Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
iliel
0uter.Heaven
141
|
Posted - 2014.08.28 20:39:00 -
[1] - Quote
Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. |
Thor Odinson42
Molon Labe. General Tso's Alliance
4469
|
Posted - 2014.08.28 20:45:00 -
[2] - Quote
iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help.
Amen
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3000
|
Posted - 2014.08.28 20:46:00 -
[3] - Quote
iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help.
You gotta be careful with this, since in many cases when calling in a vehicle, RDV congestion/glitching can cause excessive wait time. I'd be pretty pissed if I was kicked from battle while my LAV yoyo's at the ground base for 45 seconds. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2369
|
Posted - 2014.08.28 21:33:00 -
[4] - Quote
You can't even RUN any of the fatsuits out of a starter area fast enough to adhere to this deadline. |
iliel
0uter.Heaven
141
|
Posted - 2014.08.28 22:08:00 -
[5] - Quote
Breakin Stuff wrote:You can't even RUN any of the fatsuits out of a starter area fast enough to adhere to this deadline.
Eh, while I doubt that it takes a Heavy 30 seconds to get out of the redline, you may still change the number but agree with the concept. That is that people shouldn't be able to camp in the redline, whether with a sniper or to avoid combat. Heck, the fact that the number is low also would force players who want to redline camp to be scouts with kincats, hence easier to be sniped themselves. |
iliel
0uter.Heaven
141
|
Posted - 2014.08.28 22:10:00 -
[6] - Quote
Pokey Dravon wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. You gotta be careful with this, since in many cases when calling in a vehicle, RDV congestion/glitching can cause excessive wait time. I'd be pretty pissed if I was kicked from battle while my LAV yoyo's at the ground base for 45 seconds.
Hmm, this is true. One way I can think to fix this is to add pilot suits, lock them to wearing only sidearms, and allow them to stay in redline for extended periods of time.
Other thoughts? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3001
|
Posted - 2014.08.28 22:14:00 -
[7] - Quote
iliel wrote:Pokey Dravon wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. You gotta be careful with this, since in many cases when calling in a vehicle, RDV congestion/glitching can cause excessive wait time. I'd be pretty pissed if I was kicked from battle while my LAV yoyo's at the ground base for 45 seconds. Hmm, this is true. One way I can think to fix this is to add pilot suits, lock them to wearing only sidearms, and allow them to stay in redline for extended periods of time. Other thoughts?
That doesn't really help the Heavy who is calling in a LAV so it doesnt need to spend the next 3 minutes jogging to the objective on foot.. |
iliel
0uter.Heaven
141
|
Posted - 2014.08.28 22:16:00 -
[8] - Quote
Pokey Dravon wrote:iliel wrote:Pokey Dravon wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. You gotta be careful with this, since in many cases when calling in a vehicle, RDV congestion/glitching can cause excessive wait time. I'd be pretty pissed if I was kicked from battle while my LAV yoyo's at the ground base for 45 seconds. Hmm, this is true. One way I can think to fix this is to add pilot suits, lock them to wearing only sidearms, and allow them to stay in redline for extended periods of time. Other thoughts? That doesn't really help the Heavy who is calling in a LAV so it doesnt need to spend the next 3 minutes jogging to the objective on foot..
Heavies can wait for spawns. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3001
|
Posted - 2014.08.28 22:31:00 -
[9] - Quote
iliel wrote:Pokey Dravon wrote:iliel wrote:Pokey Dravon wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. You gotta be careful with this, since in many cases when calling in a vehicle, RDV congestion/glitching can cause excessive wait time. I'd be pretty pissed if I was kicked from battle while my LAV yoyo's at the ground base for 45 seconds. Hmm, this is true. One way I can think to fix this is to add pilot suits, lock them to wearing only sidearms, and allow them to stay in redline for extended periods of time. Other thoughts? That doesn't really help the Heavy who is calling in a LAV so it doesnt need to spend the next 3 minutes jogging to the objective on foot.. Heavies can wait for spawns.
Yeah, no.
So ever suit that isn't a scout should be waiting? Aside from Scouts, pretty much every suit class calls in some form of a vehicle in order to make the initial push simply because it's the fastest means to get there. |
alias lycan
Pure Evil.
26
|
Posted - 2014.08.28 22:56:00 -
[10] - Quote
I had an idea to make it so enemies won't render for redline snipers but I'm not sure if it's possible or if it would even work properly. |
|
KalOfTheRathi
Nec Tributis
1354
|
Posted - 2014.08.28 23:06:00 -
[11] - Quote
iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. Ah isn't this cute? Another lame FPS player that is unable to function in New Eden? This topic has been raised so many times there is no number in forum history that can actually represent it anymore.
The red line is their solution to not having safe spawn points, it is different. Which is why you don't like it, one might hazard a guess.
You probably don't realize this or you wouldn't have made your totally unique and brilliant suggesting that your Mama is so proud of: There are two red lines, one for each side. One is the one they can see while the other is for the opposing team Which They Cannot See - Ever. So you are proposing that they be punished for being in the battlefield as CCP has designated it. For their side. If they leave their area, to kill a sniper on your team, they have 20 seconds before CCP kills them.
CCP has never let either side see both red lines. Thus they have no idea what side of the line they are on, the line that only you can see because they cannot, indeed, see it. They might remember where it is based on playing the same map a zillion times from either end. But CCP can change it at their whim and they are within their own red line so they just focus on killing you. And that is what they are supposed to do. Yet others that do not understand the system post on the forums ... much like you did.
Oddly enough, it is the only good piece of design in Dust 514 and I have stated that publicly in the past. I will once again!
The red line is just a list of points on the map. It is very easy to adjust (good lord below they have adjusted the heck out of it) and it limits the battlefield to exactly what they want it to cover. In a proper environment it might well be quickly adjusted week to week to see how the various lines affect the battle results. While they have made changes nothing that good has been the result. However, it is actually a good engineering solution to a very common problem in video game design. How do you determine the borders of a battlefield without having to rebuild the client software, the map, textures or whatever (those invisible walls in Uncharted for instance). Changing the game client to handle this level of restriction is very expensive in time, resource and downloads.
This solution is quick to adjust, most likely implemented with just a text file, it could even be kept in the database that they synchronize with their server even so often.
And so it goes.
|
iliel
0uter.Heaven
142
|
Posted - 2014.08.29 01:26:00 -
[12] - Quote
KalOfTheRathi wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. Ah isn't this cute? Another lame FPS player that is unable to function in New Eden? This topic has been raised so many times there is no number in forum history that can actually represent it anymore. The red line is their solution to not having safe spawn points, it is different. Which is why you don't like it, one might hazard a guess.
Lol, this only suggests that the first statment applies to you. Why have a redline at all? I'm fine removing it entirely. |
iliel
0uter.Heaven
142
|
Posted - 2014.08.29 01:28:00 -
[13] - Quote
Pokey Dravon wrote:
Yeah, no.
So ever suit that isn't a scout should be waiting? Aside from Scouts, pretty much every suit class calls in some form of a vehicle in order to make the initial push simply because it's the fastest means to get there.
If an assault, logi, or even commando can't get out of the redline in 30 seconds, they SHOUD be kicked from the battle. To be honest, if a heavy can't get out in 30 seconds, they should be removed. I guess it can be 60 seconds. |
iliel
0uter.Heaven
142
|
Posted - 2014.08.29 01:31:00 -
[14] - Quote
alias lycan wrote:I had an idea to make it so enemies won't render for redline snipers but I'm not sure if it's possible or if it would even work properly.
Would also work. Still, I don't think people should be able to camp in redline to avoid combat - - all it does is slow down the match. |
Rusty Shallows
Caldari State
2042
|
Posted - 2014.08.29 01:35:00 -
[15] - Quote
Breakin Stuff wrote:You can't even RUN any of the fatsuits out of a starter area fast enough to adhere to this deadline. Maybe that's the OP's secret plan?
If people need a safe spawn area then what about giving the MCC Point Defense Turrets? If any red gets too close the Capseleer AI can blast them into doggy kibble. No more redline and the battlefield is a more realistic place.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3003
|
Posted - 2014.08.29 01:47:00 -
[16] - Quote
iliel wrote:Pokey Dravon wrote:
Yeah, no.
So ever suit that isn't a scout should be waiting? Aside from Scouts, pretty much every suit class calls in some form of a vehicle in order to make the initial push simply because it's the fastest means to get there.
If an assault, logi, or even commando can't get out of the redline in 30 seconds, they SHOUD be kicked from the battle. To be honest, if a heavy can't get out in 30 seconds, they should be removed. I guess it can be 60 seconds.
The point is that I'd basically have to spawn, drop in, run to the edge of the redline, and then either hobble to the objective, or then wait for a vehicle to drop in to go where I wanted it. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2374
|
Posted - 2014.08.29 02:41:00 -
[17] - Quote
Lets be clear.
I only posted to point out that the OP was poorly thought out.
OP still refuses to engage brain.
Nothing to see here. |
TheEnd762
SVER True Blood Public.Disorder.
593
|
Posted - 2014.08.29 03:00:00 -
[18] - Quote
If you want snipers out of the redline, first put back perches in the common battle area. You know, the ones that were removed because people cried. Until then, no. The sniper perch QQers made this bed, now they can sleep in it. |
Meee One
Hello Kitty Logistics
1028
|
Posted - 2014.08.29 03:03:00 -
[19] - Quote
iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. >get redlined early in the match >npc corp team mates running nothing but MLT fits >can't escape the redline >get kicked trying to escape >lose suits and isk >Dust loses more newer players
Genius idea i see nothing wrong with this very well thought out idea.
Better idea? Reduce all damage going into/inside or out of the redline.95% should work.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
|
ladwar
SHAKING BABIES FACTION WARFARE ALLIANCE
2085
|
Posted - 2014.08.29 03:26:00 -
[20] - Quote
Meee One wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. >get redlined early in the match >npc corp team mates running nothing but MLT fits >can't escape the redline >get kicked trying to escape >lose suits and isk >Dust loses more newer players Genius idea i see nothing wrong with this very well thought out idea. Better idea? Reduce all damage going into/inside or out of the redline.95% should work. Do you really think knows howto code that. I mean really, we still dont have vehicle locks. The best way to fix it at this point is ccp to add building to limit fov from redline to the rest of the map. They cant change wp or damage or rendering and adding a timer just brings you back to why there is even a redline to start with. Think simple think ccp small.
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
|
|
Jonny D Buelle
Mors Effera
316
|
Posted - 2014.08.29 03:34:00 -
[21] - Quote
iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help.
No. And for a good reason.
There have been some situations in some matches where fighting in the redline can't be helped. Usually it occurs when the opposing force either out numbers your and/or uses far superior gear.
Now if we were to implement your cooldown and combine it with being pushed into your own redline by a superior force, it would mean that ALL of your team, including yourself will either have to suicide before the 30 seconds, somehow try to break through the enemy lines and survive, or be kicked from battle.
Most noobs WILL NOT step out of the comfort of the red zone when in a situation like this. So in pub matches half your team will be kicked. And your chances of winning the match become much slimmer.
Legionhares Unite!
|
iliel
0uter.Heaven
145
|
Posted - 2014.08.29 04:21:00 -
[22] - Quote
Breakin Stuff wrote: . . . engage brain . . .
glad we're on the same page. |
iliel
0uter.Heaven
145
|
Posted - 2014.08.29 04:23:00 -
[23] - Quote
Jonny D Buelle wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. No. And for a good reason. There have been some situations in some matches where fighting in the redline can't be helped. Usually it occurs when the opposing force either out numbers your and/or uses far superior gear. Now if we were to implement your cooldown and combine it with being pushed into your own redline by a superior force, it would mean that ALL of your team, including yourself will either have to suicide before the 30 seconds, somehow try to break through the enemy lines and survive, or be kicked from battle. Most noobs WILL NOT step out of the comfort of the red zone when in a situation like this. So in pub matches half your team will be kicked. And your chances of winning the match become much slimmer.
