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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
DarthPlagueis TheWise
187
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Posted - 2014.10.31 06:25:00 -
[91] - Quote
You should only run a proto needle when you're coordinating with your squad in the first place. In a PC match, when your FC tells you to conserve clones, you bet your goddamn bottom dollar they'll be using the Call for Help button. A smart team will realize the value of needles now that there's a shield boost upon revive.
However.
There should be an option, like the new scanner one where you can toggle between squad and team, to toggle whether or not you want to automatically be able to be revived.
That way people who care more about teamwork than their KDR can opt in. For example, I tend to press the respawn button way too quickly without thinking things through, and in many of those cases a friendly Logi could've actually saved my clone.
Either way, all the new call for help means is that lower meta needles will be discouraged, which is a good thing IMO.
Dust? No, this is AUR514 now.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
288
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Posted - 2014.10.31 06:48:00 -
[92] - Quote
Bethhy wrote:SirManBoy wrote:CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful. If you want to picked up, you ask for it. I love this change. Sure, there will be a small drop in the number of revive opportunities, but those who do request help will be fully committed to the process. In my opinion, this is an extremely fair resolution. This is extremely short sighted. When the only use a needle has in everyday DUST is if a player that goes down presses a button then patiently waits? revive opportunities won't just be a "Small drop" There will be literally no reason to run a needle on the average mercenary suit with these changes... Logically it will make no sense for anyone that isn't in direct communication or can only fit this one item... After a while it will just be an item that no one fits.... It already is nearly there. Adverse to if it was -1 death.... It would do nothing but add to the game and make needles a legitimate form of gameplay that benefits everyone that plays DUST. And has the added benefit that it actually makes sense. +1 for the -1.
Though between legion's announcement and being told Dust's cake was a lie, I took a healthy break, Ive played since pre-chromosone. Almost exclusively as a medic logi. I was reviving folks even in corp battles for no wp. This change will for the first time remove the needle from my hands. Don't get it wrong, it is the communities lose, my gain. Dual scans, dual hives, and dusted off my MD. I adapt and over come. My new role is situational awareness and wp's from killing and scanning cloak choked scouties.
Now don't complain when majority of logistics does the same. Logis have faced more crap in dust even than the scout, yet we adapt better than the two gun scrubs. If you want reps, better find my Wyokomi hive. Needle and rep gun are too closely linked and making one obsolete makes the other less necessary.
Sage /thread
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
129
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Posted - 2014.10.31 18:35:00 -
[93] - Quote
CELESTA AUNGM wrote: [..] I prefer GÇ£Revive-MeGÇ¥ to be automatically ON all the time, but that the incapacitated player have a brief chance to turn off that blinking icon before GÇ£medicsGÇ¥ even see her as needing assistance.
this |
Flint Beastgood III
Carbon 7 Iron Oxide.
634
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Posted - 2014.10.31 23:20:00 -
[94] - Quote
CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful. If you want to picked up, you ask for it.
Indeed.
Yep
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Baal Omniscient
Onslaught Inc RISE of LEGION
2069
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Posted - 2014.10.31 23:36:00 -
[95] - Quote
The main reason the Chromosome revive was so much better, apart from the absence of the death screen (which, IMHO, shouldn't show unless your clone bleeds out) was the POWER SLIDE. If you remember it, you know what I mean. Bring back the power slide, that will help enormously.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Z3dog
BIG BAD W0LVES
12
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Posted - 2014.11.02 15:19:00 -
[96] - Quote
CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful.
lol this already happens A LOT.
Dust 5/14
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Kensai Dragon
Dust University Ivy League
35
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Posted - 2014.11.02 16:35:00 -
[97] - Quote
Just need to implement a max number of revives. Say, maximum 3 revives per clone. Or 1 revive. Seriously, if the guy picking you up is new, trying to pay his friends kdr, or just hungry for WP, and picking you up in front of fire then wouldn't we all prefer to respawn somewhere else?
Limit the number of revives per clone, problem solved. |
maluble
Art.of.Death VP Gaming Alliance
144
|
Posted - 2014.11.02 17:51:00 -
[98] - Quote
Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy.
No whats crazy is a greedy pos logi who contines to pick someone up over and over and over and over and over just to be picked off immediately. Thats just cray cray especially cause you only get points for the first revive.
This fix is long time overdue logi's should have enough situational awareness to know where the shooter is that took your teamate down and either eliminate or supress said target before attempting revive.
Sorry for you good logis but the plethera of ****** ones ruined it for you. |
maluble
Art.of.Death VP Gaming Alliance
144
|
Posted - 2014.11.02 17:57:00 -
[99] - Quote
Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. What about all the isk your logi class (not you personally) has xost me over the years just for 60 wp. If you guys would kill the threat first you would get another 50 wp . |
Leadfoot10
Molon Labe. General Tso's Alliance
1955
|
Posted - 2014.11.02 18:06:00 -
[100] - Quote
SirManBoy wrote:CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful. If you want to picked up, you ask for it. I love this change. Sure, there will be a small drop in the number of revive opportunities, but those who do request help will be fully committed to the process. In my opinion, this is an extremely fair resolution.
I concur. This is a great change in my eyes. |
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Thor Odinson42
Molon Labe. General Tso's Alliance
5142
|
Posted - 2014.11.02 18:18:00 -
[101] - Quote
People that hate needles say a lot about their overall view of teamwork. 100% needles with a squad plus of your own peeps is OP.
I'll take a revive around a contested objective 100% of the time. Even if the enemy waits to shoot me after my revive, they aren't shooting my teammates that are doing work at the objective.
I wish my avatar was Minmatar.
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Cross Atu
OSG Planetary Operations Covert Intervention
3676
|
Posted - 2014.11.02 18:27:00 -
[102] - Quote
Thor Odinson42 wrote:People that hate needles say a lot about their overall view of teamwork. 100% needles with a squad plus of your own peeps is OP.
I'll take a revive around a contested objective 100% of the time. Even if the enemy waits to shoot me after my revive, they aren't shooting my teammates that are doing work at the objective. ^This.
The change will essentially "buff teamwork."
As fewer and fewer mercs call for revives due to a erroneous fascination with KDR/epeen the merc who are focused on the win and even more so those who are actively in squads will hold a larger mechanical advantage than they already do.
The net effect of this change is that a coordinated squad (and to a much lessor extent even a team oriented solo player) will hold more effective value on the field than they do at present.
My advice is to squad quickly, squad often, and squad with folks who understand teamwork and that includes the tactical value of being revived. Those who do not are likely to face consistently harder matches in the days to come.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4403
|
Posted - 2014.11.02 20:31:00 -
[103] - Quote
maluble wrote:Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. What about all the isk your logi class (not you personally) has xost me over the years just for 60 wp. If you guys would kill the threat first you would get another 50 wp .
You don't lose any ISK, FFS!
Seriously, try understanding how somethinks works before whining about it!
(The godfather of tactical logistics)
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Finn Colman
Immortal Guides
48
|
Posted - 2014.11.02 21:37:00 -
[104] - Quote
My take on the KDR aspect of this topic:
1st: I've heard time and time again how KDR is a very poor measure of player skill in DUST.
Perhaps they should have "D" stand for downs, add "T" for terminations (that is, when you have been terminated), and "K" will remain as kills.
If the downs-count-as-kills thing annoys people it would be as easy as adding "I" for incapacitation, and leave "K" to only meaning the clones that someone has fully eliminated from a battle.
Honestly, is it that hard to think of such a simple solution to appease those who care about their KDR (or possibly in this case, KTR/ ITR/ IDR).
The little Min with the little voice.
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Cross Atu
OSG Planetary Operations Covert Intervention
3681
|
Posted - 2014.11.02 22:15:00 -
[105] - Quote
/a bit off topic
Regarding KDR
Cross Atu wrote:As I have said more times than I've bothered to count 'kdr' is a bad stat and it should feel bad. It is vague, is it misleading and it is a rather poor measurement to be tracking and displaying at the end of every match. {sic}Leaderboard rankings and general assessments should be derived from effectively playing ones role and contributing meaningfully to the win, not on some ePeen enctric stat like KDR.
