TARON
SVER True Blood Public Disorder.
33
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Posted - 2014.01.11 16:52:00 -
[1] - Quote
Ok first off I know there have been a ton of people whom have proposed fixes to this very long standing problem. Let me first state as a Programmer myself I can speak not only as a player but from a difficulty in implementing standpoints. Note yes I am a sniper, and yes on my other character I am a fully dedicated tanker as well.
Currently as many have mentioned the red line is a necessary evil to protect players from being camped all day which would ruin the game as we know it (even worse). The idea behind the red line was a great idea used in many other games although it was poorly implemented.
Snipers shooting from the red line have been a problem as far back as I can remember. Now with 1.7 Red line rail tanks are an even bigger problem as it totally shuts the other team down from ever being able to advance, or move around at all really as a tanker. Many of you know many of such said maps (many of the older maps) that are nothing more than a large bowl that you can guarantee there will always be a red line rail tank with 2X or 3X damge mods on. That being said currently they can 3 shot any tank in the game with an under 100k sica hitting a tank with hardeners on. 3 shots is reasonable it at least provides a little time to react, but this 2 shot crap has got to stop. You end up dieing quicker than you can activate a module. /end rant lol
SOLUTION TO PROBLEM:
Many have stated to have weapons do no damage, not give war points etc although that would not be as easy to implement as many would think. The easiest yet effective solution after giving it some thought for months is to implement a barrier.
Think of it this way a barrier that you could cross through but not fire through that extended on the edge of every red line. This would create that "safe zone" while at the same time stop a long standing problem. Many might argue they would go out shoot then jump back in. Although if you think of many of these "bowl" maps if the barrier was placed correctly that wouldn't happen. Think of those cliffs and the edge being where the barrier would be. You leave it and you end up with no way back up unless you was to simply utilize the road. This also would provide them to push back, and get out of the red line as well.
As an additional bonus it would work both ways to where they can't fire in, allowing the team to say call in a dropship and leave the "safe zone" without being instantly killed by a long distance rail tank somewhere. This again allows yet another dimension to how a team could push back, and leave the red line to push on objectives.
Of course this idea may take some additional tweaking from both CCP and the player base but I believe to be the best solution to a long standing problem, that in a sense is a necessary evil.
Lets keep this thread clean so we may get some CPM or Dev to see and post into it, and not turn this into a flaming troll thread. Thanks ahead of time. If you are a troll the door is this way ------>
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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kayn TARON
SVER True Blood Public Disorder.
35
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Posted - 2014.01.11 17:12:00 -
[2] - Quote
TheD1CK wrote:Deploying vehicles is the best part, no more derpships being destroyed before the RDV can place them
Yep especially if you are one of the few who end up not getting your tank, lav, dropship etc until late because everyone else and their brother has called one in. Then in say my case a true dedicated tanker (on my other toon) ends up losing my tank right off the bat at the start of a match because of a rail tanker in the red line on the other end of the map decided to 3X dmg mod the RDV, or tank itself. Ug sorry sore spot with me and these rail tanks in their current conditions lol.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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kayn TARON
SVER True Blood Public Disorder.
35
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Posted - 2014.01.11 17:13:00 -
[3] - Quote
Patrick57 wrote:B-b-but then how will tankers sit in the redline and harvest their precious KDR?!
I know god forbid we actually have tank battles with something other than rail turrets!
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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kayn TARON
SVER True Blood Public Disorder.
35
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Posted - 2014.01.11 17:23:00 -
[4] - Quote
Asha Starwind wrote:No, this a very bad idea and something similar to this has been proposed before. Reason why it's bad is because it wouldend up with one team locking the other into this barrier, any attempts to leave would just be met with concentrated fire. Yes, someone could sneak out and lay an uplink blah, blah...but let's not kid ourselves we all know how stomps go. Someone eventually does get, out lays an uplink, hack a CRU/letter...then blam, in comes the orbital plus mop up squad and back into the cage they go.
This already happens now, so that wouldn't change, hence the being able to safely call in dropships, lav's etc with someone that has uplinks. Or to hot drop an entire squad on an objective on the other side of the map to begin pushing from the opposite direction etc.
