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Fox Gaden
Immortal Guides
5012
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Posted - 2014.11.21 15:16:00 -
[1] - Quote
The location of the Objective Terminal in Gallente Research Facility domination is generating anti-Sentinel hate, and for good reason.
I also feel that the location of this Objective forces people into the HMG Sentinel role and is a major contributor to there being too many HMG Sentinels. Unlike other Domination maps were a wide variety of tactics and combat styles can be used, the Gallente Research Facility objective location forces everyone into close quarter combat in a pit with only two lines of approach.
In such conditions Assault suits are at an extreme disadvantage compared to Sentinels and Scouts. I have been seeing less and less Assault suits, and more and more HMG Sentinels in GRF Dom over the last few months. I think this is because this map sucks for Assault and many Assault players are skilling into HMG Sentinel for this map in particular.
My suggestion is to move the Objective from the location of the Skirmish GÇ£AGÇ¥ Objective to the location of the Skirmish GÇ£BGÇ¥ objective. This would provide a better mix of long range and close quarter combat. The location is accessible on one side by three narrow bridges (girders), from the bottom through two star wells (CQC), and from the other side via a large bridge.
Even for a Dedicated HMG Sentinel like me, I think the Skirmish GÇ£BGÇ¥ location would be more fun to defend in a Domination match than the pit that Skirmish GÇ£AGÇ¥ is in, it's more dynamic, and for an Assault fit with a Rifle the Skirmish GÇ£BGÇ¥ location would be a thousand times better I am sure.
I donGÇÖt have a problem with Skirmish GÇ£AGÇ¥ in a Skirmish match, as there are 3 or 4 other objectives that the Assaults can focus on.
And in exchange for making Assault playerGÇÖs lives easier in GRF Dom, can we maybe drop a box on the other side of the objective in Manus Peak Dom to provide us Sentinels just a little cover?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
5021
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Posted - 2014.11.21 20:01:00 -
[2] - Quote
So no one has an opinion on this, one way or the other?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Lonewolf Heavy
Chaotic Company
172
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Posted - 2014.11.21 20:12:00 -
[3] - Quote
Honestly, I have a hard time understanding which sections he is referring to on the research facility, mostly because I am not in a match and usually don't need to be bothered by little things such as that because I just hold down choke points until the enemies start using teamwork to get me out of it. However, the issue of increased number of sentinels has nothing to do with a single map. It has more to do with the simplicity of the heavy frame as a whole. Assaults continue to be unstable due to constant changes towards rifles, sidearms, and equipment. This could be making heavies more appealing because we do not receive much changes, simply because there aren't many weapons to change, we do not use equipment, and our suits are pretty straight forward.
Edit: Ok now I know where you are referring to. So, basically.... That spot is designed to be difficult and what makes it perfect for heavies is that it is a choke point. I agree that it could be changed to a different location such as the objective on the upper floors like you said. (Looked at a map)
Sentinel/Commando
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Terry Webber
Molon Labe. General Tso's Alliance
499
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Posted - 2014.11.21 20:16:00 -
[4] - Quote
I think you should include a link to a picture of the map, Fox. That's probably why people aren't replying. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2265
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Posted - 2014.11.21 20:17:00 -
[5] - Quote
I love running logi in there (and have since we've gotten it).
While fun from the inside, I can agree it is infuriating to have to attack it.
Remotes are the answer.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Atiim
Heaven's Lost Property Negative-Feedback
13866
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Posted - 2014.11.21 20:21:00 -
[6] - Quote
Terry Webber wrote:I think you should include a link to a picture of the map, Fox. That's probably why people aren't replying. Gallente Research Facility
For reference, "The Pit" is located on J/K-7.
The 1st Matari Commando
-HAND
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Kensai Dragon
DUST University Ivy League
109
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Posted - 2014.11.21 20:26:00 -
[7] - Quote
This is perfect, and honestly I'm sure I've seen others make the same / similar statements regarding that same Dom. The 'meat grinder' map.
Once the objective is taken it becomes a race to get MD on the top ring. That, and pushing other heavies down the hall from the supply depot under suppressive fire from over that doorway. Really, any assault / Scout in that match is just suicidal, lol. Sometimes you get a few skirmishers fighting in the street trying to clear a path for the next round of heavies to push in.
Objective REALLY needs to get moved if we expect to see anything besides Sentinel and Logi be used there. |
One Eyed King
Land of the BIind
6059
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Posted - 2014.11.21 20:32:00 -
[8] - Quote
Cass has made this point several times.
It is just not one area of one map, but multiple areas spread across maps.
Many objectives reinforce CQC game play, which plays to the strength of CQC roles, and prevents others from being more viable on the battlefield.
To give another example, on Manus Peak, to prevent Objective A from being sniped right at the beginning of battle (and rightfully so), they added barriers right at the objective, instead of around the points near the opposing side spawn where that sniping takes place.
As a result, this limits that objective to CQC even if the long range defense/offense of that objective were from more reasonable locations.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Kensai Dragon
DUST University Ivy League
109
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Posted - 2014.11.21 20:42:00 -
[9] - Quote
I think it's fine for 'some' objectives to reinforce particular styles of game play, the issue is when the only one available is completely closed off to all but one style. Maybe this (moving A to B) can be done in a hotfix? |
Fox Gaden
Immortal Guides
5026
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Posted - 2014.11.21 20:43:00 -
[10] - Quote
Terry Webber wrote:I think you should include a link to a picture of the map, Fox. That's probably why people aren't replying. Gallente Research Facility (The Objective in Domination is located at J7 in the basement, and I am suggesting to move it to E5 on the second floor.)
Skirmish Objective Locations (Sometimes there is an Objective "C" in the large socket as well but "A" and "B" are always in the same place.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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One Eyed King
Land of the BIind
6059
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Posted - 2014.11.21 20:53:00 -
[11] - Quote
Kensai Dragon wrote:I think it's fine for 'some' objectives to reinforce particular styles of game play, the issue is when the only one available is completely closed off to all but one style. Maybe this (moving A to B) can be done in a hotfix? I agree, but I would say a majority of objectives fit the description.
Many are enclosed in buildings, even when not within cities on a 5 point map.
Pretty much all city objectives are CQC.
If they are somewhat open, they are sometimes in depressions that also enforce CQC.
There really aren't a lot of objectives open enough to support mid and long range weaponry and tactics.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Funkmaster Whale
Whale Pod
2511
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Posted - 2014.11.21 20:54:00 -
[12] - Quote
Yeah the Gallente Lag Facility is probably one of the worst contenders for Sentinel spam. That and the Orbital Canon socket where A and B are located right next to each other are prime for HMG camping.