Yeah, kicked is the wrong way to do it. Death is more appropriate.
|
Jonny D Buelle
Mors Effera
316
|
Posted - 2014.08.29 04:30:00 -
[24] - Quote
iliel wrote:Jonny D Buelle wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. No. And for a good reason. There have been some situations in some matches where fighting in the redline can't be helped. Usually it occurs when the opposing force either out numbers your and/or uses far superior gear. Now if we were to implement your cooldown and combine it with being pushed into your own redline by a superior force, it would mean that ALL of your team, including yourself will either have to suicide before the 30 seconds, somehow try to break through the enemy lines and survive, or be kicked from battle. Most noobs WILL NOT step out of the comfort of the red zone when in a situation like this. So in pub matches half your team will be kicked. And your chances of winning the match become much slimmer. Yeah, kicked is the wrong way to do it. Death is more appropriate.
Maybe you don't understand what I'm saying.
There can be NO PUNISHMENT for fighting from the red line as there are A LOT of circumstances that will force a team to HAVE TO WITH, VERY LITTLE OTHER CHOICES, fight from the red line.
The only viable suggestion I have seen was earlier in this thread when someone said a 95% reduction to outgoing and incoming weapon damage. Of course this will mean more afkers.
Legionhares Unite!
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4021
|
Posted - 2014.08.29 04:52:00 -
[25] - Quote
I suggested making the redline a complete safe zoneGǪno firing in or out..completely safe for regrouping or what have you with a timer that encourages you to get out of the redline in a certain amount of time or you suicide.
But I like the idea of just reducing damage as well.
I predicated this idea upon matches where you -are- redlined either initiate a window for you to capture an objective or lose the match that is tied to the redline timer, or when redlined it just speeds up the damage done to the MCC so the battle ends quickerGǪsimilar to battlefield tickets winding down faster in a similar losing effort in BF.
not made for this but it does end up having the benefit of preventing redline afkGÇÖing and sniping or tanking.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Gemini Cuspid
127
|
Posted - 2014.08.29 05:13:00 -
[26] - Quote
Zatara Rought wrote:I suggested making the redline a complete safe zoneGǪno firing in or out..completely safe for regrouping or what have you with a timer that encourages you to get out of the redline in a certain amount of time or you suicide. But I like the idea of just reducing damage as well. I predicated this idea upon matches where you -are- redlined either initiate a window for you to capture an objective or lose the match that is tied to the redline timer, or when redlined it just speeds up the damage done to the MCC so the battle ends quickerGǪsimilar to battlefield tickets winding down faster in a similar losing effort in BF. not made for this but it does end up having the benefit of preventing redline afkGÇÖing and sniping or tanking. I'd actually prefer the removal of the redline in favor of shifted spawns in over time. The redline can be a safe zone but if you'r going to get pounded everyone will end up giving up and stick around there until match ends.
Resistance 2 had this concept implemented as a way of randomizing spawn but also ensuring teams can't simply hold a specific position and "box in" the other side. They had to literally hold an objective and make a barrier of troops. It would also forcibly make suits into more "hard positions". Yeah you're scout can still scout but they can't really go around and Nova Knife everyone or go solely for stealth kills. Logis would have an incentive to do the support role for points and assault + heavies would be more situated for their intended roles.
The general point is that once spawning is "predictable" you can counter it very effectively. Once its random you can't just win by boxing in someone. It has to be a match and anteing the odds a bit also means more challenge for either side. |
Meee One
Hello Kitty Logistics
1033
|
Posted - 2014.08.29 05:23:00 -
[27] - Quote
Gemini Cuspid wrote:Zatara Rought wrote:I suggested making the redline a complete safe zoneGǪno firing in or out..completely safe for regrouping or what have you with a timer that encourages you to get out of the redline in a certain amount of time or you suicide. But I like the idea of just reducing damage as well. I predicated this idea upon matches where you -are- redlined either initiate a window for you to capture an objective or lose the match that is tied to the redline timer, or when redlined it just speeds up the damage done to the MCC so the battle ends quickerGǪsimilar to battlefield tickets winding down faster in a similar losing effort in BF. not made for this but it does end up having the benefit of preventing redline afkGÇÖing and sniping or tanking. I'd actually prefer the removal of the redline in favor of shifted spawns in over time. The redline can be a safe zone but if you'r going to get pounded everyone will end up giving up and stick around there until match ends. Resistance 2 had this concept implemented as a way of randomizing spawn but also ensuring teams can't simply hold a specific position and "box in" the other side. They had to literally hold an objective and make a barrier of troops. It would also forcibly make suits into more "hard positions". Yeah you're scout can still scout but they can't really go around and Nova Knife everyone or go solely for stealth kills. Logis would have an incentive to do the support role for points and assault + heavies would be more situated for their intended roles. The general point is that once spawning is "predictable" you can counter it very effectively. Once its random you can't just win by boxing in someone. It has to be a match and anteing the odds a bit also means more challenge for either side. "Random" spawns.
