KalOfTheRathi
Nec Tributis
953
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Posted - 2014.02.11 01:34:00 -
[1] - Quote
Tyjus Vacca wrote:When was the last time you saw a redline sniper ... Typical low brain function cloned Dust Mercs is why. Most cannot comprehend that the red line sniper is not in their own red line and, in point of fact, cannot see the very red line they are moaning about. All those QQ over something that cannot be seen. Truly pathetic is the scope of its idiocy.
My use of snipers is expanded by the red line, depending on the map of course. Better over watch*, reduction of enemy shields and armor so the squad can trash them quicker, alerts of encroaching reds and the occasional OHK just to make sure their is some QQ that will hit CCP whiner central (aka these forums).
They continual advocate for the elimination of the red line because few played long enough to know that the Beta had nearly those conditions. The normal result of forcing the reds to their spawn points was that they were shot in the MCC, or getting splash damage from rail gun tanks sitting nearly under it, tried to deploy through a barrage of rounds and often died on the way down, CRUs at the ground spawn were routinely destroyed and that left the team with nowhere to spawn but the well and truly camped MCC. Bad design, bad games, bad experiences that many of these QQ Kittens missed. I wish they could experience it today, cause I would love to have teams of whiners hammered by a good squad and crush them as they tried to deploy.
It is no secret that I have little respect for CCP or CCP/Shanghai. However the red line is a good engineering solution to the problem of defining the edge of the battle field. It could be implemented with a simple text file thus changes could be done nearly every server shutdown with the resulting stats telling them if the changes produced the results they were after. Weekly modifications would give more data and may well have been done. Letting us know what is happening with stats is against the short history of Dust514 although if one was to read about EVE and CCP they would be left wondering why, as am I.
* over watch, what a concept. A sniper with a mic letting the squad know that the HAV dropped is shield tank with particle accelerator and that the driver tragically died before the deployment finished. A scout if moving on the objective or a squad has deployed from a surprise uplink. Over watch is more effective than all the OHKs in any match I have played.
And so it goes.
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KalOfTheRathi
Nec Tributis
959
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Posted - 2014.02.12 23:47:00 -
[2] - Quote
Vermaak Doe wrote:I think the topic went a bit over your head, the fact that the team doesn't know where the redline is at is irrelevant as long as they can shoot people from within them. That is the problem with redline railgunners of all kinds. I know my explanation went over your head.
The fact is actually very relevant as you want them punished for being in the area designated by the game designer for them to be in. In fact the only area that they can be allowed in (for more than twenty seconds). If there was a blue line, red line or some indication that they were in an area that should shouldn't be then I might agree. But we are playing Dust and that is how this game was designed.
Blaster tanks are close up brawlers, missile tanks are mid-range (somewhat) while rail gun turrets are long range (599m) and each have a function to perform. The maps are designed to let them do their job and it happens to support the 599m snipers as well.
I would like any action that killed an Opponent in your red line to reward Zero WP. Stick to your own zone. The red line is an escape zone, let them escape to it. Driving a HAV or a Jihad Jeep into the red and killing anything will gain nothing.
The reason I know you do not understand is you're complaining about a design feature that has been previously used almost exactly as you shed QQ about. In Closed Beta: we had it, played it and being red lined was even worse than it is today. The red lines being nearly the same was hated by most and generated floods of QQ. My personal best OHK was at 1350m with the Farsight Sniper Rifle now a gutted, Nerf Hammered and not worth ISK much less AUR. While all other snipers were based at 600m the Farsight started at 1000m. With light weapon sharpshooting and SR sharpshooting factored in the maximum range was ~1.45km. Good times as forge gunners and rail gun ranges were unlimited.
Many of these red line rage posts claim that the opponent is essentially cheating while they are operating withing their well defined boundaries deployed by the CCP/Shanghai game designers. Any good red line sniper (Rifle or HAV) will still hammer your clone to dust regardless of these dream land fixes.
So to quote CCP: HTFU, this is New Eden.
On the slightly off topic issue of the CCP/Shanghai solution:
My personal opinion is that the design of their red line is elegant engineering as it takes virtually no support to move red lines in any map, both red lines. In point of fact my only complaint is that we have no stats to show us the effectiveness of a particular combination of red lines in any map/socket combination. That data would be really intriguing to have access to.
And so it goes.
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