- A scout deploying uplinks and providing intel for his team who doesn't get a kill is doing a good job and is valuable
- A logi who dies multiple times providing close support to his squad without a kill is doing a good job and is valuable
- An AV guy who dies multiple times with few or no kills but destroys or suppresses enemy vehicles is doing a good job and is valuable
- A DS pilot who spends the whole match deploying people and providing scans without a single is doing a good job and is valuable
- A merc who avoids contact and hacks points/installations to keep the board "blue" without a single is doing a good job and is valuable
Conversely a merc who spends the whole match kill chasing, or kill stealing, while ignoring where his team is, what is happening with the objectives, etc. is not meaningfully contributing to the win and isn't of much tactical worth. Is killing the enemy relevant? Sure. Should one do it? Of course. Should it be featured and given such inferred wight as it is? Absolutely not. 0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Bethhy
Ancient Exiles.
2476
|
Posted - 2014.11.03 04:43:00 -
[106] - Quote
Cross Atu wrote:Thor Odinson42 wrote:People that hate needles say a lot about their overall view of teamwork. 100% needles with a squad plus of your own peeps is OP.
I'll take a revive around a contested objective 100% of the time. Even if the enemy waits to shoot me after my revive, they aren't shooting my teammates that are doing work at the objective. ^This. The change will essentially "buff teamwork." As fewer and fewer mercs call for revives due to a erroneous fascination with KDR/epeen the merc who are focused on the win and even more so those who are actively in squads will hold a larger mechanical advantage than they already do. The net effect of this change is that a coordinated squad (and to a much lessor extent even a team oriented solo player) will hold more effective value on the field than they do at present. My advice is to squad quickly, squad often, and squad with folks who understand teamwork and that includes the tactical value of being revived. Those who do not are likely to face consistently harder matches in the days to come. 0.02 ISK Cross
So your advice is to basically only have a squad if you want needles to be relevant at all... Or pray that someone will fit a needle when you decide to push a button then patiently wait?
Like seriously?
This does nothing but nerf needles into the ground because the mechanics around the item was setup to abuse players who got picked up because "They have a chance to defend their isk" yet die again regardless of no clone loss.
Lets put aside the fact that this fix makes absolutely no sense. Makes even less sense as you try to explain DUST and how it works to your friend who hasn't played it.... As they look at your weird as you try and profess how much sense it makes.
It doesn't matter what imaginary world the CSM are living in.... The Squad mechanics in DUST for the average mercenary are terrible... Squad finder is like a joke played on the playerbase... The average DUST player will have no hope AT ALL at using these new needle mechanics that are purposed....
It will be something used be veteran players at best and require more communication and team work then is currently exhibited even in the Height of PC... With the largest longest wars in DUST's history with arguably the best FC's and mercs that have played this game. Remember i have been part of PC since it started, have been part of holding distrcits in PC since it started... Im an Urgent Fury Tournament Champion...
The chance of changing the mechanics of this feature to what is purposed... Will somehow bring out tactics and planned use around the item is like planning that there is gonna be rainbows and sunshine for the rest of your existence.
It's extremely un realistic, Makes no sense in any explanation to someone outside of DUST, Takes away from the game of DUST instead of adds to it, Hurts an entire player class(Logi's) and an entire entrance into the game with new players.
Nanite Injector use should be encouraged amoungst new players in DUST, It allows them to contribute to the team while also helping the team and adding to immersion for all parties included.
P*S*
The Whole Reason people complain or have opinions based off "Bad" Logi's, are because the needle mechanic that CCP Built has created this problem No one can predict 100% where the enemy is and where they are coming from, or even if they will come around the corner the instant you engage a revive.
We could create and add to the game in more ways then one with -1 death revives... But instead all people want to do is limit, remove and nerf things. Sad. |
DootDoot
Da Short Buss RISE of LEGION
351
|
Posted - 2014.11.03 05:04:00 -
[107] - Quote
I Have been a Logi for well over a year in this game. I usually pull crazy war points in any match I play, whether it's a squad or just solo running Logi and supporting who ever is in front of me.
One thing I have learned as running as purely support(Not a slayer) for well over a year of playing this class.
Logistics facilitate fun and memorable moments in DUST 514.
Whether it is that fire fight stalemate that one side progresses and slowly overcomes, Or the Nanite injector scramble... as logi's on opposite sides try and keep people picked up, repaired and ammoed up to break a gunfire stalemate between two sides.
The best times I have had playing DUST are when Support and Logi's actually work, It adds an element to this game that nothing else can or does... It creates memorable moments that i can recall a year later and bring up in conversations with friends who where there...
These needle changes that are purposed will do nothing but hurt my entire class that I am passionate about. This isn't about an elitists idea of not wanting a to be picked up, it's about the team and playing at all costs for the win. I have won atleast 50+ Ambushes because of picking up everyone I can, keeping them repaired and nanohives down, I have received a many of Eve-mails from players appreciating the work and the fact that a well supported team can beat entire squads of "Elite" Corporations.
Most often i get 1-2 hours a day max that I can engage in recreation, As working and paying taxes become more of my responsibility, I only have a few hours to play in the best case scenario and often don't have time to get on DUST and spend 20mins-1hour+ looking for a squad that communicates with Mic's and are onboard to pushing a revive button and then waiting for me to get to them.
The mere idea that you can subject the entire player base(Who are mostly casual) to this giant nerf on needles and team gameplay for the sake of a broken mechanic that everyone has known about for almost 2 years? Seems surreal... Why would you screw everyone over for the sake of a few? Why not just let everyone benefit for an amazing game mechanic and the sitautions it will create, Rather then learn to loathe and hate the nerf that they gave the item(For the umpteenth time) That never needed to happen.
Please think of the big picture and what each scenario actually brings to the game of DUST 514, Rattati. |
Bradric Banewolf
D3ATH CARD RUST415
433
|
Posted - 2014.11.03 05:09:00 -
[108] - Quote
Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy.
It's all about choice. You guys that are against it I don't understand. If I can clearly see that I died, and was too far behind enemy lines I'm not going to request assistance. Some guys will pick you up for their own warpoints knowing full well they have not secured a successful rez by killing the enemy in the area. Is that not the same thing as guys who covet their kd? There are some logi wh*re's in this game that will rep you with bs rep tools, rez you with sh!t needles, and will bring militia nanohives to a gun fight for the points and isk?! I don't want some amateur rezzing me and getting me isnta-killed multiple times?! I should be able to make that choice. If I equip a needle, and no request help cool. I die less trying to get there.
Same goes for vehicle locks. There should be an option to lock and unlock vehicles at will. Simple.
I am pro choice when it comes to this game. Things that force me to play a certain way is why I don't play other games. I shouldn't be forced to get picked up in sh!tty situations because some novice is running the medic starter fit?! I shouldn't be forced to deal with some academy graduate riding around in my tank because I can't kick him.
I don't know why logis with absolutely no intention of shooting anyone want to pick guys up anyway?! Something killed that guy, and there's a good chance he still around. That's why I run my needle on commandos and assaults. So I can eliminate the threat then protect my teammate once I rez him. I'm rocking 600-1100 ehp on those dropsuits. Not 400 or less?! If you're not gonna shoot don't rock needles!
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
433
|
Posted - 2014.11.03 05:22:00 -
[109] - Quote
Cross Atu wrote:/a bit off topic Regarding KDR Cross Atu wrote:As I have said more times than I've bothered to count 'kdr' is a bad stat and it should feel bad. It is vague, is it misleading and it is a rather poor measurement to be tracking and displaying at the end of every match. {sic}Leaderboard rankings and general assessments should be derived from effectively playing ones role and contributing meaningfully to the win, not on some ePeen enctric stat like KDR.
- A scout deploying uplinks and providing intel for his team who doesn't get a kill is doing a good job and is valuable
- A logi who dies multiple times providing close support to his squad without a kill is doing a good job and is valuable
- An AV guy who dies multiple times with few or no kills but destroys or suppresses enemy vehicles is doing a good job and is valuable
- A DS pilot who spends the whole match deploying people and providing scans without a single kill is doing a good job and is valuable
- A merc who avoids contact and hacks points/installations to keep the board "blue" without a single kill is doing a good job and is valuable
Conversely a merc who spends the whole match kill chasing, or kill stealing, while ignoring where his team is, what is happening with the objectives, etc. is not meaningfully contributing to the win and isn't of much tactical worth. Is killing the enemy relevant? Sure. Should one do it? Of course. Should it be featured and given such inferred wight as it is? Absolutely not. 0.02 ISK Cross
This is so accurate!
