Garrett Blacknova
Codex Troopers
4536
|
Posted - 2014.03.10 21:23:00 -
[1] - Quote
Soraya Xel wrote:This thread needs to die, there is so much stupid in here.
Redline is not a problem. Sniping is not a problem. Snipers are not a problem.
The map design needs to be adjusted so the high points in the game, which snipers naturally gravitate towards, are not in the redline. This. Just... this.
If there's a high plateau at the edge of the redline, that means that you need to come out of the redline before you can use your high ground advantage to locate targets below, and also avoids the problem of setting up a high ground position near the redline to wall it in.
Otherwise, having WALLS near the redline - like a walled in facility where the walls ARE the redline, would mean that you can't get yourself into a redline sniping position where you can actually get a clear line of fire, you have to move OUT before it's viable to attack, and the walls also mean it's harder for the enemy team to move in and attack you while you're in the redline. |
Garrett Blacknova
Codex Troopers
4536
|
Posted - 2014.03.11 09:24:00 -
[2] - Quote
Lightning xVx wrote:Garrett Blacknova wrote:Soraya Xel wrote:This thread needs to die, there is so much stupid in here.
Redline is not a problem. Sniping is not a problem. Snipers are not a problem.
The map design needs to be adjusted so the high points in the game, which snipers naturally gravitate towards, are not in the redline. This. Just... this. If there's a high plateau at the edge of the redline, that means that you need to come out of the redline before you can use your high ground advantage to locate targets below, and also avoids the problem of setting up a high ground position near the redline to wall it in. Otherwise, having WALLS near the redline - like a walled in facility where the walls ARE the redline, would mean that you can't get yourself into a redline sniping position where you can actually get a clear line of fire, you have to move OUT before it's viable to attack, and the walls also mean it's harder for the enemy team to move in and attack you while you're in the redline. Then let me ask you this, if this is "Not a problem" why is this one of the contributing factors of this game for it's demise? I even hear it FOR MYSELF what blues say. This isn't about me its about making the game balanced for EVERYONE including this player-base, forgive me for actually squading up with people who are starting to lose interest in a game that is UNFAIR. So your okay with people sitting back in PROTO or Rail Tanks making ISK, boosting their KDR, and completely getting drops on people? Easier said then done why don't you go start a new character, face PROTO players and ATTEMPT to make a valid argument. For the same reason that peer to peer networking isn't the problem with a lot of games people blame that for.
Also known as Wizard's First Rule.
PEOPLE ARE STUPID.
Lots of people believe something is a problem because SOMETHING ELSE is a problem and the two things are related closely enough to cause confusion. One person - and it only takes one - gives a plausible explanation, OR a reason to worry about something, and everyone follows suit. You hear new people complaining about the redline because THEY'VE heard someone else talking about it, and assumed that person knows what they're talking about. Experienced people know what they're talking about, remember?
Like the terrible way the area of the map around the redline is designed causing problems and being blamed on the redline. Or like client-side hit detection and poorly-optimised netcode being blamed on "peer to peer" networking in games that don't even USE that model (pro-tip: online gaming is NEVER peer to peer, player hosted networking is the model people usually mis-label such). In Armored Core: Verdict Day, free battle mode is player hosted, but the main "world mode" play is actually run on the game servers. People still blame "peer to peer" for any lag-related problems when the real issues are a lack of server maintenance and the fact that some fast builds can move faster than the game's ping tolerances can handle.
If they redesign the areas around the redline like I proposed, and like others have proposed in the past, the problem would go away. The redline wouldn't go away, but it wouldn't be a problem, because IT ISN'T THE PROBLEM. |