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DUST Fiend
OSG Planetary Operations Covert Intervention
10321
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Posted - 2014.01.24 07:21:00 -
[1] - Quote
This popped up in a thread in GD and I just wanted to put it here to try and stir up some debate / conversation on the matter. Many of us feel that the redline needs to go (not the general redline that dictates the overall battlefield) because it is easily abused while offering up very little in terms of meaningful gameplay. It's purpose is to be a safe staging point for a team that's losing, but in reality, it is little more than a large coffin that you can shoot out of. When you're winning, that coffin becomes a nigh impenetrable bunker. Now, changes to vehicles such as slightly increased elevation for turrets (most notably Large Railguns) would be needed to accommodate the loss of highly difficult to assault perches. These would just become normal perches that dropships could assault, or that could be assaulted by ground troops, so on and so forth. So, a change like this has to make sure that ground vehicles can reliably fight back against areal vehicles, and vice versa.
I proposed Sky Spawning (warbage deployment, high speed to represent being launched from the warbage) for the team who has lost the majority of objectives, or who is more than 50% below the enemy in clones. A change like that would allow for a constant back and forth with evenly matched teams, and it would allow a team that's getting stomped the chance to deploy somewhere safe, since they could choose the general area they want to spawn into, then slightly direct themselves on the way down. Since they're going quickly and wouldn't have to activate dampeners till the end, they could deploy fairly stealthily to either get a better position or call in vehicles.
Drop uplinks would still be useful in that they can be used inside, offer decreased spawn times (also no travel time), and can be used regardless of how many objectives are capped. Indoor objectives would be harder to assail this way, as you'd deploy onto the roof.
This opens up a lot of different tactics in any given match, but is designed to create a more shifting battlefield that doesn't rely on the redline to offer up good games (which the redline does NOT do)
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Lonewolf Heavy
ROGUE SPADES
84
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Posted - 2014.01.24 07:33:00 -
[2] - Quote
I like your idea honestly But i feel they should still at least keep a single ground spawn somewhere to give Pilots a place to call in their vehicles quicker, instead of having to first wait after dropping from the sky. Plus it wouldn't make sense to be attacking a place without some sort of Outpost set up pre attack (AkA the ground spawn)
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
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Arx Ardashir
Imperium Aeternum
460
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Posted - 2014.01.24 07:45:00 -
[3] - Quote
What do you think the terminal velocity of a heavy is? Enough to punch a hole in a tank?
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DUST Fiend
OSG Planetary Operations Covert Intervention
10322
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Posted - 2014.01.24 08:15:00 -
[4] - Quote
Lonewolf Heavy wrote:I like your idea honestly But i feel they should still at least keep a single ground spawn somewhere to give Pilots a place to call in their vehicles quicker, instead of having to first wait after dropping from the sky. Plus it wouldn't make sense to be attacking a place without some sort of Outpost set up pre attack (AkA the ground spawn) I agree, and I think ground and MCC spawns should remain untouched, with the exception of giving these areas more powerful blaster and missile turrets (mainly in HP, though slightly improved performance all around) Railguns would be excluded from this as they defend beyond the spawn zones. I am hesitant about stronger missile turrets only because of their general lack of dispersion and near infinite range.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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ANON Cerberus
Tiny Toons
132
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Posted - 2014.01.24 10:24:00 -
[5] - Quote
Honestly not a bad idea at all I like this. Even if it just went as far as allowing the red lined / losing team to deploy around the outskirts of their base / map - it keeps it interesting and makes it so it is way less predictable where they are coming from. |
DUST Fiend
OSG Planetary Operations Covert Intervention
10327
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Posted - 2014.01.24 15:49:00 -
[6] - Quote
ANON Cerberus wrote:Honestly not a bad idea at all I like this. Even if it just went as far as allowing the red lined / losing team to deploy around the outskirts of their base / map - it keeps it interesting and makes it so it is way less predictable where they are coming from. That could work too, though I personally like the idea of being able to drop straight down onto objectives to make games more fast paced, but even just being able to deploy where you want around the outskirts would go a long way towards helping people break out of stomps.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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