Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Blaze Ashra
Holdfast Syndicate Amarr Empire
131
|
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
|
Mr Machine Guns
Nyain San Renegade Alliance
273
|
Posted - 2014.01.18 05:20:00 -
[2] - Quote
Blaze Ashra wrote: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.
All you could of said were these 5 words "get rid of the redline" |
Blaze Ashra
Holdfast Syndicate Amarr Empire
131
|
Posted - 2014.01.18 05:27:00 -
[3] - 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
|
Harpyja
molon labe. Public Disorder.
1119
|
Posted - 2014.01.18 05:36:00 -
[4] - Quote
I think removing the redline for aircraft would work well. At least ADS pilots can now combat those redline rail tanks that risk nothing. The MCCs should get a few large turret installations with control points from the MCC hangar. These turrets should be mounted on the sides with a view of the redline and nothing beyond; they are also indestructible as the MCC's shield and armor protect them.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Meee One
Clones Of The Damned Zero-Day
154
|
Posted - 2014.01.18 05:38:00 -
[5] - Quote
Mr Machine Guns wrote:All you could of said were these 5 words "get rid of the redline" Screw the noobs eh? Goodbye increasing playerbase. Go to ambush if you want to clone. This would only allow spawn reap. The redlined team would then be trapped in the MCC. Then you'll say "Get rid of the MCC". Then all modes would be ambush. Result:Congrats you just broke Dust,no new players AND vets leave FOREVER. I personally don't want to play Ambush514.
Why?
Beads.
|
Meee One
Clones Of The Damned Zero-Day
155
|
Posted - 2014.01.18 05:41:00 -
[6] - Quote
Harpyja wrote:I think removing the redline for aircraft would work well. At least ADS pilots can now combat those redline rail tanks that risk nothing. The MCCs should get a few large turret installations with control points from the MCC hangar. These turrets should be mounted on the sides with a view of the redline and nothing beyond; they are also indestructible as the MCC's shield and armor protect them. Dropship spawn reap. No.This idea isn't even remotely balanced. Dropships would obliterate troops in their own redline.
Why?
Beads.
|
Medic 1879
Forsaken Immortals Top Men.
1599
|
Posted - 2014.01.18 05:41:00 -
[7] - Quote
Getting rid of the redline would make spawn trapping worse, imagine it now you can push a team back to the redline and you can trap them there but it is a broad front allowing people to try to flank and set up spawns behind you. Imagine it with no redline, you push them back then have half of your team sat underneath their MCC and the other half at their ground spawn giving the enemy team no safe spawn point what so ever. In that scenario people dropping from the MCC are dead they are highly visible and once they land they cant fight back for a few seconds. Spawning ground seems the better option as you can atleast defend yourself a bit but anyone who has ever farmed a CRU will tell you how easy it is to keep them there.
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 work 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.
Lead Diplomat for Forsaken Immortals.
|
Blaze Ashra
Holdfast Syndicate Amarr Empire
131
|
Posted - 2014.01.18 05:59:00 -
[8] - 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
|
Saxbrin Shain
Ivory Vanguard
189
|
Posted - 2014.01.18 06:03:00 -
[9] - Quote
Does anybody remember the older Battlefield games? They solved this problem rather nicely.
There were some maps where players could spawn on aircraft carriers some distance from where most of the action took place. It was possible to sit on those carriers with a sniper rifle and pick people off, and it was possible for enemies on land to pick off players on the carrier. In both cases, the kills awarded no points but subtracted from the team's total tickets (clones).
I would really like to see this solution implemented in DUST. A few 0 Warpoint matches would encourage most players to leave the relative safety of the redline with the added bonus of disincentivizing teams from denying their opponents the opportunity to participate in battle. Both would remain valid tactics, but you would then need to decide whether or not the absence of WP is worth the tactical advantage of safety or denying enemy participation.
IMMORTALS; From the Sands to the Stars
We fight until we die.
Then we fight some more.
|
Harpyja
Molon Labe. Public Disorder.
1120
|
Posted - 2014.01.18 14:38:00 -
[10] - Quote
Meee One wrote:Harpyja wrote:I think removing the redline for aircraft would work well. At least ADS pilots can now combat those redline rail tanks that risk nothing. The MCCs should get a few large turret installations with control points from the MCC hangar. These turrets should be mounted on the sides with a view of the redline and nothing beyond; they are also indestructible as the MCC's shield and armor protect them. Dropship spawn reap. No.This idea isn't even remotely balanced. Dropships would obliterate troops in their own redline. Did you even think about what I said? I mentioned turrets on the MCC for a reason you know....
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
Paran Tadec
The Hetairoi
1910
|
Posted - 2014.01.18 15:12:00 -
[11] - Quote
Blaze Ashra wrote: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.
Remove the redline, and allow a team that is getting the stomped to withdraw from battle to end it early.
Bittervet Proficiency V
thanks logibro!
|
Bethhy
Ancient Exiles. Renegade Alliance
863
|
Posted - 2014.01.18 15:28:00 -
[12] - Quote
Redlines Should be Giant Projected Shield Barriers from the Warbarges, done in a very New Eden way. So if your behind the redline you cant fire your gun through the shield, Or if your the 'Red-lin'er" you cant fire through the shields into the redline.
Then we just make it so when you leave the redline you can't re enter it. This allows the redlined team to call in vehicles(Dropships, Tanks, LaV's) Without having them picked off as the Boloc drops them. Also will allow the redlined team to generally have close to the full team on map, instead of 8 on the map and 8 respawning.. allowing a full team spawn to then push out from the redline.
It will stop Red-line snipers, Rail tanks and we could impose a 2-3 minute blanket timer for the redline. If you are in the safe area for more then that time you get kicked, stopping the rubber banding afk'ers. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |