Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zatara Rought
Fatal Absolution General Tso's Alliance
4389
|
Posted - 2014.11.12 06:07:00 -
[1] - Quote
What about 1 minute in the enemy redline?
Just wondering.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
DarthPlagueis TheWise
370
|
Posted - 2014.11.12 06:08:00 -
[2] - Quote
what if fatal absolution made 20% less isk in a pub than anyone else
F*k this cash grab fix the shit that matters: unkillable uplinks, invisible remotes on null cannon hack panels, etc.
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4391
|
Posted - 2014.11.12 06:09:00 -
[3] - Quote
DarthPlagueis TheWise wrote:what if fatal absolution made 20% less isk in a pub than anyone else
Man, don't stroke my ego buddy. Let's just stay on point.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Tesfa Alem
Death by Disassociation
347
|
Posted - 2014.11.12 06:11:00 -
[4] - Quote
Zatara Rought wrote:What about 1 minute in the enemy redline?
Just wondering.
Sure, an Ion cannon Madrugar spending a minute at a time in redline, nothing bad will come of this...
Put the redline so far back that it becomes impractile to use it as platform to shoot into battle. Good luck sniping into an objective 500 m away. And if you can out flank the enemy camping your redline by flying? LAV in to the opposite side, might actually give you a chance to push back out again.
Redline for Thee, but no Redline for Me.
|
Fizzer XCIV
Heaven's Lost Property
1016
|
Posted - 2014.11.12 06:11:00 -
[5] - Quote
The further into the redline someone is, they less damage they should do.
If someone is 100m into the redline, they should only be doing about 50% damage. But if they are only 20m in there, its probably okay that they do 100%.
Swag-suit4lyfe!
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
7617
|
Posted - 2014.11.12 06:12:00 -
[6] - Quote
Breaks immersion too much.
Just get rid of the redline and put extremely powerful auto aim turrets on the MCC. I already know we have the AI for this, I remember the old Rail Turrets.
Get to close and die. No warning. No line.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
|
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
205
|
Posted - 2014.11.12 06:18:00 -
[7] - Quote
Zatara Rought wrote:What about 1 minute in the enemy redline?
Just wondering.
I would rather change the game so both teams have the exact same redline, and have the MCC's hover around the farthest parts of the map.
Though there will be no installations near the redline, so people cannot exploit these. All of them are in the battlefield.
There will literally be no hope for this game if AV/specialised vehicles/scouts aren't changed for the better.
|
Fizzer XCIV
Heaven's Lost Property
1016
|
Posted - 2014.11.12 06:19:00 -
[8] - Quote
Ghost Kaisar wrote:Breaks immersion too much.
Just get rid of the redline and put extremely powerful auto aim turrets on the MCC. I already know we have the AI for this, I remember the old Rail Turrets.
Get to close and die. No warning. No line. Then we still have the issue of Snipers sitting where nobody can get them.
Swag-suit4lyfe!
|
Joseph Ridgeson
WarRavens Capital Punishment.
2536
|
Posted - 2014.11.12 06:22:00 -
[9] - Quote
Zatara Rought wrote:What about 1 minute in the enemy redline?
Just wondering. Good: Redline Snipers and Tankers are hit in the nuts, and forever hit in the nuts. I really hate Redline Tankers... Redline still a safety zone.
Bad: Breaks immersion like crazy. ADS pilots will cry huge tears about pushing tanks away and being unable to hurt them once they are utterly safe. Redline Tank sits on the edge of the Redline, gets hit, rolls to near complete safety.
I don't like it. I am often chasing down enemy vehicles that escape to the Redline, and am often running in the same manner. But the big one is just the Rail Tanker sitting one inch from the edge until they get hit and ta-da! safe.
1 minute in the enemy Red Line? Don't like it so much. Scouts or other fast enemies run in and kill you as you spawn, even if you are highly resistant. Not a fan.
