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Vell0cet
Fraternity of St. Venefice Amarr Empire
2220
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Posted - 2014.08.30 07:25:00 -
[1] - Quote
I have the perfect solution to the redline. Make it function like the cloak timer. You get a significantly longer period of time in the redline (like 45sec to 1min) but when you're out of the redline, your timer slowly recharges instead of instantly resetting. So you have plenty of time to fly a dropship, LAV or whatever into the redline to take out a sniper, redline rail tank, or redline installation gunner, but you're forced to spend the same amount of time out of the enemy's redline. This prevents sustained camping of the enemy's spawns, but does allow for hit/run attacks. You could also prevent repairing shields/armor when you're in the enemy's redline, to make it harder for organized squads to stomp, and giving the defenders an advantage.
Here's an example. Say the timer is 1 minute. You invade the enemy redline, kill the sniper and then get out after 40 seconds. You now have only 20 seconds of redline time left. You wait 30 seconds out of the redline and now have recharged to 50 seconds of enemy redline time.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
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Posted - 2014.09.01 15:14:00 -
[2] - Quote
Mike De Luca wrote:3. Increase timer in enemy redline......plenty of spawns where you already get tanks/ads inside, let's just go ahead n make that worse lol You didn't address the other aspect of my proposal, which is they'd have to spend much less time out of the redline. Right now, with a spawn close to redline, enemy players can run in, camp and quickly run out to reset and immediately return to camping. In my proposal, they'd be forced to spend an equal amount of time out of the redline, allowing the loosing team the opportunity to regroup and push back. Also, guys camping redline spawns would have significant restrictions like not being able to regen health, giving the people being stomped a big advantage.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2226
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Posted - 2014.09.01 19:06:00 -
[3] - Quote
Mike De Luca wrote:Vell0cet wrote:Mike De Luca wrote:3. Increase timer in enemy redline......plenty of spawns where you already get tanks/ads inside, let's just go ahead n make that worse lol You didn't address the other aspect of my proposal, which is they'd have to spend much less time out of the redline. Right now, with a spawn close to redline, enemy players can run in, camp and quickly run out to reset and immediately return to camping. In my proposal, they'd be forced to spend an equal amount of time out of the redline, allowing the loosing team the opportunity to regroup and push back. Also, guys camping redline spawns would have significant restrictions like not being able to regen health, giving the people being stomped a big advantage. Doesn't stop them from splitting up the squad to do 3/3 with at least 1 logi, 1 set goes in while the other resets the timer, logi reps as they come out. If you have a good squad set up, would still be easy. So instead of a full 6 guys running in, you've got teams of 3 who can't rep. Which would you rather deal with? It seems like this significantly reduces stomping, not makes it worse as you claim.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2227
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Posted - 2014.09.02 19:42:00 -
[4] - Quote
Mike De Luca wrote:Vell0cet wrote:Mike De Luca wrote:Vell0cet wrote:Mike De Luca wrote:3. Increase timer in enemy redline......plenty of spawns where you already get tanks/ads inside, let's just go ahead n make that worse lol You didn't address the other aspect of my proposal, which is they'd have to spend much less time out of the redline. Right now, with a spawn close to redline, enemy players can run in, camp and quickly run out to reset and immediately return to camping. In my proposal, they'd be forced to spend an equal amount of time out of the redline, allowing the loosing team the opportunity to regroup and push back. Also, guys camping redline spawns would have significant restrictions like not being able to regen health, giving the people being stomped a big advantage. Doesn't stop them from splitting up the squad to do 3/3 with at least 1 logi, 1 set goes in while the other resets the timer, logi reps as they come out. If you have a good squad set up, would still be easy. So instead of a full 6 guys running in, you've got teams of 3 who can't rep. Which would you rather deal with? It seems like this significantly reduces stomping, doesn't make it worse as you claim. Furthermore, you don't have to have a 1:1 ratio. It could be 2 minutes out for every minute in, or whatever the Devs think makes sense. The main point is you can't constantly spawn camp players in their redline, but players can't abuse the redline to always remain safe either. That was just covering 1 squad, not all 16 of the enemy, as well as the fact that it can still be vehicles taking turns, which can completely decimate an entire team and leave before their time is up. If you're getting redlined with 16 enemies it is currently a bad situation. This proposal actually makes that situation much better as it gives more time to regroup and push out, especially since the enemy can't repair shields/armor. They'll be fighting at a significant disadvantage. Yes, enemy vehicles can push in, but with the buff to installations, and the fact that vehicles will be more vulnerable, you'll still have much better fights than you do now.
Best PvE idea ever!
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