Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
931
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Posted - 2014.08.15 23:57:00 -
[1] - Quote
Shooter Somewhere wrote:
Your the kind of sniper that sits in the redline with a charge and wyk swarms in case of dropships. The only people that could get to you were the guys the got OB to get rid of you. But you came right back anyways so you guys did it to yourself.
But he look at the bright side 5000 WP OB xD
It's people like you who spawned Naz+¼ Germany. Placing the blame on others just because it is convenient to do so, not because it makes sense. ... ... ... ...
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
955
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Posted - 2014.08.19 10:22:00 -
[2] - Quote
Doc DDD wrote: 1 - If you spawn in the redline, you now have three minutes to take a step out of the redline or you die. Your have 2 whole minutes to decide what you want to do and another minute to do it outside the redline. Want to snipe from the redline? Go ahead, you have 3 minutes. Want to rail tank from the redline? Go ahead the clock is ticking. Make it 5 minutes for all I care so long as you can't sit 200 m in the red the entire match with no consequences. Want to use a Thales? Well now there is a chance you will lose it. This would fix nothing. Team been redlined? In 3 minutes your entire team will be repetitively spawn killed by the game itself. A much worse solution for a very tiny problem!
2- Increase the timer you can be in the enemies redline for one minute. Want to go invisible and sprint into the redline to stab that thales sniper? Now you have 60 seconds before you die. Want to float your scrubby incubus over a pesky underpowered railtank in the redline? Now you can take care of business and feel like a man (or woman).
tl, dr ....
Try looking at the bigger picture rather than just buffing your play style.
Adjustments to timers on both teams in the redline will keep sniper rifles from being QQ nerfed in Echo if they are buffed in Delta.
Or... they could use My solution that I've posted about 10 times prior... since January.
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.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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