Interesting ideas though.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
|
Soraya Xel
Abandoned Privilege Top Men.
4684
|
Posted - 2014.11.12 06:28:00 -
[10] - Quote
Crippling the redline mechanic is a horrifically bad idea, because the redline is actually an important mechanic. Redline problems are usually actually other problems, that led to redlining. Fixing those, as well as redline placement in some cases, would be far more beneficial. The actual mechanic of the redline works fine, and should not be changed.
DarthPlagueis TheWise wrote:what if fatal absolution made 20% less isk in a pub than anyone else
I support this idea.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
|
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4391
|
Posted - 2014.11.12 06:30:00 -
[11] - Quote
Soraya Xel wrote: I support this idea.
You heard it here first folks!
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Soraya Xel
Abandoned Privilege Top Men.
4685
|
Posted - 2014.11.12 06:32:00 -
[12] - Quote
And people think I'm a troll.
Bravo though.
Reducing damage fired across the redline is a terrible idea.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
7618
|
Posted - 2014.11.12 06:38:00 -
[13] - Quote
Fizzer XCIV wrote:Ghost Kaisar wrote:Breaks immersion too much.
Just get rid of the redline and put extremely powerful auto aim turrets on the MCC. I already know we have the AI for this, I remember the old Rail Turrets.
Get to close and die. No warning. No line. Then we still have the issue of Snipers sitting where nobody can get them.
But they will be so far from objectives it wouldn't matter. I'm removing the redline. Some maps might be odd to implement (Such as 5-point pipes map) due to the small redline next to the MCC, and this would have to be changed accordingly.
I'm just not a fan of a redline at all. 20% in and out means that people will just get slaughtered the moment they cross the line.
If you implement MCC turrets, you could also code them to shoot at players who deal damage to players in the "Imaginary red line". It would have the same effect as the redline, as it creates a "deadzone" for the enemy, while at the same time protecting the playes in it. They would be able to push up at least a little due to enemies not being able to shoot back for fear of turret retaliation. You would have to fall back a certain distance, and that distance would make it very hard for a sniper at the back of the map to effectively engage targets (Due to such a small window).
This is all theorycrafting though. I could hash out some actual numbers if I had a map with concise distances, but I don't think the Dev's have one either.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
|
Jadek Menaheim
Xer Cloud Consortium
4226
|
Posted - 2014.11.12 06:38:00 -
[14] - Quote
Soraya Xel wrote:Crippling the redline mechanic is a horrifically bad idea, because the redline is actually an important mechanic. Redline problems are usually actually other problems, that led to redlining. Fixing those, as well as redline placement in some cases, would be far more beneficial. The actual mechanic of the redline works fine, and should not be changed. DarthPlagueis TheWise wrote:what if fatal absolution made 20% less isk in a pub than anyone else I support this idea. Being targeted by MCC turrets would be a far more engaging version of a redline death mechanic--that sense of being able to deftly avoid or agro fire for someone else. The timer mechanic really irks me sometimes, especially when it's not correct. This is more of a legion dream.
Try the new Planetary Conquest Mode!
|
DarthPlagueis TheWise
371
|
Posted - 2014.11.12 06:45:00 -
[15] - Quote
yeah reduce the damage done while in the redline
to make red-lining the players fresh out of the academy THAT much easier!
F*k this cash grab fix the shit that matters: unkillable uplinks, invisible remotes on null cannon hack panels, etc.
|
Atiim
Heaven's Lost Property
13639
|
Posted - 2014.11.12 14:41:00 -
[16] - Quote
Why?
The 1st Matari Commando
-HAND
|
Her Chosen
Grade No.2
41
|
Posted - 2014.11.12 15:33:00 -
[17] - Quote
The redline exists for a reason. But abuse is always there.