In the end as you know this already occurs with people farming others in the redline.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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kayn TARON
SVER True Blood Public Disorder.
39
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Posted - 2014.01.11 17:38:00 -
[5] - Quote
THEAMAZING POTHEAD wrote:kayn TARON wrote:Asha Starwind wrote:No, this a very bad idea and something similar to this has been proposed before. Reason why it's bad is because it wouldend up with one team locking the other into this barrier, any attempts to leave would just be met with concentrated fire. Yes, someone could sneak out and lay an uplink blah, blah...but let's not kid ourselves we all know how stomps go. Someone eventually does get, out lays an uplink, hack a CRU/letter...then blam, in comes the orbital plus mop up squad and back into the cage they go. This already happens now, so that wouldn't change, hence the being able to safely call in dropships, lav's etc with someone that has uplinks. Or to hot drop an entire squad on an objective on the other side of the map to begin pushing from the opposite direction etc. In the end as you know this already occurs with people farming others in the redline. A safety zones pointless, it just means the rail tanks will be waiting for the dropships to leave the redline before owning them for free 7 man multikills. Even if they fly to the flight ceiling attack dropships are so common they'll get attacked by them instead, as theres no forges or rail tanks in the enemy redline the ADS would have to worry about.
There will always be people whom attempt to find a way to abuse everything. That being said good luck shooting any drop ship with afterburners with rail or ADS at near flight ceiling lol. Unless of course they are horrible at flying that's a moot point. It also could not be any worse than it is now.
Personally as an infantry guy also as a tanker, it's very damn boring and irritating when either side is on the red line. If you have an even half way decent team on the other side as of right now in 1.7 you stand very little chance of ever leaving the redline by any means. With this proposed change it would at the very least give the team whom is getting stopped a "chance" at getting out of the redline.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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kayn TARON
SVER True Blood Public Disorder.
39
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Posted - 2014.01.11 17:52:00 -
[6] - Quote
Blaze Ashra wrote:This would be pretty easy to implement. Tag all bullets and offensive projectiles with team 1 or team 2. Make the barrier a collider. Set it so that on collision exit for the defending team projectiles will be destroyed and on entering for the attacking team. Done.
Not quite that easy but would't be too difficult to do. Yes you would end up tagging each side as different teams which given how FPS is done would already exist otherwise it wouldn't be able to distinguish between friendly and enemy fire. The barrier itself would simply not allow ANY shots to pass through it from either team.
The only real issue I see is people whom would try and abuse it by weaving in and out of it on a few choice maps depending on the location placement of the barrier itself. Those would have to be individually handled, and each map would have to have it put into place and tweaked as to the exact location, distance, etc of the barrier to fit each map individually.
Another possible yet slightly more complex solution would be to have it like ambush and flip the spawns.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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kayn TARON
SVER True Blood Public Disorder.
43
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Posted - 2014.01.11 20:36:00 -
[7] - Quote
Blaze Ashra wrote:kayn TARON wrote:Blaze Ashra wrote:This would be pretty easy to implement. Tag all bullets and offensive projectiles with team 1 or team 2. Make the barrier a collider. Set it so that on collision exit for the defending team projectiles will be destroyed and on entering for the attacking team. Done. Not quite that easy but would't be too difficult to do. Yes you would end up tagging each side as different teams which given how FPS is done would already exist otherwise it wouldn't be able to distinguish between friendly and enemy fire. The barrier itself would simply not allow ANY shots to pass through it from either team. The only real issue I see is people whom would try and abuse it by weaving in and out of it on a few choice maps depending on the location placement of the barrier itself. Those would have to be individually handled, and each map would have to have it put into place and tweaked as to the exact location, distance, etc of the barrier to fit each map individually. Another possible yet slightly more complex solution would be to have it like ambush and flip the spawns. I use unity 3d and C#. Would basically be messing with the messaging section here.
There are numerous methods they could use to implement such a feature the question better is, after all the content releases we have been through are they ever going to do "something" about an issue that has been around since closed beta? That is use to be seen, and their lack of communication on the topic is a bit disturbing.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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