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Ander Thedas
Subdreddit Test Alliance Please Ignore
265
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Posted - 2014.02.07 18:21:00 -
[1] - Quote
This idea just dawned on me a few minutes ago, but I was thinking back to the time before time when DUST still existed in a storied world of fabled features such as dumb firing swarms. Back then the MCC was actually a MOBILE command center. It moved during the two stages of what is now known as Skirmish 1.0. The idea of the moving MCC and the implications of what a current use for that would be hit me like a ton of bricks: What if the MCCs orbited the center of the map slowly during the course of Skirmish and Domination matches.
As the game progressed the MCCs would slowly circle the outskirts of the map equidistant from the center point as they are now. In addition to the MCCs moving, they would also take their red lines with them, shifting the red lines slowly around the battlefield. This would provide several TREMENDOUS changes to gameplay and flow and of which I think all of them are positive.
1) dynamic flow of battle. As the game progressed the staging areas for each team would be different, giving each team a varying strategic push towards a different objective or a different map. Defense would be more challenging to the team in the lead to hold on to objectives that previously were a more stable target. This would give battles a more urgent feel and force both teams to strategically plan ahead for a changing environment.
2) Map Imbalance adressed. As the MCCs orbit (the total degree of this orbit is subject to testing but through the course of a 15 minute game I think the total orbit shouldn't probably exceed one full rotation. And protentially even less than that [the number I keep coming back to in my head is 75% rotation around the full field, but that's entirely arbitrary]) then you'd eliminate the advantage one side has over the other in just starting spawn location. As anyone who's played Manus Peak Domination knows: the southern spawned team has a huge advantage. They spawn on top of a mountain immediately overlooking the objective. The north spawn team is forced to approach with little cover coming up from a valley and place uplinks and extremely disadvantageous positions. Orbiting MCCs would allow for this advantage to be shared between both teams as the battle progresses, and for a portion of the fight offer that advantage to neither. There would probably still be some bias but it's certainly a big step in a good direction. And finally the biggest and most important change:
3) No more safe red line camping. As the MCC moves the red line moves with it. And for those who take up a comfy spot in the red line they'll find something interesting happen. Either they continuously keep moving to FOLLOW their red line (and potentially leave themselves open to ambush and wasting valuable time constantly on the go) or they stay put while their red line position becomes neutralized and the enemy team can enter to address them. And if they camp long enough uncontested eventually the ENEMY red line will approach them forcing them out of their position and to reenter the battle long enough to regroup. To those who do wish to camp in the red line (such as snipers) they need to expose themselves more to enemy retaliation or they need to lose valuable sniping time relocating multiple times through the match (which also opens them up to enemy fire).
The only real issue I can see attached to this idea is that starting ground spawns would find themselves no longer in a safe zone. I'm not sure what the ideal solution to this is, but this idea is very new and subject to some more brainstorming. But from where I'm sitting this seems like a pretty solid win on all sides. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
265
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Posted - 2014.02.07 18:21:00 -
[2] - Quote
Reserved. |
TheEnd762
SVER True Blood Public Disorder.
427
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Posted - 2014.02.07 18:55:00 -
[3] - Quote
They'd have to move pretty slowly to make safely calling in vehicles possible. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
266
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Posted - 2014.02.07 18:56:00 -
[4] - Quote
TheEnd762 wrote:They'd have to move pretty slowly to make safely calling in vehicles possible. The idea is around a 3/4th circling of the map over a 15 minute period. So yeah, it would be pretty slowly from a moment to moment standpoint, but a game altering position adjustment as things advance. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
266
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Posted - 2014.02.07 23:54:00 -
[5] - Quote
Bump. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
267
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Posted - 2014.02.08 17:38:00 -
[6] - Quote
I expected at least some discussion about this. |
dullrust
Subsonic Synthesis RISE of LEGION
43
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Posted - 2014.02.08 18:35:00 -
[7] - Quote
lol, it was ignored the last time I suggested this. Also just like then people are in discussion/***** mode about other things. Like drop suit bonuses and equipment. Anything to do with maps is completely ignored right now.
But yes this would be nice especially if they actually bothered to add some randomness to their maps. Like changing the interior of buildings. Or changing the layout of the land features. Seriously is every planets features exactly the same? Is every research lab and mining operation built and/or set up exactly the same? Everyone (but new players) knows the exact layout of everything before they even spawn in.
Sorry kinda stole or perhaps derailed your thread a bit there.
HAVE A NICE DAY!!!
I am nobody.
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Ander Thedas
Subdreddit Test Alliance Please Ignore
281
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Posted - 2014.02.11 21:35:00 -
[8] - Quote
dullrust wrote:lol, it was ignored the last time I suggested this. Also just like then people are in discussion/***** mode about other things. Like drop suit bonuses and equipment. Anything to do with maps is completely ignored right now.
But yes this would be nice especially if they actually bothered to add some randomness to their maps. Like changing the interior of buildings. Or changing the layout of the land features. Seriously is every planets features exactly the same? Is every research lab and mining operation built and/or set up exactly the same? Everyone (but new players) knows the exact layout of everything before they even spawn in.
Sorry kinda stole or perhaps derailed your thread a bit there.
HAVE A NICE DAY!!!
I wonder why no one wants to talk about it. This seems like an issue that people are extremely vocal about and I think this not only fixes those problems but adds a significant amount to the game. Let's hear some opinions, people.
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Awry Barux
Paladin Survey Force Amarr Empire
494
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Posted - 2014.02.11 21:39:00 -
[9] - Quote
Nope, doesn't fix redline sniping. If anything it makes redline sniping much more powerful by allowing snipers to have redline shots from very different angles over the course of the match. It doesn't take very long, in the scale of a skirmish match, to gradually move around the map. I'd much rather just have the redline be impossible to shoot out of or into, either with a big physical wall or a mystical energy shield. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
281
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Posted - 2014.02.11 21:42:00 -
[10] - Quote
Awry Barux wrote:Nope, doesn't fix redline sniping. If anything it makes redline sniping much more powerful by allowing snipers to have redline shots from very different angles over the course of the match. It doesn't take very long, in the scale of a skirmish match, to gradually move around the map. I'd much rather just have the redline be impossible to shoot out of or into, either with a big physical wall or a mystical energy shield.
Edit: how is it leaving myself open to ambush if I follow the MCC and stick to the center of the red zone?
It absolutely fixes red line sniping by having the spot the sniper is in NO LONGER THE RED LINE. That means you can come up to where he is in an LAV and just take him out. Alternatively he can spend the whole game FOLLOWING the red line as it moves by staying under the MCC but that would mean he's moving and not shooting and also that it's very predictable to guess where he's going to be if you're going to counter snipe him while he's moving around. Think it through.
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alten hilt
DUST University Ivy League
67
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Posted - 2014.02.11 21:55:00 -
[11] - Quote
+1 for a dynamic battlefield.
I like the idea of the moving MCCs and the moving redline.
But what if we took it one step further. What if the redline was actually a defensive shield deployed by the MCC (or the physical border of it's shields). A barrier that prevented high speed projectiles from entering or exiting but allowed the deployment of vehicles and troops. Perhaps when a MCCs shields are depleted this defensive shield could shrink slightly to reflect the fact that the MCC is more exposed. It makes sense that the MCC is deployed because it provides a protected environment for the deployment of clones.
I think this could solve the redline sniping (rail rifle and rail turret) and redline camping. Plus it provides real context as to why a redline exists at all, and why an MCC is used to deploy clones (as opposed to orbital drops, etc) |
Awry Barux
Paladin Survey Force Amarr Empire
495
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Posted - 2014.02.11 22:06:00 -
[12] - Quote
Ander Thedas wrote:Awry Barux wrote:Nope, doesn't fix redline sniping. If anything it makes redline sniping much more powerful by allowing snipers to have redline shots from very different angles over the course of the match. It doesn't take very long, in the scale of a skirmish match, to gradually move around the map. I'd much rather just have the redline be impossible to shoot out of or into, either with a big physical wall or a mystical energy shield.
Edit: how is it leaving myself open to ambush if I follow the MCC and stick to the center of the red zone? It absolutely fixes red line sniping by having the spot the sniper is in NO LONGER THE RED LINE. That means you can come up to where he is in an LAV and just take him out. Alternatively he can spend the whole game FOLLOWING the red line as it moves by staying under the MCC but that would mean he's moving and not shooting and also that it's very predictable to guess where he's going to be if you're going to counter snipe him while he's moving around. Think it through.
It's simply not going to take very much time out of sniping to follow the MCC. It won't take the whole game to walk 75% of the way around the map. This won't make counter-sniping any easier than it already is against redline snipers.
The only thing making redline sniping not a massive, massive problem is the fact that there aren't very many good sight-lines available from the fixed redline. If the red line were to rotate around the map, it would be nigh-impossible to design the maps in a way that doesn't allow redline snipers to have great shots with no risk. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
282
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Posted - 2014.02.11 22:07:00 -
[13] - Quote
alten hilt wrote:+1 for a dynamic battlefield.
I like the idea of the moving MCCs and the moving redline.
But what if we took it one step further. What if the redline was actually a defensive shield deployed by the MCC (or the physical border of it's shields). A barrier that prevented high speed projectiles from entering or exiting but allowed the deployment of vehicles and troops. Perhaps when a MCCs shields are depleted this defensive shield could shrink slightly to reflect the fact that the MCC is more exposed. It makes sense that the MCC is deployed because it provides a protected environment for the deployment of clones.
I think this could solve the redline sniping (rail rifle and rail turret) and redline camping. Plus it provides real context as to why a redline exists at all, and why an MCC is used to deploy clones (as opposed to orbital drops, etc)
I actually like this idea. What most people don't realize about redline snipers is that snipers don't snipe from those locations because of the red lines, instead the red line just happens to be where the most advantageous sniping positions are. I think that idea would work well in regards to safe spawns without giving up the balance factor.
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Awry Barux
Paladin Survey Force Amarr Empire
495
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Posted - 2014.02.11 22:23:00 -
[14] - Quote
Ander Thedas wrote: I actually like this idea. What most people don't realize about redline snipers is that snipers don't snipe from those locations because of the red lines, instead the red line just happens to be where the most advantageous sniping positions are. I think that idea would work well in regards to safe spawns without giving up the balance factor.
Now that's just plain incorrect except for Manus Peak, and we all know that map is bad. Do you even snipe?
I promise you this will not solve the redline sniping problem. If anything, it will make it worse. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
282
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Posted - 2014.02.11 22:23:00 -
[15] - Quote
Awry Barux wrote:Ander Thedas wrote:Awry Barux wrote:Nope, doesn't fix redline sniping. If anything it makes redline sniping much more powerful by allowing snipers to have redline shots from very different angles over the course of the match. It doesn't take very long, in the scale of a skirmish match, to gradually move around the map. I'd much rather just have the redline be impossible to shoot out of or into, either with a big physical wall or a mystical energy shield.
Edit: how is it leaving myself open to ambush if I follow the MCC and stick to the center of the red zone? It absolutely fixes red line sniping by having the spot the sniper is in NO LONGER THE RED LINE. That means you can come up to where he is in an LAV and just take him out. Alternatively he can spend the whole game FOLLOWING the red line as it moves by staying under the MCC but that would mean he's moving and not shooting and also that it's very predictable to guess where he's going to be if you're going to counter snipe him while he's moving around. Think it through. It's simply not going to take very much time out of sniping to follow the MCC. It won't take the whole game to walk 75% of the way around the map. This won't make counter-sniping any easier than it already is against redline snipers. The only thing making redline sniping not a massive, massive problem is the fact that there aren't very many good sight-lines available from the fixed redline. If the red line were to rotate around the map, it would be nigh-impossible to design the maps in a way that doesn't allow redline snipers to have great shots with no risk.
