kayn TARON
SVER True Blood Public Disorder.
33
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Posted - 2014.01.11 16:57:00 -
[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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Galvan Nized
Deep Space Republic
516
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Posted - 2014.01.11 17:53:00 -
[3] - Quote
As people discussed in GD it's a solution wrought with its own problems.
First, the farming of the redline would be epic. You couldn't even push out because you can't kill an enemy.
Second, you can just set up shop to farm the redline. Throw down uplinks that can't be destroyed, call in vehicles with impunity, easily revive teammates because you forced the enemy back into cover of the barrier.
And no you cannot currently farm the redline like this now. Uplinks can be destroyed by snipers, vehicles are destroyed when called in (usually). |