It's not really a bad thing. It's just advantageous gameplay. There's ways to adapt around it but problem is not very many. The only real "counter" to Sentinel spam is well-placed REs.
The only thing that would "fix" Sentinel spam is a change in meta. If you nerfed the HMG or their HP then a Heavy becomes pretty useless. If more of the game revolved around medium and long range engagements to get objectives then you wouldn't see so many Heavies camping objectives.
Follow me on Twitch.tv!
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sir RAVEN WING
Horizons' Edge Proficiency V.
382
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Posted - 2014.11.21 21:10:00 -
[13] - Quote
I love using my assault there. I just need 2 LAVs to block the tunnels and it becomes a lot more fun. Anyway, as soon as heavies come in they basically hod it from there until the Scoutybirds sh*t out some REs on their heads. I'll support this, will be sad having 1 less place to wedge LAVs, but whatever.
"I shall fight for my people until I can't come back."
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Iron Toast
Tronhadar Free Guard Minmatar Republic
22
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Posted - 2014.11.21 21:13:00 -
[14] - Quote
Can we have both variants? I like more options!
That's one of my favorite points (Skirmish B).
Using the B skirmish point, we would also need to add ladders up to the ledge (maybe the tower too?) that overlooks that point from the large bridge side. It is difficult to hack when the other team controls that position. |
Silver Strike44
208
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Posted - 2014.11.21 21:28:00 -
[15] - Quote
I dont know that the location of that objective is what causes people to spec into sentinels, but I do like the idea of moving the objective to that new location.
www.nickmunsonisjesus.com
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TRULY ELITE
WarRavens Capital Punishment.
183
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Posted - 2014.11.21 21:47:00 -
[16] - Quote
Or we could have the meat grinder objective in domination and also the one you proposed, more variety is more fun. |
TooMany Names AlreadyTaken
Going for the gold
332
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Posted - 2014.11.21 22:09:00 -
[17] - Quote
Just get rid of the whole damn map!!
It's the place where your framerate goes to die.
That moment when you mow down a proto Caldari assault suit with a militia laser rifle.
Words can't describe it.
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Terry Webber
Molon Labe. General Tso's Alliance
501
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Posted - 2014.11.21 22:37:00 -
[18] - Quote
If moving the point to E5 in Domination helps involve more roles, I fully support it. It would provide a lot more flanking opportunities and tactics which would result in the point flipping more often. |
IZI doro
Terminal Courtesy Proficiency V.
12
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Posted - 2014.11.21 23:24:00 -
[19] - Quote
+1 This particular Objective location is an anomaly of all the Domination maps.
tl;dr:- There should be more than 3 points of entry to access the Objective terminal.
- Each Objective location must demand a dynamic defense in order to be "fun"
- The Pit Objective needs a relocation to improve gameplay dynamics and mechanics
________________
My Reasoning:- Objective locations should be defensible, meaning they can be fortified to an extent, but not "completely" impregnable.
- Objective locations should have more than 3 "avenues" of attack from which to defend, thus making defense of the Objective dynamic instead of static.
- Each "avenue of attack" should only be defended by a single, full squad of personnel (6 mercenaries).
- Objective locations should mandate CQC / CQB to access the terminal, but NOT eliminate long range support in the "securing" of said terminal.
________________
Feedback:
"The Pit," as Fox has named it, has only "3" avenues of possible attack[list]- The portal leading to the exit
- The portal leading to the supply depot
- The opening above the objective to allow the NULL Cannon to fire its payload (Almost never used due to the general inaccessibility)
In actuality, this effectively brings the number of viable entry / exit points to two, thus making the vicinity around the Objective virtually impregnable against less than an OB-assisted blitz maneuver. Whenever playing on the Gallente Research Facility (GRF) socket, whoever can fortify the point and send out the most Sentinels first, usually is the winner, with little to no effort in defense. This violates the need for a "dynamic defense" that has to adapt to the situation and the need for multiple avenues of attack.
I've stated that a 6-man squad should defend each portal, but that is theory. In order to evenly spread the manpower of each platoon around an objective, a squad should be charged with each portal. The platoon can allocate their manpower however way they wish, but since the GRF Objective makes it so that the de facto allocation of manpower is everyone dog-piled onto the Objective.
________________
Domination Design Consideration:
2 ports of entry / 16 personnel = 8 per portal
3 ports of entry / 16 personnel = 5.333... per portal
4 ports of entry / 16 personnel = 4 per portal
etc...
Every battle is a battle of attrition for me. 100hp in 5 seconds helps though
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Cross Atu
OSG Planetary Operations Covert Intervention
3978
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Posted - 2014.11.22 00:24:00 -
[20] - Quote
Odd, unless I'm misreading the map grid somehow this objective is one of my favorite Dom maps. If it is the one I am thinking of doesn't it have three points of access when you include from above? Or am I somehow thinking of the wrong location?
If it is the one I am thinking of (with the depot down the hall in skirmish maps) then it makes for great fire team work. Have someone tanky (hmg is great but commando or bricked assault works too) push up with rep support while guys with RR, SR, LR, ScR have lines of sight on some of the angles of approach to soften up the opposing force. When the lines breach sprinters and fast hackers move in with REs, flux, Shotty, to clear gear and soft targets.
It is one of the only Dom maps that does not just devolve into a convoluted game of "who can fly a DS with uplinks the highest".
Even when I never touch a heavy frame (mando or sent) in the match this is one of my favorite settings and I wish there were more like it... this will become even more true if/when we get those new OB options in game
I may be in the minority here, but that's my two cents ~Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1202
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Posted - 2014.11.22 01:21:00 -
[21] - Quote
I think the objective should be somewhat randomized, instead of being locked down to a single point for every match that takes place on that map.
Sometimes it will be "A", other times it would be " B"... and so on.
They should do this for every map.
Please, make my Opus pretty...
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1321
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Posted - 2014.11.22 01:57:00 -
[22] - Quote
Fly up to the top part of the silo and MD them
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Meeko Fent
Kirkinen Risk Control Caldari State
2115
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Posted - 2014.11.22 02:23:00 -
[23] - Quote
The Caldari Production Facility also has this issue, especially on Dom.
The entire team just piles into the control room w/ one or two logi's slapping frisbees and needles around, and the rest just ALL heavies. Sometimes theres a few Proto Salts.