It goes deeper than that. Constantly moving puts you out of range of supply depots. It puts you out of range of your own hives. Snipers go through ammo extremely quickly and hives are a must. It will force snipers to maneuver around battlefield obstacles and in many cases completely lose the high ground long periods of time if they sniper HAS to stay with where the red line is. Plus a moving sniper is easier to spot than a stationary one, thus opening the sniper up to counter fire. As I mentioned in my last post snipers don't choose their location because of the red line. The red line just happens to normally be exactly where the most advantageous sniper positions are so that's where they stay. High elevation and good visibility. Look at Manus Peak. Where do you see most snipers during a game that isn't being completely dominated by one side? They're on the big mountain to the west in the middle of the map between both red lines. Snipers just want good spots to shoot down from rather than protected locations. The fact that this coincides with the red lines is because of map design in which most boards are in a valley as opposed to on a hill and the only decent accessible high points in most of these bowl shaped maps are near the starting spawn locations. The only map I can think of that completely eschews that design is Fracture Road which is hilly in the middle making sniping extremely difficult without being very mobile and very very creative. You won't find snipers on the map in most situations unless the battle is very locked down.
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Ander Thedas
Subdreddit Test Alliance Please Ignore
282
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Posted - 2014.02.11 22:29:00 -
[16] - Quote
Awry Barux wrote:Ander Thedas wrote: I actually like this idea. What most people don't realize about redline snipers is that snipers don't snipe from those locations because of the red lines, instead the red line just happens to be where the most advantageous sniping positions are. I think that idea would work well in regards to safe spawns without giving up the balance factor.
Now that's just plain incorrect except for Manus Peak, and we all know that map is bad. Do you even snipe? I promise you this will not solve the redline sniping problem. If anything, it will make it worse.
I do snipe. I started DUST as a sniper. My preferred game mode to snipe in before 1.8? Ambush. No red lines. I know where I like to snipe from and why and having a red line in front of me is almost never a factor. Especially considering that 90% of the time the thing I need to worry about most is another sniper. The other 10% is a frisky dropship pilot or someone coming up to me in an LAV which is honestly one of the most fun and exhilarating positions you can be in as a sniper. Nothing like nailing that Scrambler Pistol head shot on someone who thought you'd be an easy target. Now that you've vetted my credentials (classy, btw), maybe you can offer some points instead of just dissent? Discussions lead to progress. Close minded dissent leads to louder voices and not much else.
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Awry Barux
Paladin Survey Force Amarr Empire
495
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Posted - 2014.02.11 22:43:00 -
[17] - Quote
Ander Thedas wrote:Awry Barux wrote:Ander Thedas wrote:Awry Barux wrote:Nope, doesn't fix redline sniping. If anything it makes redline sniping much more powerful by allowing snipers to have redline shots from very different angles over the course of the match. It doesn't take very long, in the scale of a skirmish match, to gradually move around the map. I'd much rather just have the redline be impossible to shoot out of or into, either with a big physical wall or a mystical energy shield.
Edit: how is it leaving myself open to ambush if I follow the MCC and stick to the center of the red zone? It absolutely fixes red line sniping by having the spot the sniper is in NO LONGER THE RED LINE. That means you can come up to where he is in an LAV and just take him out. Alternatively he can spend the whole game FOLLOWING the red line as it moves by staying under the MCC but that would mean he's moving and not shooting and also that it's very predictable to guess where he's going to be if you're going to counter snipe him while he's moving around. Think it through. It's simply not going to take very much time out of sniping to follow the MCC. It won't take the whole game to walk 75% of the way around the map. This won't make counter-sniping any easier than it already is against redline snipers. The only thing making redline sniping not a massive, massive problem is the fact that there aren't very many good sight-lines available from the fixed redline. If the red line were to rotate around the map, it would be nigh-impossible to design the maps in a way that doesn't allow redline snipers to have great shots with no risk. It goes deeper than that. Constantly moving puts you out of range of supply depots. It puts you out of range of your own hives. Snipers go through ammo extremely quickly and hives are a must. It will force snipers to maneuver around battlefield obstacles and in many cases completely lose the high ground long periods of time if they sniper HAS to stay with where the red line is. Plus a moving sniper is easier to spot than a stationary one, thus opening the sniper up to counter fire. As I mentioned in my last post snipers don't choose their location because of the red line. The red line just happens to normally be exactly where the most advantageous sniper positions are so that's where they stay. High elevation and good visibility. Look at Manus Peak. Where do you see most snipers during a game that isn't being completely dominated by one side? They're on the big mountain to the west in the middle of the map between both red lines. Snipers just want good spots to shoot down from rather than protected locations. The fact that this coincides with the red lines is because of map design in which most boards are in a valley as opposed to on a hill and the only decent accessible high points in most of these bowl shaped maps are near the starting spawn locations. The only map I can think of that completely eschews that design is Fracture Road which is hilly in the middle making sniping extremely difficult without being very mobile and very very creative. You won't find snipers on the map in most situations unless the battle is very locked down.