Computers can't randomize anything without an algorithm,which makes it non random.
If you want to see how well it would work,play ambush. Enjoy being spawn trapped.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
|
medomai grey
WarRavens
933
|
Posted - 2014.08.29 05:26:00 -
[28] - Quote
Zatara Rought wrote:I suggested making the redline a complete safe zoneGǪno firing in or out..completely safe for regrouping or what have you with a timer that encourages you to get out of the redline in a certain amount of time or you suicide. But I like the idea of just reducing damage as well. I predicated this idea upon matches where you -are- redlined either initiate a window for you to capture an objective or lose the match that is tied to the redline timer, or when redlined it just speeds up the damage done to the MCC so the battle ends quickerGǪsimilar to battlefield tickets winding down faster in a similar losing effort in BF. not made for this but it does end up having the benefit of preventing redline afkGÇÖing and sniping or tanking. I could abuse this.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4022
|
Posted - 2014.08.29 05:48:00 -
[29] - Quote
Gemini Cuspid wrote: I'd actually prefer the removal of the redline in favor of shifted spawns in over time. The redline can be a safe zone but if you'r going to get pounded everyone will end up giving up and stick around there until match ends.
Resistance 2 had this concept implemented as a way of randomizing spawn but also ensuring teams can't simply hold a specific position and "box in" the other side. They had to literally hold an objective and make a barrier of troops. It would also forcibly make suits into more "hard positions". Yeah you're scout can still scout but they can't really go around and Nova Knife everyone or go solely for stealth kills. Logis would have an incentive to do the support role for points and assault + heavies would be more situated for their intended roles.
The general point is that once spawning is "predictable" you can counter it very effectively. Once its random you can't just win by boxing in someone. It has to be a match and anteing the odds a bit also means more challenge for either side.
And if they stick around there they will either be kicked from match or suicided over and over until it is unless the battle is "lost" in the sense it cannot be recovered and then I think it's quite alright to stop wasting suits when you have 5 ticks and the enemy has all points and full armor.
For dust i'm not sure removing the redline is an option. changing how the redline works may be.
As for legion I'm still enamored with the idea of coming in hot from the sky to spawn.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4022
|
Posted - 2014.08.29 05:49:00 -
[30] - Quote
medomai grey wrote:I could abuse this.
How so? I'm not in any sense saying this idea is good, please feel free to disillusion me.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
|
medomai grey
WarRavens
933
|
Posted - 2014.08.29 06:57:00 -
[31] - Quote
Zatara Rought wrote:medomai grey wrote:I could abuse this.
How so? I'm not in any sense saying this idea is good, please feel free to disillusion me. "redline a complete safe zoneGǪno firing in or out" -Zatara Rought
This could be abused in combat near redlines. Although a person in redline could not kill anyone, they themselves are un-killable. This could lead to drawn out engagements near the redline as players bob in and out of the redline to prevent themselves from dying.
"I predicated this idea upon matches where you -are- redlined either initiate a window for you to capture an objective or lose the match that is tied to the redline timer, or when redlined it just speeds up the damage done to the MCC so the battle ends quickerGǪsimilar to battlefield tickets winding down faster in a similar losing effort in BF." -Zatara Rought
I like this idea though.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4022
|
Posted - 2014.08.29 07:15:00 -
[32] - Quote
medomai grey wrote:
This could be abused in combat near redlines. Although a person in redline could not kill anyone, they themselves are un-killable. This could lead to drawn out engagements near the redline as players bob in and out of the redline to prevent themselves from dying.
