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Blaze Ashra
Holdfast Syndicate Amarr Empire
131
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Posted - 2014.01.18 04:48:00 -
[1] - Quote
If you're in any redline you can not reload and hitting a red lined player causes your gun to jam for 3 seconds. Please note that the second part only happens if you are in a hostile red line.
There are 3 main points that people have to justify the safe zone. 1. Can be spawn trapped 2. Don't want to restrict play-styles. 3. Noobs need a fallback as they gain SP.
Spawn trapping still happens with the redline. The main solutions proposed are to get rid of the red line, stop WP gain or prevent any damage being transferred through it. This proposal is a variation on the third but doesn't restrict anyone to a certain play-style. This would allow defending players to retreat in safety and have limited combat ability without any risk, then if they want to continue they have to take a short trip either to the supply depot, call in a second vehicle or visit the front just long enough to reload.
This would also give the defender more protection if they get red lined because it limits the attackers workable range to just the edge. One of the biggest complaints by the pro red line players is that it doesn't actually protect them (aside from range). Thus it actually has a purpose and can give a home field advantage without being OP.
Finally noobs. Sure we need SP but we also need practice and a grasp on the game mechanics. If they want to snipe in the red line that's fine, they just don't get any real combat experience from it.
Keep in mind this is just my opinion on a possible solution.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
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Blaze Ashra
Holdfast Syndicate Amarr Empire
131
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Posted - 2014.01.18 05:27:00 -
[2] - Quote
Mr Machine Guns wrote:All you could of said were these 5 words "get rid of the redline" Personally, I've no problem with that. This build has made my favorite game mode go from domination to ambush and would love skirmish and domination without one as well.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
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Blaze Ashra
Holdfast Syndicate Amarr Empire
131
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Posted - 2014.01.18 05:59:00 -
[3] - Quote
Medic 1879 wrote:On the you cant reload in the redline part, if your team gets redlined the only way to fight back is to try and sneak out and set up spawns outside the redline or try and brute force your way out, with no reloading in the redline you can't fight your way out you only have one clip of ammo to do it or paradoxically you cant try and fight your way out of the redline till you are already out to reload. You cant see friendly redzones as well but reds can see opposing ones so in a no reload situation the redliners have a huge advantage as they can sit right on the line and make forays in to kill then pop out to reload.
The second idea weapon jamming if you shoot someone while you are in a hostile redline sounds good but coupled with the no reloading part would just lead to players camping the very edge. Plus imagine you are a shotgun scout and you have figured out where that enemy sniper is picking people off from and it is not too far into the redline to run in and kill them, so you go scuttling in and you get to the sniper and discover another sniper so you kill the first then stand around for 3 seconds waiting for your gun to un-jam or the sniper to flee/kill you. Or better yet the sniper is alone but a heavy so you sneak up on them put a shotgun blast in his head and he turns round and leisurely kills you with his sidearm while you are waiting for your gun to worl again.
EDIT about the no redline for dropships they used to have an extended redline whilst flying is this no longer the case? if not extended enough to kill redline rail tanks would be good but you then run a fine line between them being useful and them being used to slaughter people falling from the MCC. Yeah I realize not being able to see friendly red lines is an issue but that's the main reason I came up with the jamming idea. Would be nice to see it though.
As far as I'm concerned if the opposing team has redlined your entire team to such an extent that they're spawn camping you, it's best to try to outflank and regroup. Most weapons can kill with a clip so it shouldn't be a big limitation unless you're severely outgunned.
Situation 2 throw core grenades at one sniper and shotgun the other prior to detonation. Against heavy + sniper toss grenade at sniper, cook second and toss it on heavy then shot gun him.
Dropships still have extended redlines but it doesn't go into hostile redlines. The issue is mainly that rail tankers get free kills and they are impossible to deal with or react while they're safe to fire an endless barrage.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
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