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Thread Statistics | Show CCP posts - 5 post(s) |
Skihids
Bullet Cluster Legacy Rising
2809
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Posted - 2014.02.10 20:29:00 -
[1] - Quote
I'm all for eliminating the redline altogether because it introduces huge drawbacks while offering dubious benefits.
It reduces or eliminates risk for snipers of all stripes which is counter to the philosophy of the game, and gives little in return. If a team is redlined simply allow a vote for a retreat and end the match early. If enough players are sitting in the MCC throw up the vote.
At minimum redesign the maps. The closed beta Manus Peak map was ideal. There was a large hill with a flat top crossed by the redline. Neither side could fire over the hill from their side of the redline. Everyone had to come out to engage the enemy and expose themselves to danger. |
Skihids
Bullet Cluster Legacy Rising
2818
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Posted - 2014.02.12 04:45:00 -
[2] - Quote
Welcome to New Eden, where we coddle you and take care of your every need.
Feeling skittish? No problem, we'll give you a safe zone to shoot from where nobody can get to you!
That's quite a reputation you have there... |
Skihids
Bullet Cluster Legacy Rising
2842
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Posted - 2014.02.13 21:36:00 -
[3] - Quote
Judge is doing a fantastic job of presenting well researched analysis regarding dropships. I've been a long time advocate for them since closed beta myself, but burned out after a year of pounding my head against the wall and took a respec to preserve my sanity and my wallet. I'm glad that he picked up the slack and has taken it to another level.
He puts in a ton of effort, not only the scripting and video editing (which I have some experience with long ago so I have an idea of the work involved), but in his analysis of the issues. Like many of us he wants a balanced and fun game, not an "I win" button. As I've pointed out in an old thread, games are enjoyable long term only if they present a challenge. OP assets are a short term joy-ride which soon turns boring.
As a group, pilots are extremely proud of their skills. They don't want the requirements dumbed down to where just anybody can jump in and perform at the same level as an experienced pilot. They want all their experience to mean something. They don't want the dropship to become just another piece of equipment like the scanner that is just as effective in a beginners hand as someone who's been using it for a year. Pilots are equally against the role becoming OP and the next FoTM. We want it to be challenging AND rewarding. That's what I see in Judge.
I'm not a fan of the dropship being used as a pure DPS platform and in my opinion it won't come into its own until communication mechanisms improve and we get game modes that require more than DPS to win. I'm not saying the dropship shouldn't be able to hunt tanks, but rather it should be capable of much more in a support role. As a pure DPS platform it is in direct competition with all the other slayers on the field. As an effective assault transport it would support those slayers and thus be far more accepted. They might hate to see an enemy dropship approach with a full assault squad, but they would be quite pleased to ride in one themselves. CCP has a lot of development to go to achieve that, but I think it's a far better direction than the ADS. As a support vehicle it could justify a higher eHP total and greater survivability. |
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