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iKILLu osborne
Hellstorm Inc League of Infamy
13
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Posted - 2014.06.20 11:11:00 -
[1] - Quote
is it possiple to extend red line timer from 20s to say maybe 35s? cause as it stands they are only two effective ways to kill a red line sniper/tank.
1.)risk a 500k isk ads for the sniper. 2.)use a orbital, if you have one and don't care to waste it on a tank or sniper(tank can move out of orbital path if they have good reaction time. 3.)crash land a derp ship,kill,wait to die
points to be arqued: 1.)you can counter snipe(yeah try that with a dualshock 3 controller) 2.)sit on redline with rail tank wait for other tank to grow impatient(you are vulnerable the whole time, he is not) 3.)it would be unfair to enemy if their whole team was redlined(change ground spawn to a random location(like ambush) within their home redline.)
ccp this is a game breaking mechanic it is unfair that i know where my enemy is (exact location) ,but can only wait for them to blow my head off of my shoulders or in a rail tanks case launch me like a rocket.
any and all constructive feedback to this unfair mechanic is welcome
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3523
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Posted - 2014.06.20 11:36:00 -
[2] - Quote
Tanks, infantry snipers, or both?
1) Why can't you counter snipe exactly? If they can? I counter snipe with a ds3 all the time.
2) forge gun? Or just ignore him? It's not like rails have infinite range like they used to.
3) Because random spawns work so incredibly well in ambush and everyone loves the mechanic?
I've played this game for, what, 16 17 months now? I still don't get peoples beef with the redline. Any issue you may have is merely a symptom of a real problem somewhere else: matchmaking, poor incentives to do more important things, broken rewards, map design, etc etc.
There used to be some pretty god damn good snipers in this game, and maybe twice ever did one drastically change what I was doing in a match(besides reminding me to not stand perfectly still or run in a straight line out in the open, you should try it sometime) and that was at least 6 months ago.
I've never seen one turn the tide of battle single handedly. Redline Rail tanks used to be a legit problem but with the range nerf they're just pathetic scrubs protecting maybe 1 objective on every map other than manus peak.
(The godfather of tactical logistics)
Quitting cold turkey was impossible. The forum patch is helping me kick the habit
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Kallas Hallytyr
Skullbreakers
485
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Posted - 2014.06.20 12:01:00 -
[3] - Quote
John Demonsbane wrote:I've played this game for, what, 16 17 months now? I still don't get peoples beef with the redline.
Personally, I don't mind the redline too much anymore because of the railgun range nerf, but it's still a problem.
Intention of the redline mechanic is to give teams a secure place to organise in-battle/regroup when the going gets rough. In reality, it suffers from two issues: - the redline is too close to the burn zone and/or the map is small, giving either long-range campers (railgun tanks or snipers) a very secure spot to attack from with very little risk of retaliation or - the redline is too shallow, allowing the enemy team to strike into it either from just outside or allowing them to rush in and engage before retreating.
The solution to both of these issues is to push the actual redlines several hundred metres back, which will vastly reduce the effectiveness of that safety zone for the long-range campers, but it will also allow the devs to increase the depth of the zone, giving the teams much greater safety for their intended purpose: regrouping and organising.
Those elevated positions that railguns/snipers love will still be present, but will be exposed, such that they are no longer insanely difficult to remove. |
iKILLu osborne
Hellstorm Inc League of Infamy
14
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Posted - 2014.06.20 12:01:00 -
[4] - Quote
in regard to the points you made: 1.) when compared to mouse users you don't stand a chance with ds3 unless you already have a general idea of where he is located. 2.) study your dom maps some can easily be used by rail red line tanks(ashlands for example). Yes you can forge him but that is the power of the red line mechanic you can run in it and anything that follows DIES. 3.if you partake in red line camping you would know a group bunches up outside mcc spawn and a group in front of ground spawn . Making the ground spawn random WITHIN your redline would prevent that grouping from occuring forcing the campers to spread out.(like explaining how to poop to a small child)
Finally you are in one general location when you hack doesn't take much effort for a sniper to time his shot(s) out even when you are strafing like a mad man,
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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iKILLu osborne
Hellstorm Inc League of Infamy
16
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Posted - 2014.06.20 12:10:00 -
[5] - Quote
kallas i kinda agree with pushing red line back, thanks for feedback. sorry for not quoting my javascript is acting screwy
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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Apothecary Za'ki
Biomass Positive
102
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Posted - 2014.06.20 14:18:00 -
[6] - Quote
my only problem is with dropping orbitals into the redline just to kill vehicles being spawned in of which could have been used to push back or rush out.
make it so you cannot drop Orbitals into redline areas.
as for redline snipers they should have 1 minute to GTFO of the redline area and into the "burn zone" after their first kill as they have basically 0% risk from everything except suicide LAVs and suicide Dropships of which will not be done hardly at all due to isk loss.. no one is gonna waste an orbital on a redline sniper..
only option is to counter-snipe but redliners already have position which means you gotta be skilled up and have an equal or higher vantage point to be able to get them.. but guess what?! they just go back to their spot and kill you with a thales send a message saying GIT GUD and keep snipeing like assholes from their completly safe area which they have set up with ammo and drop uplinks.. it needs a change!
