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Her Chosen
Grade No.2
273
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Posted - 2015.05.11 23:21:00 -
[1] - Quote
1. No damage can occur beyond 50m, in and out. 2. Enemy redline timer reduced to 10s
CCP, you need stop rewarding unfair play.
bi-polar
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
2327
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Posted - 2015.05.11 23:25:00 -
[2] - Quote
Naw, how about:
Remove redline. allowing shooting into/out of mcc?
Better netcoding and plugged memory leaks. Last pieces of the broken puzlzle.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
386
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Posted - 2015.05.11 23:41:00 -
[3] - Quote
How about, weapon lock on "yellow line" remove red line and replace with yellow. An shooting can occur in yellow line. Or if you want, you can, but no damage is taken. Or heck, remove redline and keep everything as it is, except make the area for spawns bigger so that its but just in one area were your redlined, but thee are many ways to escape the fire.
48th Special Operations Force.
Twitter- @48SOF
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Terry Webber
Molon Labe. RUST415
689
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Posted - 2015.05.12 00:58:00 -
[4] - Quote
What about having the MCC's weapons kill anything within the spawn area under the MCC with a 10 second warning? This area can be marked red while the rest of the redline would be marked yellow. |
VAHZZ
2002
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Posted - 2015.05.12 01:01:00 -
[5] - Quote
Here is another solution, but can only be accomplished by port to PC, take out the Redline.
"I bring nothing; I bless nothing, I save nothing, I just; erase. Completely. Shatter."
Union of the Serpents OG
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Happy Violentime
OMFGZOMBIESRUN
1212
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Posted - 2015.05.12 01:02:00 -
[6] - Quote
Remove the redline and the MCC implement 'smart deploy' |
SHADOWBlood ASSASSIN
The Hundred Acre Hood Rise Of Legion.
131
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Posted - 2015.05.12 01:03:00 -
[7] - Quote
What about removing the timer altogether so that I don't die anymore? K?
I've legit lost 10 million ISK to the Redline, whether it being my lolsquadmates who drive LAV's into the line while I check my phone.
My worst DUST experience?
Having my dropship crush my Scotsman's with a Roden Sniper. THAT was a fun day...
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Scheneighnay McBob
And the ButtPirates
6555
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Posted - 2015.05.12 01:27:00 -
[8] - Quote
My old Idea was to have the MCC shoot anyone who gets too close.
Some details can be ignored
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1346
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Posted - 2015.05.12 02:00:00 -
[9] - Quote
I hear they're working on field teleports. One way dropoffs which would allow the redlines to be pushed further away from the conflict.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Her Chosen
Grade No.2
273
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Posted - 2015.05.12 22:33:00 -
[10] - Quote
Dovallis Martan JenusKoll wrote:I hear they're working on field teleports. One way dropoffs which would allow the redlines to be pushed further away from the conflict.
Bad idea: 1. Spawns already get camped enough. 2. More distance for redline rails, FGs, Snipers, to be safe in.
bi-polar
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deezy dabest
2239
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Posted - 2015.05.12 23:03:00 -
[11] - Quote
A single beam orbital that comes down directly on enemies heads randomly after 10 seconds.
Staying in the friendly redline gives damage kind of like that toxic green stuff on some maps after 2 minutes. |
Mejt0
Dead Man's Game
1378
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Posted - 2015.05.12 23:58:00 -
[12] - Quote
Sitting in redline for more than 3m = you're kicked out.
Caldari Loyalist
thecreaturehub fan
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Her Chosen
Grade No.2
274
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Posted - 2015.05.13 15:42:00 -
[13] - Quote
Mejt0 wrote:Sitting in redline for more than 3m = you're kicked out.
I like it, but remember the redline is there to also help noobs. A safe place to regroup, and use a team effort to win mount a comeback.
bi-polar
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Regis Blackbird
DUST University Ivy League
872
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Posted - 2015.05.13 16:18:00 -
[14] - Quote
Her Chosen wrote:Dovallis Martan JenusKoll wrote:I hear they're working on field teleports. One way dropoffs which would allow the redlines to be pushed further away from the conflict. Bad idea: 1. Spawns already get camped enough. 2. More distance for redline rails, FGs, Snipers, to be safe in.
Acctually I was going to suggest the same thing. We have huge maps (for the most part). Move the MCCs further away and create an "safe island" deep within the redline. Connect this via portals large enough to accommodate vehicles (Dropships should be able to fly through the redzone before timer runs out), and have at least three different "end points" for the portals.