I like this idea though.
Zatara Rought wrote:But I like the idea of just reducing damage as well.
Which is why I really think this is so good.
Just reduce damage instead of completely nullifying it.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
George Moros
RestlessSpirits
408
|
Posted - 2014.08.29 11:37:00 -
[33] - Quote
All of the proposed "solutions" here address a whole lot more than needed. The only true problem people have with the redline is sniping. The most simple solution to this would be to cancel any reward (WP, LP and/or ISK) for any kill made with the sniper rifle while inside the friendly redline. This would strongly discourage redline sniping, while still making it possible.
However, I still do not agree that even such a mechanic should be implemented without a complete rethink of the maps, sniper rifles and sniping as a role in DUST. Anyone who had experience in sniping will confirm that some of the best sniping spots on several maps are in the redline. Moreover, the most "appropriate" suits for sniping are currently Cal commandos, which lack a quality that snipers outside of redline will surely require, and that is stealth. Contrary to what most anti-sniper forum warriors think, snipers outside of redline are very easily located, and even more easily dispatched (unless they use DS to get to a location inaccessible on foot).
If redline sniping is removed (one way or the other), and nothing else is changed with regard to sniping, the role will become even more useless than it currently is.
Pulvereus ergo queritor.
|
Apothecary Za'ki
Biomass Positive
669
|
Posted - 2014.08.29 12:16:00 -
[34] - Quote
iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. i would propose that there is no redline timer in effect till after the 2nd minute the game has been in play, this will ease the vehicle spawning rush at the start of the game.. and THEN it will have the 30 second timer BUT any dropped equipment should also be effected by the timer aswell to stop people placing down their hives and uplinks in the MCC(annoyign as all F) or placing them down to get into sniperspots
[[LogiBro in Training]]
Level 1 Forum Pariah
|
Apothecary Za'ki
Biomass Positive
669
|
Posted - 2014.08.29 12:18:00 -
[35] - Quote
George Moros wrote:All of the proposed "solutions" here address a whole lot more than needed. The only true problem people have with the redline is sniping. The most simple solution to this would be to cancel any reward (WP, LP and/or ISK) for any kill made with the sniper rifle while inside the friendly redline. This would strongly discourage redline sniping, while still making it possible.
However, I still do not agree that even such a mechanic should be implemented without a complete rethink of the maps, sniper rifles and sniping as a role in DUST. Anyone who had experience in sniping will confirm that some of the best sniping spots on several maps are in the redline. Moreover, the most "appropriate" suits for sniping are currently Cal commandos, which lack a quality that snipers outside of redline will surely require, and that is stealth. Contrary to what most anti-sniper forum warriors think, snipers outside of redline are very easily located, and even more easily dispatched (unless they use DS to get to a location inaccessible on foot).
If redline sniping is removed (one way or the other), and nothing else is changed with regard to sniping, the role will become even more useless than it currently is. CPM already feel the Thales zoom is OP and needs to be addressed, but your suggestion of no wp/lp/isk reward for kills made from the redline seems a nominal idea but players who dont care about such things will just continue to "farm tears" from the redline regardless as they probably have 30m isk+ anyway
[[LogiBro in Training]]
Level 1 Forum Pariah
|
George Moros
RestlessSpirits
408
|
Posted - 2014.08.29 12:51:00 -
[36] - Quote
Apothecary Za'ki wrote: CPM already feel the Thales zoom is OP and needs to be addressed, but your suggestion of no wp/lp/isk reward for kills made from the redline seems a nominal idea but players who dont care about such things will just continue to "farm tears" from the redline regardless as they probably have 30m isk+ anyway
Well, I wouldn't have a problem with the fact that someone is deliberately risking his Thale's (however low that risk may be), just to publicly announce "I'm an *******". :D
Pulvereus ergo queritor.
|
Derpty Derp
Dead Man's Game
357
|
Posted - 2014.08.29 14:04:00 -
[37] - Quote
How about simply making it so your MCC takes more damage per person in the redzone... While backing it up with a bonus armour/shield rep while in there to help teams that are squished back into the game... Add to this the no warpoints that has been mentioned & you've got a little something for everyone.