The attacking team has to either A) Force their way through the front door w/ all the heavies, or B) Force their way through the back opening behind the panel w/ All the heavies.
If the maps didn't so heavily support CQC in every way, then perhaps Sentinels wouldn't be so powerful. I remember the Battery map once having the far obbys be real open, w/ some cover, but a long way from anyplace. So people could attack the obbys at range, and then go for the hack, instead of trying to muscle your way through the ever so thick heavies in CQC, you could then engage them where they couldn't fight back.
Because you wanted to be something you're not.
A hero.
Do you feel like one now?
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Meeko Fent
Kirkinen Risk Control Caldari State
2115
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Posted - 2014.11.22 02:27:00 -
[24] - Quote
Kensai Dragon wrote:I think it's fine for 'some' objectives to reinforce particular styles of game play, the issue is when the only one available is completely closed off to all but one style. Maybe this (moving A to B) can be done in a hotfix? I think it is ok for the some obbys to support CQC, but those obby's shouldn't be the only ones on the map.
I remember some big factory map (can't remember the name, never really can), where you could shoot at the objective below from the roof, as well as going through the machinery and going CQC. It had several playstyles viable for the map.
Because you wanted to be something you're not.
A hero.
Do you feel like one now?
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Bright Cloud
Namtar Elite Gallente Federation
553
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Posted - 2014.11.22 05:05:00 -
[25] - Quote
You guys seem to forget that domination is a clusterfuck and its intended to be a clusterfuck. 32 players and only 1 objective well i think its working as intended. And close quarter objectives are the natural playground for heavys so no surprise there.
Bright is the opposite of dark! Who would have thought of that?!
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IZI doro
Terminal Courtesy Proficiency V.
13
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Posted - 2014.11.22 05:57:00 -
[26] - Quote
Cross Atu wrote:Odd, unless I'm misreading the map grid somehow this objective is one of my favorite Dom maps. If it is the one I am thinking of doesn't it have three points of access when you include from above? Or am I somehow thinking of the wrong location?
[ text omitted for brevity ]
I may be in the minority here, but that's my two cents ~Cross
Yes, that is the map. It DOES have three points of access, as you have mentioned, when including from above. The problem is that the dispersion of manpower for the "defending team" is actually concentrated within that 10m radius around the Objective's terminal.
Meeko Fent wrote:The Caldari Production Facility also has this issue, especially on Dom.
The entire team just piles into the control room w/ one or two logi's slapping frisbees and needles around, and the rest just ALL heavies. Sometimes theres a few Proto Salts.
[ text omitted for brevity ]
This socket also has a similar concentration of manpower within a 10m radius around the point.
In all honesty, the more I've thought about the Domination matches I've played on these maps, the more I realize it's more of a Prototype / Sentinel / Equipment spamming issue. I believe that when compounded together, the spamming and location design just create a problem specific to these sockets. I would still like to have the idea considered
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
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iKILLu osborne
Vengeance Unbound RISE of LEGION
486
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Posted - 2014.11.22 07:18:00 -
[27] - Quote
TooMany Names AlreadyTaken wrote:Just get rid of the whole damn map!! It's the place where your framerate goes to die. you shut your mouth, that is my favorite map
lp cal scout i demand it
z platoon, cfw channel
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Cross Atu
OSG Planetary Operations Covert Intervention
3985
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Posted - 2014.11.22 09:02:00 -
[28] - Quote
The least fun Dom (for me at least) is consistently Manus "redline" peak. It may not have the same close quarters issues but sitting strung out along the redline, yours or theirs, while people run back and forth crossed it and are sniped by Thales and Rails grows tedious in 45 seconds or less and seems to be the majority of play on that map.
This really may just be a matter of differing tastes.
~Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1920
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Posted - 2014.11.22 10:04:00 -
[29] - Quote
Cross Atu wrote:Odd, unless I'm misreading the map grid somehow this objective is one of my favorite Dom maps. If it is the one I am thinking of doesn't it have three points of access when you include from above? Or am I somehow thinking of the wrong location? If it is the one I am thinking of (with the depot down the hall in skirmish maps) then it makes for great fire team work. Have someone tanky (hmg is great but commando or bricked assault works too) push up with rep support while guys with RR, SR, LR, ScR have lines of sight on some of the angles of approach to soften up the opposing force. When the lines breach sprinters and fast hackers move in with REs, flux, Shotty, to clear gear and soft targets. It is one of the only Dom maps that does not just devolve into a convoluted game of "who can fly a DS with uplinks the highest". Even when I never touch a heavy frame (mando or sent) in the match this is one of my favorite settings and I wish there were more like it... this will become even more true if/when we get those new OB options in game I may be in the minority here, but that's my two cents ~Cross no thats nonsense tactics. true way to take that letter is get your logiis repping the heavys bang out generate a OB drop the OB and rush in. once you have control of the letter you push your team out so you don't get counter OBed.
KEQ diplomat/ lolromansboat cost more then your whole village
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I-Shayz-I
I----------I
5146
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Posted - 2014.11.22 11:44:00 -
[30] - Quote
Just...no
The objective placement is not the issue The fact that there is a supply depot with only two ways in is the issue. Equipment spam is the issue
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Mad Syringe
ReDust Inc.
343
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Posted - 2014.11.22 12:13:00 -
[31] - Quote
Though I like the map, as a logi commando heavy, it's petty perfect. But on the other hand I think it would be nice to have more diversity on those maps.
Just put the node on any of the three possible locations randomly, and it will vavour different playstyles for each version.
There might be some problems with different initial way length to reach said objective, but I think that's a minor problem.
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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Z3dog
BIG BAD W0LVES
16
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Posted - 2014.11.22 16:24:00 -
[32] - Quote
Fox Gaden wrote:So no one has an opinion on this, one way or the other?
For this map if you aren't a repair logi, an armor tanked sentinel, or a RE spamming scout you might as well just leave the battle.
Dust 5/14
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2265
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Posted - 2014.11.22 16:27:00 -
[33] - Quote
Z3dog wrote:Fox Gaden wrote:So no one has an opinion on this, one way or the other? For this map if you aren't a repair logi, an armor tanked sentinel, or a RE spamming scout you might as well just leave the battle. lol, I've been all three of those on this map and I agree, this is the only way this map isn't a total meatgrinder.