I.e Redzone | MCC (portal entry) | Redzone | battle area (portal end) | Redzone | Enemy MCC (portal entry) | Redzone
1: Spawns are camped since it's almost impossible to coordinate a joint entry, and as a spawn camper you can be sure to only face infantry. With the portals, a squad can gather at the MCC staging area before jumping through the portal. If they feel like it they can safely bring in a tank, and surprice any resistance at the other side. With several end points it will be difficult to effectivly camp all of them.
2: I honestly don't understand your point? The idea is to push the redline far back from the battle zone, basically creating an empty zone where all snipers, tanks etc won't have anywhere to hide. |
P14GU3
UNIVERSAL C.A.R.N.A.G.E
1500
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Posted - 2015.05.13 16:25:00 -
[15] - Quote
No damage should be taken while shooting in/out of the redline. Couple that with Mejt0's timer and problem is solved. People have been saying this since the redline was introduced in beta. I doubt we will see a redline mechanic change in dust. The devs seem to feel its fine.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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Regis Blackbird
DUST University Ivy League
872
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Posted - 2015.05.13 17:27:00 -
[16] - Quote
P14GU3 wrote:No damage should be taken while shooting in/out of the redline. Couple that with Mejt0's timer and problem is solved. People have been saying this since the redline was introduced in beta. I doubt we will see a redline mechanic change in dust. The devs seem to feel its fine.
I have not seen any comment from the Devs stating its "fine", and I have been here a long time...
The redline is sadly a necessarily evil. There are currently huge complaints in Acquisition where one spawn point (which is within the battle zone) gets spawn camped constantly. We would see this around the MCC all the time in case the redline didn't exist. Another (earlier) complaint was the large travel time required when the MCCs were far from the battlefield, so they brought them closer (along with the redline).
As per your suggestion of taking / dealing no damage within the redline. This would only increase the greefing as I valse in and out of the redline to taking potshots at you, only to go back in to recuperate my shields. You also need to take into account that enemy players which "I" consider to be "in the redline", are in fact outside his own (only part of the redline is common to both teams).
The suggestion above (with portals) would solve all these problems. MCC would be far off the battlefield (and the redline as well), but travel time is reduced via one way portals. Only the MCC staging area would be team specific, and the redline surrounding the battlefield would be common to both teams. Then you will only have 15 seconds... Not 3 minutes.
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Dementia Maniaclease
Dust 514 Elite Ops
24
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Posted - 2015.05.13 17:37:00 -
[17] - Quote
Happy Violentime wrote:Remove the redline and the MCC implement 'smart deploy' You mean the thing from ambush that spawns you in front of enemies? No As far as the rest of this thread quit complaining If a merc is too cowardly to exit the redline his pay shows it so no worries to me
"An enemy on the march is at its most vulnerable"- Sun Tzu
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1348
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Posted - 2015.05.14 00:30:00 -
[18] - Quote
Her Chosen wrote:Dovallis Martan JenusKoll wrote:I hear they're working on field teleports. One way dropoffs which would allow the redlines to be pushed further away from the conflict. Bad idea: 1. Spawns already get camped enough. 2. More distance for redline rails, FGs, Snipers, to be safe in.
If you have 4 active deployment points at different spacing around the map, how would you camp them all? Also. #2 doesn't make any sense to what you said, no matter how you look at it. If the redline is further from the battlefield, what would your "poorly thought about obsessive labeling" have to shoot at? There would be no such thing as "redline rails" blah blah blah, because they could not hit anything in the active area. People who camp the MCC would be the only ones able to be killed from the redline, and even then, they wouldn't want to do that because the warps would all empty out further into the battlefield making focused camping obsolete and pointless.
Plus the wide open space between the battlefield and the deployment area would allow dropships to kill any snipers or tanks that try to use the area.
Seriously, it's like you're a robot with a canned punchline. You didn't think through this at all.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Her Chosen
Grade No.2
282
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Posted - 2015.05.14 01:12:00 -
[19] - Quote
Dementia Maniaclease wrote:Happy Violentime wrote:Remove the redline and the MCC implement 'smart deploy' You mean the thing from ambush that spawns you in front of enemies? No As far as the rest of this thread quit complaining If a merc is too cowardly to exit the redline his pay shows it so no worries to me
His pay is pure profit... as he risked nothing
bi-polar
Latest Upload
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Harry Bawlss
Fatal Absolution
299
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Posted - 2015.05.14 01:50:00 -
[20] - Quote
Her Chosen wrote:1. No damage can occur beyond 50m, in and out. 2. Enemy redline timer reduced to 10s
CCP, you need stop rewarding unfair play. Think about the snipers!!.... Yes they camp too far back but at the same time snipers are useless when they are surrounded and this tactic is the only one that makes them viable. |
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