Point by point: 1. Not all snipers go through ammo quickly- a damage-modded CSR can put out over 10,000 damage without headshots before resupplying, assuming you don't spray and pray. 2. Many snipers use logi suits- my personal fit carries Ishukone gauged hives and Allotek (r) hives, for a total of 7 high-resupply-rate nanohives. It's no big deal to be separated from one of them. This change might help stop people from redlining in a Sentinel suit with a Thale's, but otherwise it's not going to have much of an impact. 3. Stationary snipers are much, much easier to find and counter-snipe than mobile snipers, even if you know the general area they'll be moving in. Or, at least, that has been my experience. 4. Losing the high ground doesn't matter if it means you have clean shots from an area where the enemy can't reach you. For example, on a map with the bridge socket, having your redline be parallel to the bridge would be insanely good- even though you would lose the high ground, you would get great sightlines on 3 objectives at once (the bridge and the points at either end), and still be unreachable by standard infantry weapons. 5. If you don't choose your sniping spots based on the existence of the redline, you are a rare exception to the general rule and I applaud that. However, to many players, having a position only attackable by other snipers is a very desirable trait, one which should not be achievable. 6. Why not just make it impossible to shoot in or out of the redline? It seems like a much simpler, easier to implement fix. Or, do both that and your idea- I like the effects it could have on general gameplay, I just don't think it will help with the redline sniping issue.
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Ander Thedas
Subdreddit Test Alliance Please Ignore
282
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Posted - 2014.02.11 23:15:00 -
[18] - Quote
Awry Barux wrote:Ander Thedas wrote:Awry Barux wrote:Ander Thedas wrote:Awry Barux wrote:Nope, doesn't fix redline sniping. If anything it makes redline sniping much more powerful by allowing snipers to have redline shots from very different angles over the course of the match. It doesn't take very long, in the scale of a skirmish match, to gradually move around the map. I'd much rather just have the redline be impossible to shoot out of or into, either with a big physical wall or a mystical energy shield.
Edit: how is it leaving myself open to ambush if I follow the MCC and stick to the center of the red zone? It absolutely fixes red line sniping by having the spot the sniper is in NO LONGER THE RED LINE. That means you can come up to where he is in an LAV and just take him out. Alternatively he can spend the whole game FOLLOWING the red line as it moves by staying under the MCC but that would mean he's moving and not shooting and also that it's very predictable to guess where he's going to be if you're going to counter snipe him while he's moving around. Think it through. It's simply not going to take very much time out of sniping to follow the MCC. It won't take the whole game to walk 75% of the way around the map. This won't make counter-sniping any easier than it already is against redline snipers. The only thing making redline sniping not a massive, massive problem is the fact that there aren't very many good sight-lines available from the fixed redline. If the red line were to rotate around the map, it would be nigh-impossible to design the maps in a way that doesn't allow redline snipers to have great shots with no risk. It goes deeper than that. Constantly moving puts you out of range of supply depots. It puts you out of range of your own hives. Snipers go through ammo extremely quickly and hives are a must. It will force snipers to maneuver around battlefield obstacles and in many cases completely lose the high ground long periods of time if they sniper HAS to stay with where the red line is. Plus a moving sniper is easier to spot than a stationary one, thus opening the sniper up to counter fire. As I mentioned in my last post snipers don't choose their location because of the red line. The red line just happens to normally be exactly where the most advantageous sniper positions are so that's where they stay. High elevation and good visibility. Look at Manus Peak. Where do you see most snipers during a game that isn't being completely dominated by one side? They're on the big mountain to the west in the middle of the map between both red lines. Snipers just want good spots to shoot down from rather than protected locations. The fact that this coincides with the red lines is because of map design in which most boards are in a valley as opposed to on a hill and the only decent accessible high points in most of these bowl shaped maps are near the starting spawn locations. The only map I can think of that completely eschews that design is Fracture Road which is hilly in the middle making sniping extremely difficult without being very mobile and very very creative. You won't find snipers on the map in most situations unless the battle is very locked down. Point by point: 1. Not all snipers go through ammo quickly- a damage-modded CSR can put out over 10,000 damage without headshots before resupplying, assuming you don't spray and pray. 2. Many snipers use logi suits- my personal fit carries Ishukone gauged hives and Allotek (r) hives, for a total of 7 high-resupply-rate nanohives. It's no big deal to be separated from one of them. This change might help stop people from redlining in a Sentinel suit with a Thale's, but otherwise it's not going to have much of an impact. 3. Stationary snipers are much, much easier to find and counter-snipe than mobile snipers, even if you know the general area they'll be moving in. Or, at least, that has been my experience. 