How about, after 20meters, 0 damage. If you want to shoot from the redline, in and/or out, you have to come into the field of play. Tanks, FGs, and worst snipers, won't be able to sit so far back that they are impossible to reach. Every map is big enough and has enough redundant battlefield space that playing from the redline is unnecessary. |
Jebus McKing
lol Proto
919
|
Posted - 2014.11.12 15:45:00 -
[18] - Quote
I'd prefer it if redlines got pushed back a lot. (especially on Ashlands and some Domi maps) Sure, getting to an objective would take more time, but that is what LAVs, Derpships, and Uplinks are for, right?
(Also reduce Sniper and Railgun damage to 0 while in the redline and we are good to go. )
Assault / Logi / Sentinel / Scout // @JebusMcKing
|
Apothecary Za'ki
Biomass Positive
1819
|
Posted - 2014.11.12 15:48:00 -
[19] - Quote
DarthPlagueis TheWise wrote:what if fatal absolution made 20% less isk in a pub than anyone else 50% less isk. then ship it with out asking/telling them.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
Vell0cet
Vengeance Unbound RISE of LEGION
2515
|
Posted - 2014.11.12 15:58:00 -
[20] - Quote
A better redline fix: make the redline timer function like the cloak. Increase the time in the enemy redline significantly to something like 1 minute, but you don't immediately reset your timer when you exit. Instead it slowly regens back (up to the max limit) at something like a 2:1 ratio (i.e. 2 minutes out of the redline will allow you to have 1 minute in). This timer persists through death, so suicide runs can't be spammed. Also you cannot recive reps and your armor/shields won't recharge when in the enemy redline.
This means you can run into the redline to take out that annoying sniper, rail tank, enemy installation, etc. but you can't camp the enemy's spawn in a sustained/coordinated manner.
Best PvE idea ever!
|
|
Apothecary Za'ki
Biomass Positive
1820
|
Posted - 2014.11.12 16:12:00 -
[21] - Quote
Vell0cet wrote:A better redline fix: make the redline timer function like the cloak. Increase the time in the enemy redline significantly to something like 1 minute, but you don't immediately reset your timer when you exit. Instead it slowly regens back (up to the max limit) at something like a 2:1 ratio (i.e. 2 minutes out of the redline will allow you to have 1 minute in). This timer persists through death, so suicide runs can't be spammed. Also you cannot recive reps and your armor/shields won't recharge when in the enemy redline.
This means you can run into the redline to take out that annoying sniper, rail tank, enemy installation, etc. but you can't camp the enemy's spawn in a sustained/coordinated manner. this will only encourage redline stomping INSIDE the redline.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
KenKaniff69
Fatal Absolution
2484
|
Posted - 2014.11.12 16:20:00 -
[22] - Quote
Soraya Xel wrote:Crippling the redline mechanic is a horrifically bad idea, because the redline is actually an important mechanic. Redline problems are usually actually other problems, that led to redlining. Fixing those, as well as redline placement in some cases, would be far more beneficial. The actual mechanic of the redline works fine, and should not be changed. DarthPlagueis TheWise wrote:what if fatal absolution made 20% less isk in a pub than anyone else I support this idea. go flux yourself
?
|
DUST Fiend
Onslaught Inc RISE of LEGION
15034
|
Posted - 2014.11.12 16:56:00 -
[23] - Quote
The redline will never be fixed until it's removed
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
|
Raptor Princess
ALLOTEC INC
87
|
Posted - 2014.11.12 17:08:00 -
[24] - Quote
Why not link sp and ISK payouts to time spent out of the redline? If you don't leave the redline, you get no passive ISK or sp, so there would be no benefit to afking and those who choose to hide there will be disadvantaged.
If any idea to nerf people who are in the redline happened, would it be possible for the tacnet to show where the allied redline was? It's easy to see if you're in the enemy redline but not your own. |
Soraya Xel
Abandoned Privilege Top Men.
4694
|
Posted - 2014.11.12 17:11:00 -
[25] - Quote
Raptor Princess wrote:Why not link sp and ISK payouts to time spent out of the redline? If you don't leave the redline, you get no passive ISK or sp, so there would be no benefit to afking and those who choose to hide there will be disadvantaged.