-A boost to help people get back out of the redzone -A bonus for kicking the other teams arse -& a way to stop redzone camping for points. |
KalOfTheRathi
Nec Tributis
1354
|
Posted - 2014.08.30 00:18:00 -
[38] - Quote
iliel wrote:KalOfTheRathi wrote:iliel wrote:Add a countdown timer in ally redline for players to leave it - - otherwise kick 'em from the battle. Make the countdown something like 30 seconds. While this won't fix redline snipers, it'll help. Ah isn't this cute? Another lame FPS player that is unable to function in New Eden? This topic has been raised so many times there is no number in forum history that can actually represent it anymore. The red line is their solution to not having safe spawn points, it is different. Which is why you don't like it, one might hazard a guess. Lol, this only suggests that the first statment applies to you. Why have a redline at all? I'm fine removing it entirely. Nice try, CoD-boi. I have been playing since Alpha. CCP still hasn't figured out how to get either mercenaries or vehicles spawned into the game. Since you ignored the technical reasons about how we got here it might be time for a little history.
For those of you that obviously weren't here when being red lined meant you couldn't spawn in. At all.
The MCC could be fired in, the ground spawns didn't exist so once the CRU was demolished you couldn't even choose anything between an uplink (all gone) or the CRU. Nope, just the MCC remained. So, either spawn there to get shot by Rail Gun tanks that fired into the opening (since modified). The red line was rarely 30m wide (that is the line between what the Reds see versus you anti-sniper crowd. Pretty much non-existent. And the battle finder would consistently drop new players into these lost cause battles because it was actually worse than the one we have now! Much worse.
But, why is this important to lame players like yourself? Play a game that works if you know of one. This is how Dust is. Not a good game, by CCP's own admission. No client development ever again and we still have the red line, abuse the other player by removing WP/SP/Health from them. Which means, they will leave battle and the game.
Which is fine by me. And, apparently, CCP as well.
And so it goes.
|
Vell0cet
Fraternity of St. Venefice Amarr Empire
2220
|
Posted - 2014.08.30 07:25:00 -
[39] - 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!
|
Mike De Luca
STOP TRYING TO RECRUIT ME
280
|
Posted - 2014.09.01 00:54:00 -
[40] - Quote
So much stupid in here, let me see if this helps me understand it.....*bangs head against cement block repeatedly* nope, still didn't work. Here's the simplest counter argument to every proposed idea to "fix" the redline......you CAN'T do it without screwing over everyone who ever gets redlined. It's that simple.
1. No xxx(wp, kills, damage, etc) in or out, no point in even trying to punch a hole through the 3 tanks, 4 av and 9 infantry now standing right outside of the frickin thing because you won't get anywhere since they'll position yourselves and make sure you're out in the open and they've still got cover.
2. Timer to suicide or kick........see above, but add in suit loss, cause you're not busting through the blockade in 30-60 seconds with a bunch of starter fits backing you up
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
what i think of when charging fg
|
|
bamboo x
Eternal Beings Proficiency V.
1108
|
Posted - 2014.09.01 01:03:00 -
[41] - Quote
At least 60 seconds or it will make it hard on vehicles trying to refuel/recall.
However it will take at least 90 seconds to safely get all the RDVs out of the spawn area.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
|
Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
|
Posted - 2014.09.01 15:14:00 -
[42] - 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!
|
Mike De Luca
STOP TRYING TO RECRUIT ME
284
|
Posted - 2014.09.01 17:13:00 -
[43] - Quote
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.
what i think of when charging fg
|
Vell0cet
Fraternity of St. Venefice Amarr Empire
2226
|
Posted - 2014.09.01 19:06:00 -
[44] - 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!
|
Mike De Luca
STOP TRYING TO RECRUIT ME
287
|
Posted - 2014.09.02 17:32:00 -
[45] - Quote
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.
what i think of when charging fg
|
Vell0cet
Fraternity of St. Venefice Amarr Empire
2227
|
Posted - 2014.09.02 19:42:00 -
[46] - 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!
|
|
|
|
Pages: 1 2 :: [one page] |