4. Losing the high ground doesn't matter if it means you have clean shots from an area where the enemy can't reach you. For example, on a map with the bridge socket, having your redline be parallel to the bridge would be insanely good- even though you would lose the high ground, you would get great sightlines on 3 objectives at once (the bridge and the points at either end), and still be unreachable by standard infantry weapons. 5. If you don't choose your sniping spots based on the existence of the redline, you are a rare exception to the general rule and I applaud that. However, to many players, having a position only attackable by other snipers is a very desirable trait, one which should not be achievable. 6. Why not just make it impossible to shoot in or out of the redline? It seems like a much simpler, easier to implement fix. Or, do both that and your idea- I like the effects it could have on general gameplay, I just don't think it will help with the redline sniping issue.
I'm just going to address point 6 right now because I'm dangerously close to being late for an appointment, but that doesn't work because those positions snipers are in are the best positions for snipers on the map. If you force snipers out of the red line to shoot without pulling back the red line to be behind those advantageous points to shoot from you're essentially forcing snipers to shoot without a height elevation for most maps or to be relegated to tower camping, which most people don't enjoy either. Those positions are extremely important to snipers and making them unavailable doesn't fix the issue. I'd personally rather open the red line to the enemy team then to be kicked out of the mountain positions for sniping purposes. I don't even snipe that often anymore but it would still be a huge blow to a play style that has been encroached on continuously from patch to patch and losing that would essentially be the final nail in the coffin.
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TunRa
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
475
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Posted - 2014.02.12 00:11:00 -
[19] - Quote
If you ever hacked a CRU in an enemy redline you would know that you can't spawn on them, that would also applied to ground spawns if the redline followed the MCC.
Thanks CCP Foxfour
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hgghyujh
Expert Intervention Caldari State
273
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Posted - 2014.02.12 02:50:00 -
[20] - Quote
did any one else read the subject and think, apparent event horizon?? |
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hgghyujh
Expert Intervention Caldari State
273
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Posted - 2014.02.12 02:57:00 -
[21] - 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 -
[22] - 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. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
285
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Posted - 2014.02.12 03:14:00 -
[23] - Quote
hgghyujh wrote: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.
The best way to address that is discussion, though. Talking about it at least gets the ideas out there and honestly as forum users that's about the extent of the power we have. Or at least the extent at which I'm willing to go to make changes to this game in a positive fashion.
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hgghyujh
Expert Intervention Caldari State
275
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Posted - 2014.02.12 03:32:00 -
[24] - 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 -
[25] - Quote
I recommend reading this, while probably not a solution it you may find it interesting. |
Ander Thedas
Subdreddit Test Alliance Please Ignore
286
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Posted - 2014.02.12 03:39:00 -
[26] - Quote
Awry Barux wrote:
Point by point: 1. Not all snipers go through ammo quickly- a damage-modded CSR can put out over 10,000 damage without headshots before resupplying, assuming you don't spray and pray. 2. Many snipers use logi suits- my personal fit carries Ishukone gauged hives and Allotek (r) hives, for a total of 7 high-resupply-rate nanohives. It's no big deal to be separated from one of them. This change might help stop people from redlining in a Sentinel suit with a Thale's, but otherwise it's not going to have much of an impact. 3. Stationary snipers are much, much easier to find and counter-snipe than mobile snipers, even if you know the general area they'll be moving in. Or, at least, that has been my experience. 4. Losing the high ground doesn't matter if it means you have clean shots from an area where the enemy can't reach you. For example, on a map with the bridge socket, having your redline be parallel to the bridge would be insanely good- even though you would lose the high ground, you would get great sightlines on 3 objectives at once (the bridge and the points at either end), and still be unreachable by standard infantry weapons. 5. If you don't choose your sniping spots based on the existence of the redline, you are a rare exception to the general rule and I applaud that. However, to many players, having a position only attackable by other snipers is a very desirable trait, one which should not be achievable. 6. Why not just make it impossible to shoot in or out of the redline? It seems like a much simpler, easier to implement fix. Or, do both that and your idea- I like the effects it could have on general gameplay, I just don't think it will help with the redline sniping issue.
