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Thread Statistics | Show CCP posts - 0 post(s) |
hgghyujh
Expert Intervention Caldari State
273
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Posted - 2014.02.12 02:50:00 -
[1] - Quote
did any one else read the subject and think, apparent event horizon?? |
hgghyujh
Expert Intervention Caldari State
273
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Posted - 2014.02.12 02:57:00 -
[2] - Quote
dude no one bothers with trying to fix the broken **** anymore, if its not this weeks QQ, you might as well go **** your self. The idea is interesting...... I was hoping to see more conversation on it, because while I don't like it straight up I do think you are on to some thing.
actually what would be interesting would be if your MCC and the red line moved back and forth trying to stay out of range of say more then two null cannons. |
hgghyujh
Expert Intervention Caldari State
273
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Posted - 2014.02.12 03:04:00 -
[3] - Quote
to the guys that want a red line barrier........ thats a bad idea, it makes it impossible for a team to fight out of the red line, maybe on spwan buildings but on the red line as a whole you just end up plaing the shooter equivalent of station games. The best thing to do is something like the op suggested mixed with pulling all incentives out of the red line, as long as you are in it you get no isk/WP/SP, passive or active. you dont get on the battle feild you dont risk your suit you don't get rewarded seems simple enough. |
hgghyujh
Expert Intervention Caldari State
275
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Posted - 2014.02.12 03:32:00 -
[4] - Quote
oh you won't hear me disagree, if you look me up in the forums you will see a lot of idea like this that just dropped of the front page into obscurity.
I have to say tho you are not cynical enough red line snipers are there for the low risk/med-high reward, you have to remember to plan for the worst in people because while the worst may be the minority they have a huge impact and can drag down others with them.
you know I m not satisfied with my Idea either of the back and forth, but I really like the idea of the redline attached to a moving mcc, I just cant figure out how to make it a meaningful immersive part of game play. |
hgghyujh
Expert Intervention Caldari State
275
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Posted - 2014.02.12 03:36:00 -
[5] - Quote
I recommend reading this, while probably not a solution it you may find it interesting. |
hgghyujh
Expert Intervention Caldari State
276
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Posted - 2014.02.12 03:45:00 -
[6] - Quote
mmmmm high ground is not paramount, as a field sniper I can say that what matters most is targets of opportunity and while high ground reduces potential cover and therefore increases targets while still allowing the shooter to dictate the terms of engagement, I can think of many locations that would be equally effective at ground level due to foot traffic |
hgghyujh
Expert Intervention Caldari State
276
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Posted - 2014.02.12 03:47:00 -
[7] - Quote
Ander Thedas wrote:hgghyujh wrote:I recommend reading this, while probably not a solution it you may find it interesting. I really like that idea in regards to a very interesting game dynamic but it's hard to balance that out considering a team that's dominant enough to already red line the other probably won't find any opposition once they're already in the red line. But there are some decent play/counter play ideas in there worth exploring further.
well the idea there is to spread the other team out oh sure they can push through the other teams spawn pretty fast but can they do it while defending every objective?? if so end the match it was gonna be a permanent redline camp anyways. |
hgghyujh
Expert Intervention Caldari State
278
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Posted - 2014.02.12 07:07:00 -
[8] - Quote
Ander Thedas wrote:hgghyujh wrote:mmmmm high ground is not paramount, as a field sniper I can say that what matters most is targets of opportunity and while high ground reduces potential cover and therefore increases targets while still allowing the shooter to dictate the terms of engagement, I can think of many locations that would be equally effective at ground level due to foot traffic You have a point, yes. But typically speaking high ground offers that, plus visibility (information) and additional security against incoming enemies. Essentially high ground tends to give a sniper the three things he or she is really looking for.
point and one reason your idea is kinda great our snipers are getting ******* complacent, and relying on ideal sniping spots instead of learning to snipe properly anywhere. |
hgghyujh
Expert Intervention Caldari State
279
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Posted - 2014.02.12 07:19:00 -
[9] - Quote
HHMMM off topic but CRUs should have their own volume of clone goo, that would make them significant tactical assets. |
hgghyujh
Expert Intervention Caldari State
281
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Posted - 2014.02.12 10:16:00 -
[10] - Quote
HEY I'M NOT DONE TALKING ABOUT THIS YET!! |
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