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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iKILLu osborne
Hellstorm Inc League of Infamy
18
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Posted - 2014.06.20 15:20:00 -
[7] - Quote
Apothecary Za'ki wrote:my only problem is with dropping orbitals into the redline just to kill vehicles being spawned in of which could have been used to push back or rush out.
make it so you cannot drop Orbitals into redline areas.
as for redline snipers they should have 1 minute to GTFO of the redline area and into the "burn zone" after their first kill as they have basically 0% risk from everything except suicide LAVs and suicide Dropships of which will not be done hardly at all due to isk loss.. no one is gonna waste an orbital on a redline sniper..
only option is to counter-snipe but redliners already have position which means you gotta be skilled up and have an equal or higher vantage point to be able to get them.. but guess what?! they just go back to their spot and kill you with a thales send a message saying GIT GUD and keep snipeing like assholes from their completly safe area which they have set up with ammo and drop uplinks.. it needs a change! thanks for the feedback
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3524
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Posted - 2014.06.20 17:16:00 -
[8] - Quote
Kallas Hallytyr wrote:John Demonsbane wrote:I've played this game for, what, 16 17 months now? I still don't get peoples beef with the redline. Personally, I don't mind the redline too much anymore because of the railgun range nerf, but it's still a problem. Intention of the redline mechanic is to give teams a secure place to organise in-battle/regroup when the going gets rough. In reality, it suffers from two issues: - the redline is too close to the burn zone and/or the map is small, giving either long-range campers (railgun tanks or snipers) a very secure spot to attack from with very little risk of retaliation or - the redline is too shallow, allowing the enemy team to strike into it either from just outside or allowing them to rush in and engage before retreating. The solution to both of these issues is to push the actual redlines several hundred metres back, which will vastly reduce the effectiveness of that safety zone for the long-range campers, but it will also allow the devs to increase the depth of the zone, giving the teams much greater safety for their intended purpose: regrouping and organising. Those elevated positions that railguns/snipers love will still be present, but will be exposed, such that they are no longer insanely difficult to remove.
That's already the case on some newer maps, but the problem with that is to an extent it limits the effectiveness of the redline in it's intended purpose, as a rally point. It's that much harder if you have to traverse a bunch of open terrain to get to the closest objective.
Better map design in other ways, like oh, I dunno, cover, planets that aren't comprised solely of steep hills, flat plains, and nothing else - those would help an awful lot, but, you know, server side changes and all...
(The godfather of tactical logistics)
Quitting cold turkey was impossible. The forum patch is helping me kick the habit
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iKILLu osborne
Hellstorm Inc League of Infamy
18
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Posted - 2014.06.21 12:01:00 -
[9] - Quote
bumb and appreciate the feed back i just hope ccp will take notice of this thread and we can work towards a balanced solution.
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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abdullah muzaffar
Immortal Guides
0
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Posted - 2014.06.22 05:10:00 -
[10] - Quote
Good snipers don't need the redline, they can easily snipe heavies from near the enemy redline. IMO, much easier, they won't suspect the shots coming from that direction. Remember me? Tanks however, aren't any good from the redline.You can always forgegun anyone causing trouble from the redline, unless its those MCC snipers. Absolutely no reason to risk your life there, no need to redline and stomp the other team. |
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TheEnd762
Sver true blood Dirt Nap Squad.
505
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Posted - 2014.06.22 08:19:00 -
[11] - Quote
There wouldn't be as many redline snipers if CCP hadn't removed 90% of the overwatch positions from the burnzone. Anyone who whined about snipers on towers and whatnot made this bed, and now you all have to sleep in it. |
iKILLu osborne
Hellstorm Inc League of Infamy
30
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Posted - 2014.06.22 10:42:00 -
[12] - Quote
TheEnd762 wrote:There wouldn't be as many redline snipers if CCP hadn't removed 90% of the overwatch positions from the burnzone. Anyone who whined about snipers on towers and whatnot made this bed, and now you all have to sleep in it. your absolutely right snipers do need some love especially the basic and advanced tiers, but what they need more anything is sniper friendly locations that isn't in red line (towers with porticulus"s, high hanging rafters on buildings etc.)
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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iKILLu osborne
Hellstorm Inc League of Infamy
30
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Posted - 2014.06.22 10:44:00 -
[13] - Quote
abdullah muzaffar wrote:Good snipers don't need the redline, they can easily snipe heavies from near the enemy redline. IMO, much easier, they won't suspect the shots coming from that direction. Remember me? Tanks however, aren't any good from the redline.You can always forgegun anyone causing trouble from the redline, unless its those MCC snipers. Absolutely no reason to risk your life there, no need to redline and stomp the other team. lmao yeah your the guy i squashed with a dropship and you sent me a stupid mail asking why lol scrubdation
hey you liar! i didn't sneak up on you, i was following you for 5 minutes , waiting for you to hack that cru for a camp
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