Okay! Now back to this.
1) Not all snipers go through ammo quickly, true. But this is a game of outliers. MOST snipers do go through ammo quickly. Charge snipers go through it much slower but unless that charge sniper has perfect accuracy at 500m he's going to run low pretty quickly trying to pick up second or third shots on targets to drop them. If a sniper can hit perfectly with all his shots at that distance then very little you do to balance them would be effective and making sweeping generalizations about them applying to all snipers in the game would render the point of the conversation moot.
2) Yep, some people use logi suits to snipe. There's nothing wrong with some battlefield creativity to get around a problem. But after 1.8 most people won't want to be anywhere near a logi with a sniper rifle when they can get a 10% damage bonus to their shots with a commando or a 25% reload bonus with Caldari assault. Come 1.8 even scout snipers will be a thing of the past. If someone wants to avoid all of that to keep moving constantly along a predicable and very telegraphed trajectory with a logi suit so they can constantly drop ammo for themselves I say let them. That's a lot of work for very very little reward.
3) Not in my experience at all. In fact I've never heard anyone ever say anything close to this. Stationary snipers are easier to hit, for sure. But as soon as a pixel moves independently of the others on my screen it immediately grabs my attention. A sniper is best hidden to me when he's totally stationary and his head is not peaking over a mountain, which makes him pretty obvious. As soon as he starts moving around I know exactly where he is and where he is going and it's an easy shot.
4) The high ground is paramount (hah) to snipers. Nothing is more important. Visibility is the snipers edge over everything else in the battlefield. The only thing that has better visibility is a drop ship and that for that reason those two roles are coveted as battlefield intelligence. Sure, a sniper can theoretically line up a really good niche position and take down enemies in a very specific area from the ground but that sniper becomes way more exposed to being flanked (since his avenues of information are cut off) and from the enemy getting wind of what very specific route is covered by that sniper and maneuvering around it. As for the bridge map: That area would open you up to counter sniping so quickly it would make your head spin. That whole area is completely exposed from the north and south mountain and you wouldn't last more than a few moments once anyone catches wind of where you're firing from. In addition to that that position can NOT shoot into A, but can cover some of the approach to it, and depending on which sockets varies from completely useless to moderately annoying to the two side objectives. That spot is completely available to snip in right now in any skirmish game mode. There's a reason you never see anyone sniping there. I tried it once under the impression the enemy wouldn't think to even look there since it was such a bad position. It was a bad position.
5) Yes, it is a desirable trait when it's possible. But it's not worth spending most of a game working at it when it means you're not doing much else. Snipers just want to hunker down and shoot. They're watching the map and they're paying attention, so even if there was no red line any incursion by the enemy forces into that area would just be at worst a cat and mouse game if not a completely avoidable situation once you realize someone is trying to sneak up on you (except in a drop ship). Snipers want good positions over anything else. And a valuable position to shoot from is not worth leaving just to get into a safer spot from only a select group of enemies that need to approach you slowly from your potential field of view anyway. The biggest threat to a sniper is another sniper and being in the red line makes no difference for that at all. Snipers are 100% about offense. Losing that for defense isn't worth it.
6) Already answered in another post.
Well thought out. Thank you for the reply.
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Ander Thedas
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Posted - 2014.02.12 03:42:00 -
[27] - Quote
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.
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hgghyujh
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Posted - 2014.02.12 03:45:00 -
[28] - 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
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Posted - 2014.02.12 03:47:00 -
[29] - 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. |
Ander Thedas
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Posted - 2014.02.12 04:03:00 -
[30] - Quote
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.
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Ar Lan
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Posted - 2014.02.12 05:01:00 -
[31] - Quote
alten hilt wrote:+1 for a dynamic battlefield.
I like the idea of the moving MCCs and the moving redline.
But what if we took it one step further. What if the redline was actually a defensive shield deployed by the MCC (or the physical border of it's shields). A barrier that prevented high speed projectiles from entering or exiting but allowed the deployment of vehicles and troops. Perhaps when a MCCs shields are depleted this defensive shield could shrink slightly to reflect the fact that the MCC is more exposed. It makes sense that the MCC is deployed because it provides a protected environment for the deployment of clones.
I think this could solve the redline sniping (rail rifle and rail turret) and redline camping. Plus it provides real context as to why a redline exists at all, and why an MCC is used to deploy clones (as opposed to orbital drops, etc)
I like the idea of a force field, but let's just scrap the idea of a red-line all together and just have a massive force field descend from the bottom of the MCC all the way to the ground beneath. And if you want a spawn point on the ground you have to hack a special building where the town spawn would be and then a smaller force field is erected around that or just use CRU's and spawn pads. If you want to take the other teams town spawn you have to bombard it's force field with rail and missile tanks until it collapses and then your team can hack the console inside. This would eliminate a need for the red-line as well as making a battle a little more dynamic. |
hgghyujh
Expert Intervention Caldari State
278
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Posted - 2014.02.12 07:07:00 -
[32] - 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 -
[33] - 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 -
[34] - Quote
HEY I'M NOT DONE TALKING ABOUT THIS YET!! |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 10:41:00 -
[35] - Quote
This idea would create a need for more CRUs and supply depots since tankers and equipment on soldiers always eventually need a resupply and not having permanent ground spawn will cause a big problem in that regard
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Ar Lan
Knights Of Ender Galactic Skyfleet Empire
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Posted - 2014.02.12 21:07:00 -
[36] - Quote
killertojo42 wrote:This idea would create a need for more CRUs and supply depots since tankers and equipment on soldiers always eventually need a resupply and not having permanent ground spawn will cause a big problem in that regard
I see no reason as to why we would need more CRUs or supply depots, since in most battles Tankers more-often-than-not tend to destroy the opposing side's supply depots and CRUs anyway. Resulting in neither side having any of the aforementioned infrastructural elements thereby creating an intense reliance an spawn pads, nanohives, and the MCC anyway.
Although, if we were to have the ability to call down our own infrastructural elements(i.e. CRUs,Turret Installations,Supply Depots, as I've read might be coming anyway) this might alleviate your concerns in this regard.
Or they could create a module that will allow any vehicle, that can afford to equip it, the ability to become a mobile supply depot in much the same way as Tankers and Dropship pilots equip the mobile CRU module.
Go ahead and snipe me. I'm gonna add another Thale's to my collection.
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Ander Thedas
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Posted - 2014.02.12 21:53:00 -
[37] - Quote
Ar Lan wrote:killertojo42 wrote:This idea would create a need for more CRUs and supply depots since tankers and equipment on soldiers always eventually need a resupply and not having permanent ground spawn will cause a big problem in that regard I see no reason as to why we would need more CRUs or supply depots, since in most battles Tankers more-often-than-not tend to destroy the opposing side's supply depots and CRUs anyway. Resulting in neither side having any of the aforementioned infrastructural elements thereby creating an intense reliance an spawn pads, nanohives, and the MCC anyway. Although, if we were to have the ability to call down our own infrastructural elements(i.e. CRUs,Turret Installations,Supply Depots, as I've read might be coming anyway) this might alleviate your concerns in this regard. Or they could create a module that will allow any vehicle, that can afford to equip it, the ability to become a mobile supply depot in much the same way as Tankers and Dropship pilots equip the mobile CRU module.
Pretty much exactly what I was going to say, including the installation call ins. +1
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Ander Thedas
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Posted - 2014.02.14 07:07:00 -
[38] - Quote
hgghyujh wrote:HEY I'M NOT DONE TALKING ABOUT THIS YET!!
Keep talking, then! I really like this idea.
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Ander Thedas
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Posted - 2014.02.26 22:50:00 -
[39] - Quote
Bump
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