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B-F M
Ghosts of Dawn General Tso's Alliance
70
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Posted - 2014.11.27 18:39:00 -
[1] - Quote
I'll try to make more comments on the map-specific threads, but generally what I've found to be a big part of the problem when being redlined is the large open space between the ground spawn and the next piece of available cover.
I.e., to get out of the redline, the player has to charge across open terrain in front of a firmly established firing squad.
If the ground/MCC spawn areas were surrounded by an area littered with varying cover elements that would make it easier to advance and regain some ground.
Ok and while I'm at it, here is a crazy idea for you: dynamic cover.
Having objects that slowly move around to make the maps more interesting both visually and in terms of gameplay.
Think AI service droids cleaning the floors of a factory, or tanks on an assembly line, blast doors of a missile silo raising (creating cover) and lowering (removing it), etc
GöÇGòñGòªn++ Ghosts of Dawn // now recruiting. n++GòªGòñGöÇ
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Topher Mellen
Scott-Mellen Corporation
130
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Posted - 2014.11.27 18:54:00 -
[2] - Quote
Post this in legion discussion. New assets, not to mention moving geometry is not kind to either the PS3 or the Dust skeleton crew. The guys working on legion might be able to implement this but not the Dust crew. |
DarthPlagueis TheWise
434
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Posted - 2014.11.27 19:03:00 -
[3] - Quote
Topher Mellen wrote:Post this in legion discussion. New assets, not to mention moving geometry is not kind to either the PS3 or the Dust skeleton crew. The guys working on legion might be able to implement this but not the Dust crew.
**** you. They made new maps, they could do this too.
Something needs to be done about the ******* redline.
F*k this cash grab fix the shit that matters: unkillable uplinks, invisible remotes on null cannon hack panels, etc.
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B-F M
Ghosts of Dawn General Tso's Alliance
71
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Posted - 2014.11.27 19:07:00 -
[4] - Quote
Topher Mellen wrote:Post this in legion discussion. New assets, not to mention moving geometry is not kind to either the PS3 or the Dust skeleton crew. The guys working on legion might be able to implement this but not the Dust crew.
Additional cover could make use of existing assets; as for dynamic cover you may be right but I'm sort of just floating the idea out there to see what happens.
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Fox Gaden
Immortal Guides Learning Alliance
5162
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Posted - 2014.11.27 19:54:00 -
[5] - Quote
B-F M wrote:I'll try to make more comments on the map-specific threads, but generally what I've found to be a big part of the problem when being redlined is the large open space between the ground spawn and the next piece of available cover. I.e., to get out of the redline, the player has to charge across open terrain in front of a firmly established firing squad. If the ground/MCC spawn areas were surrounded by an area littered with varying cover elements that would make it easier to advance and regain some ground. Line Harvest example
Ok and while I'm at it, here is a crazy idea for you: dynamic cover. Having objects that slowly move around to make the maps more interesting both visually and in terms of gameplay. Think AI service droids cleaning the floors of a factory, or tanks on an assembly line, blast doors of a missile silo raising (creating cover) and lowering (removing it), etc The first part makes a good point. The second part is not feasible for DUST 514, but it is still a good idea on a hypothetical level.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Bradric Banewolf
D3ATH CARD RUST415
489
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Posted - 2014.11.27 20:58:00 -
[6] - Quote
Cover in general in this game is scarce?! Horizontal cover even more so. On the new caldari socket there is a double stairway with one exit building?! This is stupid! The only way in is those two stairways that also happen to be the only way down?! Outside of this building is a rail that offers absolutely no cover, and is more in the way than it is blocking rounds?! It should've been a solid concrete wall not a useless rail that you can barely clear?!
A lot of maps foster logi trains as the cover isn't heavy friendly at all?! It's all vertical cover, and the Horizontal cover that is available doesn't provide much cover for heavies?! The new manus peak sockets are very well done! The cover on each point is great! It went from my most hated map to one of my favorites!
There are a lot of map socket sections that are one entry nightmares?! Some areas offer no cover, or cover that is useless?! This is probably why guys started strafing in the first place?!
"Anybody order chaos?"
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B-F M
Ghosts of Dawn General Tso's Alliance
71
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Posted - 2014.11.27 21:06:00 -
[7] - Quote
I'd like to see more cover that is solid and low - about half the standing height of a merc.
This would allow the player to stand and shoot over the cover unobstructed, or crouch behind it and have their head protected.
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Powerh8er
The Rainbow Effect
561
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Posted - 2014.11.28 02:08:00 -
[8] - Quote
Bah, just spawn a LAV or dropship. Theres really no excuse to not put up a fight. |
Meeko Fent
Kirkinen Risk Control Caldari State
2153
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Posted - 2014.11.28 02:52:00 -
[9] - Quote
Powerh8er wrote:Bah, just spawn a LAV or dropship. Theres really no excuse to not put up a fight. /rolleyes
Spawn a 20k vehicle, just to slam against a wall and never touch again until it gets blown up to cross a area in the map thta was shittily designed?
Not even discussing how painful it is to ride a LAV, with the weird as hell way jumping over the dips and bumps feels.
The only reason those little sections exist to really to either A) Aggravate people trying to make a comeback, or B) give a place for tanks to romp around like lions. Look at Iron Delta. Theres a big ass ring of empty land around the main outpost for.... No real reason.
I Live for Tears
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B-F M
Ghosts of Dawn General Tso's Alliance
71
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Posted - 2014.11.28 02:52:00 -
[10] - Quote
Powerh8er wrote:Bah, just spawn a LAV or dropship. Theres really no excuse to not put up a fight.
I'm not saying don't put up a fight. I'm saying always put up a fight - this whole thread is about wanting to use cover to 'advance and regain some ground'.
Yes, LAVs and DS are one possible solution that can sometimes work, and sometimes not work. I often run AV minmando, so if I'm redlining it is unlikely the enemy are going to escape in an LAV.
There is room for improvement in the map design, particularly around spawn areas.
GöÇGòñGòªn++ Ghosts of Dawn // now recruiting. n++GòªGòñGöÇ
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