I don't support anything that makes an area of the game easy mode. War point wh*ring is easy mode as a logi. You just point your rep tool up a heavies butt, or needle guys you have no intention of keeping alive?! I will still carry a needle on my assault fits. It's the mercs choice if he wants rez. It's also his choice not to be triple killed.
If you were truly being a "good logi" you would communicate your intentions in squad for the pickup. I give the merc enough time to make it clear that they want rez. I take out the enemy first which takes some time, and then if the downed team mate is still showing needle indicator I will go rez him. If he didn't want it the needle will go away, and in the case of 1.9 won't be there at all.
"Anybody order chaos?"
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Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 05:24:00 -
[110] - Quote
Bradric Banewolf wrote:Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. It's all about choice. You guys that are against it I don't understand. If I can clearly see that I died, and was too far behind enemy lines I'm not going to request assistance. Some guys will pick you up for their own warpoints knowing full well they have not secured a successful rez by killing the enemy in the area. Is that not the same thing as guys who covet their kd? There are some logi wh*re's in this game that will rep you with bs rep tools, rez you with sh!t needles, and will bring militia nanohives to a gun fight for the points and isk?! I don't want some amateur rezzing me and getting me isnta-killed multiple times?! I should be able to make that choice. If I equip a needle, and no request help cool. I die less trying to get there. Same goes for vehicle locks. There should be an option to lock and unlock vehicles at will. Simple. I am pro choice when it comes to this game. Things that force me to play a certain way is why I don't play other games. I shouldn't be forced to get picked up in sh!tty situations because some novice is running the medic starter fit?! I shouldn't be forced to deal with some academy graduate riding around in my tank because I can't kick him. I don't know why logis with absolutely no intention of shooting anyone want to pick guys up anyway?! Something killed that guy, and there's a good chance he still around. That's why I run my needle on commandos and assaults. So I can eliminate the threat then protect my teammate once I rez him. I'm rocking 600-1100 ehp on those dropsuits. Not 400 or less?! If you're not gonna shoot don't rock needles!
The best Logi's in the game get 3-6k+ war points and kill maybe 2 people.... Better ones sit at 0/0 with 5200+ war points. Those players win matches. Period.
No player that plays this game knows 100% where the enemy is, Or if they are coming around a corner while your engaging your nanite injector... It doesn't matter how good you are at this game. The mere fact that this is such a huge issue for nearly every player that has something negative to say about nanite injectors should prove more then enough that it is the way Neede mechanics have worked in this game... Not the action of being picked up.
The scenario's where your have Newbies running around and picking team mates up to gain war points and level up is done in many FPS's... Planetside 2 for example... New players are encouraged to go medic and support their team as they start to learn the game and gain XP. They run around and pick people up and repair them... This adds to the entire game, Makes huge epic fire fights... Creates lasting friendships and acquaintances and truly added to the feeling that the Battlefield... Is a battlefield.
Battlefield franchise does the same thing with picking up team mates. -1 death.. Adds to the entire game... Creates avenues new players can contribute without being one of the best slayers, days or even months into the title..
-1 death adds to games. with countless examples and working ones right now... Allowing you to revive all your team mates all the time., Adds to the entire match and game... In DUST it goes one step further... It makes Sense with the story of the game.
"Amateur's rezzing" you, would be generally a benefit for all parties. Instead "Screw everyone rezzing me" Which only will ever benefit a small group of players at the expense of the overall gameplay. |
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VikingKong iBUN
T.H.I.R.D R.O.C.K
154
|
Posted - 2014.11.03 05:37:00 -
[111] - Quote
CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful. If you want to picked up, you ask for it. We are not human beings. We are clones and dying is inconsequential, if I were down and I wanted to spawn in a different suit - I'd deny a revive for that reason. But making it so you have to specifically ask for a revive fixes this anyway, so I got no problem with that. |
Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 05:37:00 -
[112] - Quote
DootDoot wrote:I Have been a Logi for well over a year in this game. I usually pull crazy war points in any match I play, whether it's a squad or just solo running Logi and supporting who ever is in front of me.
One thing I have learned as running as purely support(Not a slayer) for well over a year of playing this class.
Logistics facilitate fun and memorable moments in DUST 514.
Whether it is that fire fight stalemate that one side progresses and slowly overcomes, Or the Nanite injector scramble... as logi's on opposite sides try and keep people picked up, repaired and ammoed up to break a gunfire stalemate between two sides.
The best times I have had playing DUST are when Support and Logi's actually work, it adds an element to this game that nothing else can or does... It creates memorable moments that i can recall a year later and bring up in conversations with friends who where there...
These needle changes that are purposed will do nothing but hurt my entire class that I am passionate about. This isn't about an elitists idea of not wanting a to be picked up, it's about the team and playing at all costs for the win. I have won at least 50+ Ambushes because of picking up everyone I can, keeping them repaired and nanohives down, I have received a many of Eve-mails from players appreciating the work and the fact that a well supported team can beat entire squads of "Elite" Corporations.
Most often i get 1-2 hours a day max that I can engage in recreation, as working and paying taxes become more of my responsibility, I only have a few hours to play in the best case scenario and often don't have time to get on DUST and spend 20mins-1hour+ looking for a squad that communicates with Mic's and are onboard to pushing a revive button and then waiting for me to get to them.
The mere idea that you can subject the entire player base(Who are mostly casual) to this giant nerf on needles and team gameplay for the sake of a broken mechanic that everyone has known about for almost 2 years? Seems surreal... Why would you screw everyone over for the sake of a few? Why not just let everyone benefit for an amazing game mechanic and the situations it will create, rather then learning to loathe and hate the nerf that they gave the item(For the umpteenth time) That never needed to happen.
Please think of the big picture and what each scenario actually adds to the game of DUST 514, Rattati.
QFT |
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
156
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Posted - 2014.11.03 05:55:00 -
[113] - Quote
My idea to prevent injector abuse is to put a delay on the wp earned from reviving someone. You won't get the war points unless the player hasn't died in 3 seconds or so., and if they do die they can't be revived for a futher 3 seconds or so. That is to make players wait until the time is right to revive them.
If the player is revived a second time and dies before 3 seconds the clone terminates.
On small vacation surfing on Caldari Tanks.
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sir RAVEN WING
Huogikku Corporation Heiian Conglomerate
89
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Posted - 2014.11.03 07:19:00 -
[114] - Quote
Soraya Xel wrote:We'd like to continue to encourage CCP to change the way deaths are recorded, so being revived does not count against players as a "death", since their clone was not terminated. We'd also like to continue to encourage CCP to implement additional WP for finishing off an incapacitated clone, and a change of the injector mechanic to an accept/reject mechanic so players can decide whether or not to accept a revive if they're under fire or being camped by a griefer.
These are all things on my personal list, at least, and several other CPMs support some or all of these concepts. Yes! I've always had a habit of riddling my enemy's corpse full of ammunition, and it that* is implemented I will be getting WP like a madman and will never hear squadmates complain about me 'wasting' ammunition.
*Words highlighted in bold.
514 Lottery
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TheD1CK
Dead Man's Game RUST415
1428
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Posted - 2014.11.03 09:31:00 -
[115] - Quote
Derpty Derp wrote:Too much wimpy Logi revived me and I died crap... Comando Needle is the way, you revive a guy right where he's been shot & you stand between the squishy noob that died and the guy shooting, giving him time to get up and run to safety...
This is the way of the Commandddoooooooooooooooooooooooooooo... Yes this is a thing now... I'm making it a thing!
If only more could do the same...
Commando Medic - Tough, high DMG, This is the guy I want moving in to revive me.
Assault Medic - Decent mix of HP/Speed/DMG, a good choice to clear up a point and revive.
Logistics Medic - GTFO The suit does not have the power to fight back enemies to clear the area before stabbing you with a needle, they have too much EQ that they run around farming WP with and when **** hits the fan they shoot at reds with a rep-tool rather than grow a pair and use a gun - Anyone familiar with the BFF - Battlefield Friends ????
In my mind - DUST logi medics will always be that blueberry dumbass, that's more effort than their worth - 'Oh but I have loads of EQ, are you saying I shouldn't be a medic????' -YES, you should run your support role and support, not charge frontline, get your teams source of repair/scans/spawns killed just so you can add +60 to your *****-points you ****
Rant over... until the next WP-farming bumble-bee earns money through his teams death.
DMG D1CTATOR
Official Scrub : hate(fan)mail coordinator.
Give a merc lemons and they'l squeeze the juice in your eyes
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TheD1CK
Dead Man's Game RUST415
1428
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Posted - 2014.11.03 09:37:00 -
[116] - Quote
I'm shocked the player-base is so WP hungry no-one can see that - LOGI = Bad Medic -Commando/Assault do it better, just with less EQ spam to top it off. -Scouts are better place than a Logi, because 'wallhacks'
The Gallogi is one exception I'd make to being a good Medic, The Cal would join it if it had a fourth EQ slot to carry a needle ... but the others don't suit a medic role.. If you need to argue this you are bad, and should feel bad too
DMG D1CTATOR
Official Scrub : hate(fan)mail coordinator.
Give a merc lemons and they'l squeeze the juice in your eyes
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4363
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Posted - 2014.11.03 12:55:00 -
[117] - Quote
Remove K/D.
Replace with WP/D.
Suddenly the entire meta of DUST changes.
Too much value is placed on K/D by tryhard corps and because of this the most valuable support roles and the people who are best at them will forever be relegated to crap roles.
Most tryhard corps require a minimum k/d.
I'll take 15 new people willing to learn over a buncha retards who stat pad to protect their e-peen any day.
KDR has no value in a combined arms TEAM game. But entirely too much value is assigned to it.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2104
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Posted - 2014.11.03 13:25:00 -
[118] - Quote
Breakin Stuff wrote:Remove K/D.
Replace with Isk Destroyed/Isk Lost.
Suddenly the entire meta of DUST changes.
Too much value is placed on K/D by tryhard corps and because of this the most valuable support roles and the people who are best at them will forever be relegated to crap roles.
Most tryhard corps require a minimum k/d.
I'll take 15 new people willing to learn over a buncha retards who stat pad to protect their e-peen any day.
KDR has no value in a combined arms TEAM game. But entirely too much value is assigned to it. FTFY
Proof that Rattati/CCP do listen to the playerbase.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4364
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Posted - 2014.11.03 13:47:00 -
[119] - Quote
Does not fix.
Logis supporting with the beans, bullets and bandaids don't tend to destroy much ISK in enemy equipment. WP/D.
ISK destroyed/lost should be a CORP metric, not a merc metric.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 18:31:00 -
[120] - Quote
Breakin Stuff wrote:Remove K/D.
Replace with WP/D.
Suddenly the entire meta of DUST changes.
Too much value is placed on K/D by tryhard corps and because of this the most valuable support roles and the people who are best at them will forever be relegated to crap roles.
Most tryhard corps require a minimum k/d.
I'll take 15 new people willing to learn over a buncha retards who stat pad to protect their e-peen any day.
KDR has no value in a combined arms TEAM game. But entirely too much value is assigned to it.
KDR regardless of personal feeling of the stat is present in every game... Even EVE... People actually take the KD/R in EVE very serious.... Investing Billions on a Faction ship so that they are more effective and have increased chance at success. Here is a friend of mine https://zkillboard.com/character/964518696/. Spends 5-6bil just on the frigates he flies.
DUST in no way is any different... What reason is there to invest more ISK into a dropsuit? There really is only one answer... To increase your chance at success... People invest their hard earned ISK into suits to increase their personal stats. That is the big picture around KDR.
People would rather not be picked up because you have the potential to loose more in personal stats that have had ISK invested into it. Then the individual ISK cost of the suit. This ruins competitive scenarios, epic fire fights and your teams ultimate relevancy in the positions gained on the map.
There is no incentive to actually BE picked up on a small personal picture scenario.. For anyone that has invested ISK to get better results, it will never make sense.
Catering to the mentality that the fringe mercenary group in DUST has about needles being a waste is because of poor game design.
Not the Needle, Not the "Bad Logi" not the imbalances in the game and definately not because of the "New" player. But because of poor game design around the feature.
Turning the item into something that is only useable in the rare occasion in DUST's pubs is not the answer to fixing a feature that has been setup for failure instead of success. |
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