Now, this isn't to say that I don't think this map is fun.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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John Demonsbane
Unorganized Ninja Infantry Tactics
4682
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Posted - 2014.11.22 18:14:00 -
[34] - Quote
Bright Cloud wrote:You guys seem to forget that domination is a clusterfuck and its intended to be a clusterfuck. 32 players and only 1 objective well i think its working as intended. And close quarter objectives are the natural playground for heavys so no surprise there.
Alaika Arbosa wrote:Z3dog wrote:
For this map if you aren't a repair logi, an armor tanked sentinel, or a RE spamming scout you might as well just leave the battle.
lol, I've been all three of those on this map and I agree, this is the only way this map isn't a total meatgrinder. Now, this isn't to say that I don't think this map is fun.
Kinda this. Some of my favorite battles have occurred on this map. If you get two even teams mashing it out it can be just absolutely beautiful in a Khorne's wet dream kind of way.
The main reason I wouldn't like to see the change suggested in the OP, though, is that I don't think any Dom objective should be that well shielded from an orbital. That's what keeps this map in check, IMO.
(The godfather of tactical logistics)
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Fox Gaden
Immortal Guides
5038
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Posted - 2014.11.22 20:47:00 -
[35] - Quote
John Demonsbane wrote:The main reason I wouldn't like to see the change suggested in the OP, though, is that I don't think any Dom objective should be that well shielded from an orbital. That's what keeps this map in check, IMO. My first response to this was to think sarcastically: GÇ£We still get Orbitals?GÇ¥
But you do actually make a good point. I had not really considered Orbitals when I made the suggestion.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4684
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Posted - 2014.11.22 20:55:00 -
[36] - Quote
Fox Gaden wrote:John Demonsbane wrote:The main reason I wouldn't like to see the change suggested in the OP, though, is that I don't think any Dom objective should be that well shielded from an orbital. That's what keeps this map in check, IMO. My first response to this was to think sarcastically: GÇ£We still get Orbitals?GÇ¥ But you do actually make a good point. I had not really considered Orbitals when I made the suggestion.
I do believe the code is still in place for OB's to happen in pubs. Can't be sure though.
(The godfather of tactical logistics)
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One Eyed King
Land of the BIind
6111
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Posted - 2014.11.22 20:56:00 -
[37] - Quote
John Demonsbane wrote:Fox Gaden wrote:John Demonsbane wrote:The main reason I wouldn't like to see the change suggested in the OP, though, is that I don't think any Dom objective should be that well shielded from an orbital. That's what keeps this map in check, IMO. My first response to this was to think sarcastically: GÇ£We still get Orbitals?GÇ¥ But you do actually make a good point. I had not really considered Orbitals when I made the suggestion. I do believe the code is still in place for OB's to happen in pubs. Can't be sure though. I look forward to the many OB options Rattati was discussing.
It will fix at least some problems.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Fox Gaden
Immortal Guides
5041
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Posted - 2014.11.22 20:59:00 -
[38] - Quote
I think you are referring to a different problem. Yes, equipment spam there can cause a drop in frame rate, although I have never experienced that myself, but that is not the problem that I was eluding too in this thread.
I was speaking of the problem with the entire area around the objective being one big series of choke points, which makes Assault suits completely ineffective on that map.
I suggested moving the objective to a location that would favor all suits, and not be so limiting for a single suit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4685
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Posted - 2014.11.22 21:12:00 -
[39] - Quote
I continue to maintain that the supply depot is a red herring as far as lag goes. Worst lag I have literally ever seen was in the "kill the devs" event like a year ago. It was on that map, but it was ambush, and 99% of the fighting took place outside the city. I'm not sure if anyone even hacked the damn thing. Aeon Amadi posted video of it once. It was 1-2 fps at best, like a slide show or something.
A few weeks later, I threw a single flux in there and I am not exaggerating when I say I got well over 100WP from that in EQ destruction. There was exactly zero lag.
Anyway, it seems to me like people are getting better at flying DS up top and raining down MD rounds. I even got sniped in there once(!)... never could figure out where that freaking ninja master was, but my hat is off to him.
(The godfather of tactical logistics)
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2228
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Posted - 2014.11.22 21:14:00 -
[40] - Quote
I liked your OP, but I wouldn't care if it didn't change. My MinLogi makes bank on that map.
Proof that Rattati/CCP do listen to the playerbase.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2902
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Posted - 2014.11.22 21:50:00 -
[41] - Quote
Ive played teams that consisted of 14 Sentinels or Heavy frames on this map...there is simply not enough ammo to take them all out.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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CCP Rattati
C C P C C P Alliance
11937
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Posted - 2014.11.23 04:30:00 -
[42] - Quote
I think we should just remove the Depot and see what happens.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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I-Shayz-I
I----------I
5156
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Posted - 2014.11.23 05:04:00 -
[43] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens.
PRAISE LORD RATTATI I was surprised this didn't happen alongside the other 1.9 map changes though.
(Thank you so much for going through the map feedback section and making MUCH needed changes to fracture road)
7162 wp with a Repair Tool!
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Cat Merc
Onslaught Inc RISE of LEGION
13343
|
Posted - 2014.11.23 05:13:00 -
[44] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold.
Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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I-Shayz-I
I----------I
5156
|
Posted - 2014.11.23 05:33:00 -
[45] - Quote
Cat Merc wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold. Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them.
Then the best option is to move it to an open area that can be accessed from more than two doorways
Or an area that can be orbitaled
7162 wp with a Repair Tool!
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Sir Dukey
Murphys-Law General Tso's Alliance
1117
|
Posted - 2014.11.23 06:38:00 -
[46] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens.
Change the location of depot.
Chocolate Juice
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
8184
|
Posted - 2014.11.23 06:52:00 -
[47] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens.
Don't remove it, just move it.
Installations are RARE to have in vital areas. Such as the blaster turret on bridge map domination. It's PERFECTLY set up to make defending A tough if someone controls it, since you can zone them so effectively.
Same with the Supp Dep here. It's a vital part of winning the match, due to the ability to quickly switch suits and resupply as you need to.
It needs to be moved to a place that is a bit harder to defend. This will encourage an actual fight over it, rather than getting there first, spamming HARD and putting sentinels at both entrances.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Cat Merc
Onslaught Inc RISE of LEGION
13345
|
Posted - 2014.11.23 07:20:00 -
[48] - Quote
I-Shayz-I wrote:Cat Merc wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold. Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them. Then the best option is to move it to an open area that can be accessed from more than two doorways Or an area that can be orbitaled It's also quite a curse to defenders. Mass Drivers, RE's and fluxes shower in, and there isn't much they can do at that point.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2229
|
Posted - 2014.11.23 08:14:00 -
[49] - Quote
Cat Merc wrote:I-Shayz-I wrote:Cat Merc wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold. Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them. Then the best option is to move it to an open area that can be accessed from more than two doorways Or an area that can be orbitaled It's also quite a curse to defenders. Mass Drivers, RE's and fluxes shower in, and there isn't much they can do at that point. Regardless, it's dumb for both sides. Literally **** a contest of who can throw more money at the enemy. No strategy, no tactics, no envelopments or flanks, just run with your most expensive stuff and hope they run out of money before you do.
Proof that Rattati/CCP do listen to the playerbase.
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Indy Strizer
Osmon Surveillance Caldari State
184
|
Posted - 2014.11.23 09:46:00 -
[50] - Quote
Can't believe people want to get rid this map and game mode combination, I actually really enjoy playing Domination in this map. There have been fun matches...
This map + gamemode is the one that sometimes makes me wonder if the mass driver could use a small buff- not to mention locus grenades. Or a normalization of some sort because I usually stick to STD/MIL tier weapons. I would think the weapon would be used much more and devastating considering how often people are bunched up, but my impression of the weapon's lack of effectiveness is probably skewed by the sentinels that are out and about. I still think we should have a mass driver variant that bounces rounds off the walls, but explode upon hitting the floor for taking out equipment and entrenched enemies.
Anyways, I too, have found myself wishing that the supply depot was removed before... Although, I do enjoy fighting over it. It would definitely cut back on the equipment spam that ruins the frame rate in this map so often. Then again, don't we have a fix for that in the works, anyways? It might be unnecessary to take it out and we should wait.
Another way to fix this indirectly is to fix WP farming, right now a player can run through nanohives from different team mates while emptying an HMG and all the players would get points- I've seen people do this. Maybe CCP should consider making it so a player only causes a certain amount of other players to get WP's with their nanohives within a time limit. Even when I'm on empty, I feel that two nanohives is more than enough to fill up on ammo quite quickly, so I would set it at three people for good measure.
If this fix was implemented, I think logistics players would gradually lay their nanohives more strategically- whether for WP farming or legitimate team play. WP farmers would lay them farther out along the way from the supply depot so their nanohives would give them the WP before everybody else's nanohives and they'd be more spread out, more time consuming to spam, they would be easier to get killed while doing so, and easier for the nanohives to get destroyed. Legitimate logistics players would still get to "play logistics" because they follow team mates and lay nanohives as they are requested- ensuring they get to keep their WP rewards.
Anyways, I'm of the opinion that the supply depot isn't necessarily the problem itself... |
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Arkena Wyrnspire
Fatal Absolution
19277
|
Posted - 2014.11.23 10:44:00 -
[51] - Quote
The supply depot is obnoxiously hard to take, but I'm not sure it's the entirety of the problem.
You have long since made your choice. What you make now is a mistake.
RATTATI WHERE IS MY DUEL
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Indy Strizer
Osmon Surveillance Caldari State
184
|
Posted - 2014.11.23 11:08:00 -
[52] - Quote
I also forgot to point out that another part of the problem is that players have the ability to switch their suits at the supply depot to instantly get full health- this is especially annoying because sentinels do it ALL THE TIME. |
shaman oga
Krullefor Organization
3283
|
Posted - 2014.11.23 11:33:00 -
[53] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens. For how long have i suggested this?
Situational awareness also known as passive scan.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4691
|
Posted - 2014.11.23 12:33:00 -
[54] - Quote
How about we drop a stairwell into that little room from street level somewhere? Make it less of a bunker.
(The godfather of tactical logistics)
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Bright Cloud
Namtar Elite Gallente Federation
564
|
Posted - 2014.11.23 16:43:00 -
[55] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens. Ya know the most action is not actually happening on the supply depot rather at the objective itself. And things can go really wrong when you are about to get sandwiched from 2 sides then the supply depot becomes a deathtrap.
Bright is the opposite of dark! Who would have thought of that?!
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Meee One
Amakakeru-Ryu-no-Hirameki
1326
|
Posted - 2014.11.23 21:04:00 -
[56] - Quote
Fox Gaden wrote:The location of the Objective Terminal in Gallente Research Facility domination is generating anti-Sentinel hate, and for good reason. I also feel that the location of this Objective forces people into the HMG Sentinel role and is a major contributor to there being too many HMG Sentinels. Unlike other Domination maps were a wide variety of tactics and combat styles can be used, the Gallente Research Facility objective location forces everyone into close quarter combat in a pit with only two lines of approach. In such conditions Assault suits are at an extreme disadvantage compared to Sentinels and Scouts. I have been seeing less and less Assault suits, and more and more HMG Sentinels in GRF Dom over the last few months. I think this is because this map sucks for Assault and many Assault players are skilling into HMG Sentinel for this map in particular. My suggestion is to move the Objective from the location of the Skirmish GÇ£AGÇ¥ Objective to the location of the Skirmish GÇ£BGÇ¥ objective. This would provide a better mix of long range and close quarter combat. The location is accessible on one side by three narrow bridges (girders), from the bottom through two star wells (CQC), and from the other side via a large bridge. Even for a Dedicated HMG Sentinel like me, I think the Skirmish GÇ£BGÇ¥ location would be more fun to defend in a Domination match than the pit that Skirmish GÇ£AGÇ¥ is in, it's more dynamic, and for an Assault fit with a Rifle the Skirmish GÇ£BGÇ¥ location would be a thousand times better I am sure. I donGÇÖt have a problem with Skirmish GÇ£AGÇ¥ in a Skirmish match, as there are 3 or 4 other objectives that the Assaults can focus on. Gallente Research Facility The Objective in Domination is located at J7 in the basement, and I am suggesting to move it to E5 on the second floor. Skirmish Objective Locations Sometimes there is an Objective "C" in the large socket as well but "A" and "B" are always in the same place.)And in exchange for making Assault playerGÇÖs lives easier in GRF Dom, can we maybe drop a box on the other side of the objective in Manus Peak Dom to provide us Sentinels just a little cover? Edit: Added map links. Aww,that's my favorite map.
It's the only one scouts can't absolutely dominate. Moving the objective would change it to scout Dom,just like almost every other map.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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ROMULUS H3X
research lab
227
|
Posted - 2014.11.23 21:22:00 -
[57] - Quote
Fox Gaden wrote:The location of the Objective Terminal in Gallente Research Facility domination is generating anti-Sentinel hate, and for good reason. I also feel that the location of this Objective forces people into the HMG Sentinel role and is a major contributor to there being too many HMG Sentinels. Unlike other Domination maps were a wide variety of tactics and combat styles can be used, the Gallente Research Facility objective location forces everyone into close quarter combat in a pit with only two lines of approach. In such conditions Assault suits are at an extreme disadvantage compared to Sentinels and Scouts. I have been seeing less and less Assault suits, and more and more HMG Sentinels in GRF Dom over the last few months. I think this is because this map sucks for Assault and many Assault players are skilling into HMG Sentinel for this map in particular. My suggestion is to move the Objective from the location of the Skirmish GÇ£AGÇ¥ Objective to the location of the Skirmish GÇ£BGÇ¥ objective. This would provide a better mix of long range and close quarter combat. The location is accessible on one side by three narrow bridges (girders), from the bottom through two star wells (CQC), and from the other side via a large bridge. Even for a Dedicated HMG Sentinel like me, I think the Skirmish GÇ£BGÇ¥ location would be more fun to defend in a Domination match than the pit that Skirmish GÇ£AGÇ¥ is in, it's more dynamic, and for an Assault fit with a Rifle the Skirmish GÇ£BGÇ¥ location would be a thousand times better I am sure. I donGÇÖt have a problem with Skirmish GÇ£AGÇ¥ in a Skirmish match, as there are 3 or 4 other objectives that the Assaults can focus on. Gallente Research Facility The Objective in Domination is located at J7 in the basement, and I am suggesting to move it to E5 on the second floor. Skirmish Objective Locations Sometimes there is an Objective "C" in the large socket as well but "A" and "B" are always in the same place.)And in exchange for making Assault playerGÇÖs lives easier in GRF Dom, can we maybe drop a box on the other side of the objective in Manus Peak Dom to provide us Sentinels just a little cover? Edit: Added map links.
Okay, with the addition of cheaper and more precise orbitals this type of situation won't be a problem.
Nay on changing location.
Yay for orbital solutions.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Ace Boone
Capital Acquisitions LLC
391
|
Posted - 2014.11.23 21:56:00 -
[58] - Quote
Cat Merc wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold. Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them.
It's also the sole reason for the god awful lag on that map.
Please, Rattati, end it.
Only loyal to the republic.
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IZI doro
Terminal Courtesy Proficiency V.
15
|
Posted - 2014.11.24 00:11:00 -
[59] - Quote
I'm in favor of moving the supply depot. I'm in favor of moving ALL "OMS" installations to areas that are logically acceptable.
If Ambush OMS is canon, then all installations are delivered from orbital drop. Then should it not be the case that installations be move to "open-air" locations?
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
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John Demonsbane
Unorganized Ninja Infantry Tactics
4692
|
Posted - 2014.11.24 01:17:00 -
[60] - Quote
Ace Boone wrote:Cat Merc wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold. Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them. It's also the sole reason for the god awful lag on that map. Please, Rattati, end it.
No it's not. People need to get this out of their heads.
(The godfather of tactical logistics)
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KenKaniff69
Fatal Absolution General Tso's Alliance
2514
|
Posted - 2014.11.24 03:47:00 -
[61] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens. I disagree.
The depot allows a team to get back in the fight if used correctly.
Perhaps move the depot to the proposed hackpoint in the OP.
Either way the map is extremely unbalanced for one side or the other.
?
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Fox Gaden
Immortal Guides
5065
|
Posted - 2014.11.24 12:56:00 -
[62] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens. I don't think that is the core problem, but removing it would be the quickest way to find out for sure.
I suggest replacing is with a CRU.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
5067
|
Posted - 2014.11.24 13:08:00 -
[63] - Quote
ROMULUS H3X wrote:Okay, with the addition of cheaper and more precise orbitals this type of situation won't be a problem.
Nay on changing location.
Yay for orbital solutions. True, the problem became a lot more pronounced when the WP for an Orbital was raised to 50,000.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Dubya Guy
Abandoned Privilege Top Men.
38
|
Posted - 2014.11.24 15:50:00 -
[64] - Quote
This dom map is formulaic. There is a relatively standard method for taking the objective initially, and for defending it, and several ways of taking it back (alluded to above). I don't necessarily think that is a bad thing as long as there are other maps that offer variety. IMO this map highlights one aspect of play which I personally enjoy because as a Min Logi I can really shine. It has long stretches of smash-mouth HMG supported by repping/hiving Logi work....on both attack and defense. No other map allows those roles to "dominate" better. Other maps and modes allow different skill-sets, fittings, and tactics to shine, making the HMG+repper combo pretty ineffective in them. C'est la vie.
But this map is far from a guaranteed win for the team who takes the point first, regardless of collective skill-level. The foolish Heavies who wander out too far get creamed. The rookie Logis who don't hug the walls get ripped. And they both can get indiscriminantly destroyed by REs, Mass Drivers, and orbitals. Admittedly, scans are fairly useless, but there are plenty of maps where they are game-changing. A combination of coordination and tactics CAN retake the point...just not with 5 assaults and 11 scouts on a team.
It is one of the few maps that is formulaic and therefore "learnable". As such, I think it is a valuable addition for new players. Is it obvious how you can help if you are an assault or scout? Perhaps not the first 2 or 3 times you play it. But Assaults and Scouts can make a difference. They're just not the "stars" here.
Yes, equipment spamming is obvious and disappointing on this dom map. But there are numerous remedies for that being discussed elsewhere. I see no reason to move the supply depot if a solution to equipment spamming is put in place. If the team holding the point is not organized, that supply depot can switch hands pretty quickly and is usually the distraction that allows the point to be taken from the front. Moving the supply depot will certainly result in the objective switching hands MORE OFTEN in a match. But there is something satisfying about a map that encourages the long play strategy of taking a single objective from a well entrenched defender.
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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TYCHUS MAXWELL
The Fun Police
619
|
Posted - 2014.11.24 18:21:00 -
[65] - Quote
Kensai Dragon wrote:This is perfect, and honestly I'm sure I've seen others make the same / similar statements regarding that same Dom. The 'meat grinder' map.
Once the objective is taken it becomes a race to get MD on the top ring. That, and pushing other heavies down the hall from the supply depot under suppressive fire from over that doorway. Really, any assault / Scout in that match is just suicidal, lol. Sometimes you get a few skirmishers fighting in the street trying to clear a path for the next round of heavies to push in.
Objective REALLY needs to get moved if we expect to see anything besides Sentinel and Logi be used there.
Depends on how organized both sides are, in unorganized pubs I can clean up with a Gal Assault and a shotgun. The best thing for assaults and scouts to do in the pit is stay out of the pit and use other vantage points. That Long Corridor is amazing for Rifle spam as long as you have enough teammates keeping up the suppressive fire.
Personally I like the map, it at least forces a different play style from everyone then most maps which play out about the same.
And honestly when we are talking about Domination the high ground is the dominant strategy for winning on all sockets except for some of the bridge sockets, which is still exercised by red line snipers taking the high ground. |
Fox Gaden
Immortal Guides
5072
|
Posted - 2014.11.24 18:27:00 -
[66] - Quote
This has been an interesting discussion.
It looks like the introduction of Bandwidth and making Warbarge Strikes more accessible will shake up the meta in this Domination map a bit. It will be interesting to see how that effects game play.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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TYCHUS MAXWELL
The Fun Police
619
|
Posted - 2014.11.24 18:31:00 -
[67] - Quote
Fox Gaden wrote:This has been an interesting discussion.
It looks like the introduction of Bandwidth and making Warbarge Strikes more accessible will shake up the meta in this Domination map a bit. It will be interesting to see how that effects game play.
I don't think easier to obtain orbitals will help. Mostly just because I don't want WP farming to be an effective win strategy again.
Do you really want two groups of two standing off to the side blasting and repping tanks while simoltaenously dropping orbitals on the objective?
In my opinion, orbitals should only exist in Factional anyways as WP accumulation is not even close to representing actual team contribution nor do I think it ever could. It tries but there are many ways to abuse it especially with support WP. |
Mad Syringe
ReDust Inc.
344
|
Posted - 2014.11.25 00:04:00 -
[68] - Quote
Please don't get rid of it, but make different versions for this map.
This is one of the few maps where Heavy Logi combos + MD really shine. There are others where the RR is shining and others again where scouts are shining.
So just make variations, but don't dump it. It's so much fun sometimes!
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
168
|
Posted - 2014.11.25 00:17:00 -
[69] - Quote
The single most fun map in the game you want to change? Why because you're addicted to proto? Your precious k/d? Its A GAME have fun. |
One Eyed King
Land of the BIind
6153
|
Posted - 2014.11.25 00:20:00 -
[70] - Quote
I would also vote for a change in location for the Supply Depot rather than complete removal.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Grimmiers
720
|
Posted - 2014.11.25 01:08:00 -
[71] - Quote
How hard would it be to add deployable installations that cost warpoints to drop? |
Thor Odinson42
Molon Labe. General Tso's Alliance
5328
|
Posted - 2014.11.25 03:35:00 -
[72] - Quote
Alena Ventrallis wrote:Cat Merc wrote:I-Shayz-I wrote:Cat Merc wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Don't, this is one of the rare supply depots that are actually useful to hold. Most supply depots are out of the way, requiring you to run for 2 minutes to get a resupply, so nobody cares about them. Then the best option is to move it to an open area that can be accessed from more than two doorways Or an area that can be orbitaled It's also quite a curse to defenders. Mass Drivers, RE's and fluxes shower in, and there isn't much they can do at that point. Regardless, it's dumb for both sides. Literally it's a contest of who can throw more money at the enemy. No strategy, no tactics, no envelopments or flanks, just run with your most expensive stuff and hope they run out of money before you do.
That's how any hard fought domination is. I used to love them, but I can't stand them since the Mu system hit. It's 1 in 50 dominations for me to get a team that pushes the point.
If domination ISK payments were about 3x higher you'd see more people willing to really do as you describe. How else could a domination go? In a good one its not uncommon for a squad to go through 4-5 dropships reclaiming the high ground. It's just simply not worth it to put forth all that effort for most people.
I wish my avatar was Minmatar.
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Jack the Rlpper
Fearless Infinity
14
|
Posted - 2014.11.25 04:34:00 -
[73] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens. Hey CCP I have spent $140.00 on aurum getting respecs each time and each time i get the respec and use it i get dc'd after spending my sp into what i want and when i come back on all the sp is in totally different things i would like my $140.00 worth aur refunded so I can try to get my respec and spend my sp again and hope it does not mess up I dont want to have bad service with you guys after investing so much and writing so many tickets and still nothing yet. |
Kensai Dragon
DUST University Ivy League
125
|
Posted - 2014.11.25 06:51:00 -
[74] - Quote
Jack the Rlpper wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. Hey CCP I have spent $140.00 on aurum getting respecs each time and each time i get the respec and use it i get dc'd after spending my sp into what i want and when i come back on all the sp is in totally different things i would like my $140.00 worth aur refunded so I can try to get my respec and spend my sp again and hope it does not mess up I dont want to have bad service with you guys after investing so much and writing so many tickets and still nothing yet.
Uh, wrong thread?
KDR - Kill Die Repeat
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Raedon Vo-Graza
Armored Dragon Dust
48
|
Posted - 2014.11.25 16:49:00 -
[75] - Quote
CCP Rattati wrote:I think we should just remove the Depot and see what happens.
or how about... no CRU's, no depots, and no turrets anywhere on any map. then as the battle progresses squads can call in for them like they would an orbital strike.
turrets would cost the least supply depots would cost more and CRU's would cost the most
this way the field can become more dynamic, while still hack-able they can can cause drastic changes on the field.
now many could complain that a game running bad would end up with one side redlined with turrets and what not, but that what scouts are for, cloaking through (or more intelligently, around) the blockade and getting spawn pads into the points. also with a little tweaking of the redlines( only for a couple maps), it wouldn't be too hard for tanks to drop them one after another, rack up their own wp and counter with orbital equipment of their own. lol or better yet, let there be a zone where if there is orbital equipment at a certain range of an opposing redline, that mcc starts targeting the structures....... or anything for that matter! redline issue solved! remove the red-line! only cloaked scouts are safe (if only for a moment) from the wrath of the mcc! or if a tank or whatever else feels ballsy they can TRY to get under the mcc for a breif moment to spawn camp, but once inside that "danger zone" your mcc chow. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4714
|
Posted - 2014.11.25 17:09:00 -
[76] - Quote
Raedon Vo-Graza wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. or how about... no CRU's, no depots, and no turrets anywhere on any map. then as the battle progresses squads can call in for them like they would an orbital strike. turrets would cost the least supply depots would cost more and CRU's would cost the most this way the field can become more dynamic, while still hack-able they can can cause drastic changes on the field. now many could complain that a game running bad would end up with one side redlined with turrets and what not, but that what scouts are for, cloaking through (or more intelligently, around) the blockade and getting spawn pads into the points. also with a little tweaking of the redlines( only for a couple maps), it wouldn't be too hard for tanks to drop them one after another, rack up their own wp and counter with orbital equipment of their own. lol or better yet, let there be a zone where if there is orbital equipment at a certain range of an opposing redline, that mcc starts targeting the structures....... or anything for that matter! redline issue solved! remove the red-line! only cloaked scouts are safe (if only for a moment) from the wrath of the mcc! or if a tank or whatever else feels ballsy they can TRY to get under the mcc for a breif moment to spawn camp, but once inside that "danger zone" your mcc chow. also, if something like this were to be implemented (which i hope a dev actually considers this) i think that turrets would have to be dropped to their old low health status from days of old to combat spamming, but at the same time make the wp requirement low enough so that the one team doesn't get stomped by ridiculous amounts of turrets form anther team. so basically they are there one moment, and gone the next, very disposable but very powerful *i envision a day where OE (orbital equipment) rains from the skies, squishing the awestruck blueberry, and crushing the inattentive tank driver.*
Great idea.... which is why it was the original plan for how Dust was supposed to work. The FC was supposed to call in installations and the like, but, well, broken game was broken so it never happened.
(The godfather of tactical logistics)
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Fox Gaden
Immortal Guides
5101
|
Posted - 2014.11.25 17:12:00 -
[77] - Quote
John Demonsbane wrote:Raedon Vo-Graza wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. or how about... no CRU's, no depots, and no turrets anywhere on any map. then as the battle progresses squads can call in for them like they would an orbital strike. turrets would cost the least supply depots would cost more and CRU's would cost the most this way the field can become more dynamic, while still hack-able they can can cause drastic changes on the field. now many could complain that a game running bad would end up with one side redlined with turrets and what not, but that what scouts are for, cloaking through (or more intelligently, around) the blockade and getting spawn pads into the points. also with a little tweaking of the redlines( only for a couple maps), it wouldn't be too hard for tanks to drop them one after another, rack up their own wp and counter with orbital equipment of their own. lol or better yet, let there be a zone where if there is orbital equipment at a certain range of an opposing redline, that mcc starts targeting the structures....... or anything for that matter! redline issue solved! remove the red-line! only cloaked scouts are safe (if only for a moment) from the wrath of the mcc! or if a tank or whatever else feels ballsy they can TRY to get under the mcc for a breif moment to spawn camp, but once inside that "danger zone" your mcc chow. also, if something like this were to be implemented (which i hope a dev actually considers this) i think that turrets would have to be dropped to their old low health status from days of old to combat spamming, but at the same time make the wp requirement low enough so that the one team doesn't get stomped by ridiculous amounts of turrets form anther team. so basically they are there one moment, and gone the next, very disposable but very powerful *i envision a day where OE (orbital equipment) rains from the skies, squishing the awestruck blueberry, and crushing the inattentive tank driver.* Great idea.... which is why it was the original plan for how Dust was supposed to work. The FC was supposed to call in installations and the like, but, well, broken game was broken so it never happened. Actually they had it working in early Alpha builds, but scrapped it for some reason.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Raedon Vo-Graza
Armored Dragon Dust
49
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Posted - 2014.11.25 18:03:00 -
[78] - Quote
Fox Gaden wrote:John Demonsbane wrote:Raedon Vo-Graza wrote:CCP Rattati wrote:I think we should just remove the Depot and see what happens. or how about... no CRU's, no depots, and no turrets anywhere on any map. then as the battle progresses squads can call in for them like they would an orbital strike. turrets would cost the least supply depots would cost more and CRU's would cost the most this way the field can become more dynamic, while still hack-able they can can cause drastic changes on the field. now many could complain that a game running bad would end up with one side redlined with turrets and what not, but that what scouts are for, cloaking through (or more intelligently, around) the blockade and getting spawn pads into the points. also with a little tweaking of the redlines( only for a couple maps), it wouldn't be too hard for tanks to drop them one after another, rack up their own wp and counter with orbital equipment of their own. lol or better yet, let there be a zone where if there is orbital equipment at a certain range of an opposing redline, that mcc starts targeting the structures....... or anything for that matter! redline issue solved! remove the red-line! only cloaked scouts are safe (if only for a moment) from the wrath of the mcc! or if a tank or whatever else feels ballsy they can TRY to get under the mcc for a breif moment to spawn camp, but once inside that "danger zone" your mcc chow. also, if something like this were to be implemented (which i hope a dev actually considers this) i think that turrets would have to be dropped to their old low health status from days of old to combat spamming, but at the same time make the wp requirement low enough so that the one team doesn't get stomped by ridiculous amounts of turrets form anther team. so basically they are there one moment, and gone the next, very disposable but very powerful *i envision a day where OE (orbital equipment) rains from the skies, squishing the awestruck blueberry, and crushing the inattentive tank driver.* Great idea.... which is why it was the original plan for how Dust was supposed to work. The FC was supposed to call in installations and the like, but, well, broken game was broken so it never happened. Actually they had it working in early Alpha builds, but scrapped it for some reason.
With Rattati and this new team, maybe it's time to bring it back, get it working, and add some tactical uncertainty to this game. otherwise it stays dull, tanks and hackers farming them for points but the rest of the team not using them(i believe) mostly due to useless placements (especially certain turrets). now, i understand that spawn links are supposed to be the tools that bring people into the thick of a fight, especially in a structure or compound, but there is a real advantage of using OE for those objectives that are out in the open or defend the perimeter of said compound. not to mention a good coordinated team can use OE to make a slow assault by providing a spawn point that can't be fluxed, that regenerates ammo, and has heavy covering fire to boot. not to mention we could possibly get the command node (which seems to never have existed) as a fortified deploy-able bunker.
not to mention we could have a small turret installation, walls, sniper towers, shield domes....whoops hang on I'm thinking about Starhawk right now.... hey Rattati!! look up Starhawk and see if there isn't a note or idea to be taken from that! lol
https://www.youtube.com/watch?v=_Dd61pb3-aE |
Fox Gaden
Immortal Guides
5135
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Posted - 2014.11.26 16:56:00 -
[79] - Quote
Here is another solution that would make HMG Sentinels a little less dominant in this map. Still effective, but with a weakness that can be exploited by faster suits.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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