Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
639
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Posted - 2014.03.02 23:19:00 -
[1] - Quote
BAMM HAVOC wrote:No this time its not a troll, this is my response to "Judge Rhadamanthus" and his call for nerfs on the rail tank which I believe he has unfairly focused on, when the real issues are the Red Line and Map Design , here I suggest another alternative that would solve the red line and map design issues he is facing .... and we can leave that nerf hammer alone, I really HATE NERFS and I believe nerfing breaks the mechanics of the game further . My Rebuttal DUST 514 : Tanks are NOT OP Fish-in-a-barrel again? That is not a safe spawn, that is a containment point. Here I post again:
Dovallis Martan JenusKoll wrote:Or... one could simply retune the redline instead of removing it in entirety... First by extending the area of all prior redline areas back a ways, and then designating it with an orange border to differentiate the regions.
However, if you travel into the enemy orange line the further you go the LESS your maximum armor and shield become, and if you exit the orange, they restore to normal.
If you've ever played Runescape and tried the "Wilderness" before you'd know how these advancing regions work, but instead of going up a wilderness level, the affected party looses max HP relative to the tier they enter... so.. Outside of orange 100% all stats, Area 1 --90% shield and armor (largest region mainly for deployment) Area 2 (within handheld range of spawn) -50% shield and armor and -10% weapon damage Area 3 (inside spawn proximity regions) -80% shield and armor and - 30% weapon damage
Defenses would be indestructible very-short-range manual turret systems that can target things within the orange region only, but loose power if the target is in a lower ranked region.
This way the complainers could run into the orange line to deal with troops/tanks they feel to be problematic. Would probably promote heavily dampened scouts.
Example, If I had 100 shield and 100 armor, and ran into area 3, I would be left with 20 shield and 20 armor, and would not be able to heal over that until I left into area 2, then I would be able to heal back up to 50/50... and upon leaving all zones would be back to 100/100 maximum possible healing. Zone auras are unable to kill players.
Hence the entire map is playable, but the enemy base is much more deadly.
NextDark Knight wrote:A simple fix we been promoting since the start is to remove all kills and warpoint gains from redline kills. Problem solved. No more stat padding, no more warpoint gains, no reason to stay in the redline cause you aren't going to get paid for it. Problem solved.
People shoot from the redline just to watch people like you complain out your ass. If they implemented this, you would still cry and whine because nothing changed, only that the snipers would provide even less for their teams now.
You people who are too lazy to counter-snipe really deserve to be killed from the redline every time you play.
If you can read this, it means you are reading.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
643
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Posted - 2014.03.04 04:45:00 -
[2] - Quote
VonSpliff wrote:Tanks are op. All hail the Judge. Love that dudes vids. Your just QQ because your 3 month reign is coming to an end. If your not using a tank to take out other vehicles and turrets your a *****, no talent scrub that has help to ruin the player population. Wish CCP had the balls to remove HAV and ADS. You didn't even watch Judge's video... did you?
If you can read this, it means you are reading.
Unless you are skimming
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