Then you're penalizing people for being redlined, and creating a magic barrier over which people are not rewarded for their gameplay efforts.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
|
Vell0cet
Vengeance Unbound RISE of LEGION
2516
|
Posted - 2014.11.12 17:12:00 -
[26] - Quote
Apothecary Za'ki wrote:Vell0cet wrote:A better redline fix: make the redline timer function like the cloak. Increase the time in the enemy redline significantly to something like 1 minute, but you don't immediately reset your timer when you exit. Instead it slowly regens back (up to the max limit) at something like a 2:1 ratio (i.e. 2 minutes out of the redline will allow you to have 1 minute in). This timer persists through death, so suicide runs can't be spammed. Also you cannot recive reps and your armor/shields won't recharge when in the enemy redline.
This means you can run into the redline to take out that annoying sniper, rail tank, enemy installation, etc. but you can't camp the enemy's spawn in a sustained/coordinated manner. this will only encourage redline stomping INSIDE the redline. I respectfully disagree. Stompers would be at a large disadvantage since they can't rep. Furthermore the extended time required to be out of the redline would allow waves of opportunity for redline teams to regroup and push back. If 2 to 1 isn't enough this could be increased to 3:1 or even more if necessary. Also with the team balancing improvements, total redlining has become very uncommon.
You could also add further penalties for players in the enemy redline, such as not being able to be revived.
Best PvE idea ever!
|
Raptor Princess
ALLOTEC INC
87
|
Posted - 2014.11.12 17:16:00 -
[27] - Quote
Soraya Xel wrote:Raptor Princess wrote:Why not link sp and ISK payouts to time spent out of the redline? If you don't leave the redline, you get no passive ISK or sp, so there would be no benefit to afking and those who choose to hide there will be disadvantaged. Then you're penalizing people for being redlined, and creating a magic barrier over which people are not rewarded for their gameplay efforts.
How about lowering the passive sp and ISK rather than damage?
It would be harder for a vehicle to destroy a manned installation before being destroyed themselves, or for the merc manning it to be killed. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2205
|
Posted - 2014.11.12 17:23:00 -
[28] - Quote
KenKaniff69 wrote:Soraya Xel wrote:Crippling the redline mechanic is a horrifically bad idea, because the redline is actually an important mechanic. Redline problems are usually actually other problems, that led to redlining. Fixing those, as well as redline placement in some cases, would be far more beneficial. The actual mechanic of the redline works fine, and should not be changed. DarthPlagueis TheWise wrote:what if fatal absolution made 20% less isk in a pub than anyone else I support this idea. go flux yourself I'm guessing that this is the corp they'd all join if this idea were to be implemented.
Just pull the plug on all asset/liquid wealth gained through PC and we'd have a good start....
Much more entertaining too.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
|
Zatara Rought
Fatal Absolution General Tso's Alliance
4423
|
Posted - 2014.11.12 17:45:00 -
[29] - Quote
Raptor Princess wrote:
How about lowering the passive sp and ISK rather than damage?
It would be harder for a vehicle to destroy a manned installation before being destroyed themselves, or for the merc manning it to be killed.
Addressing fixes to the redline system to Soraya is pointless.
He doesn't see it as a problem worthy of improvement.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
7634
|
Posted - 2014.11.12 17:47:00 -
[30] - Quote
Zatara Rought wrote:Raptor Princess wrote:
How about lowering the passive sp and ISK rather than damage?
It would be harder for a vehicle to destroy a manned installation before being destroyed themselves, or for the merc manning it to be killed.
Addressing fixes to the redline system to Soraya is pointless. He doesn't see it as a problem worthy of improvement.
Zatara vs. Soraya
Core Locus vs. Swarm Launcher
Buy your tickets now, only 10 Mil ISK for a front row seat.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |