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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1053
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Posted - 2014.12.28 04:53:00 -
[1] - Quote
Timtron Victory wrote:I dont see how thats not a problem. No way to counter it as far as I am aware. I cant wait to get my BPO suit and not care about deaths anymore Max range is like 400 or 500 m for snipers... You standing still long enough to get sniped at max? You are either lazy or just dumb.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1053
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Posted - 2014.12.28 16:05:00 -
[2] - Quote
Timtron Victory wrote:I never said remove the redline, I have had a very long discussion with other players who were actually interested in discussing instead of pointing fingers or calling others dumb. I have played games in which more than 10 players are sniping from the redline. Its gotten that bad. I said no weapon use in the redline, it seems pretty plausible as the point of the redline is to regroup or prevent protostomping and give players a break. I still havent had anyone explain why we dont have a blue line since blueberries can get protostomped too. Its very sad that the best argument some people can make is either "you are dumb" or " you are asking for a nerf"
Lets take a look at the logic behind your post shall we?
Most users are casuals. Casuals like to play on somewhat even fields, but will take any advantage they can. A minority of users are protostompers. When a casual hits the midfield in an assault build, they get creamed repetitively by protostompers.
Casual gets tired of protos, and goes sniper.
Hence anyone who uses or ever has used Proto is the cause of the cause of this condition.
If you don't like it, you should be rallying against the use of Proto suits on the field, but instead, you are poking around at the vapid, surface concepts of the "redline" because you are not thinking your argument through.
We've already had an era I was in where the redline was removed entirely. Field abandonment was incredibly common during the second half of those games. Literally everyone on the loosing team would stop playing due to spawn camping.
Now lets look at the concept of a null-bullet field. --- There are so many problems with this system.
--Two way shields: Shields that only allies can walk through both ways. These would prevent people from sniping inside the redline, but due to CCP's edge coding algorithm, a sniper could find a spot in the edge of any point along that field to allow bullets through, but not bullets back. This would also promote edge combat, where someone bobbles in and out to take shots as their HP allows. You would not be able to kill anyone who is bobbling.
----One way shields: these would let you exit only, and no reentry. This is what you call the "farmer's shield". Whoever reaches the enemy shield first wins the round. Anyone who steps outside will be focus fired to death. Excellent for semi spawn camping.
Frankly, there is no variant other than my old Orange Line suggestion that even remotely looks more valid for use, of the suggestions I've seen so far.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1054
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Posted - 2014.12.29 10:13:00 -
[3] - Quote
The concept I've been tossing is about a year old. Not sure what revision I'm quoting here, but it's a starting point of some kind.
Dovallis Martan JenusKoll wrote: Or... one could simply retune the redline instead of removing it in entirety... First by extending the area of all prior redline areas back a ways, and then designating it with an orange border to differentiate the regions.
However, if you travel into the enemy orange line the further you go the LESS your maximum armor and shield become, and if you exit the orange, they restore to normal.
If you've ever played Runescape and tried the "Wilderness" before you'd know how these advancing regions work, but instead of going up a wilderness level, the affected party looses max HP relative to the tier they enter... so.. Outside of orange 100% all stats, Area 1 --90% shield and armor (largest region mainly for deployment) Area 2 (within handheld range of spawn) -50% shield and armor and -10% weapon damage Area 3 (inside spawn proximity regions) -80% shield and armor and - 30% weapon damage
Defenses would be indestructible very-short-range manual turret systems that can target things within the orange region only, but loose power if the target is in a lower ranked region.
This way the complainers could run into the orange line to deal with troops/tanks they feel to be problematic. Would probably promote heavily dampened scouts.
Example, If I had 100 shield and 100 armor, and ran into area 3, I would be left with 20 shield and 20 armor, and would not be able to heal over that until I left into area 2, then I would be able to heal back up to 50/50... and upon leaving all zones would be back to 100/100 maximum possible healing. Zone auras are unable to kill players.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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