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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 06:06:00 -
[1] - Quote
Teleporter Gate Switching Technique
This is an older video of when they first came out.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 06:07:00 -
[2] - Quote
The Infected One wrote:Apocalyptic Destroyerr wrote:Easy fix. Don't show the Exit Portal and make the exits random to prevent camping This. Again, with a wider area to be spawned in. Y'all should learn basic gate is red, gate is green techniques used in Eve Online. Have a cloaky person go through and check the area before sending squad in.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 06:10:00 -
[3] - Quote
Frame, please allow us to test exit points in the sky at some point in the future.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 07:43:00 -
[4] - Quote
@Buwaro Draemon
Eh, must I repeat myself. Take a lesson from how gate camping and gate reconnaissance work in Eve Online.
"FC is trans-dimensional gate green?" "No, it is not. Gate is red pending intel." "What do FC?" "Cloaky scout, cloak up, crouch and sneak in. Move to perch 30m off gate and observe."
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 07:56:00 -
[5] - Quote
V1RONXSS wrote:The only one in MCC worked for me, on the ground do not works, trying both green/red. They are one way. On Blood Gultch the entrance portals are on the MCC, they exit on the ground.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 08:23:00 -
[6] - Quote
^ This.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 08:58:00 -
[7] - Quote
Kain Spero wrote:Jadek Menaheim wrote:Frame, please allow us to test exit points in the sky at some point in the future. I have to agree. These would be much better if the exits were sky spawn points I think. The visibility of the exit points has to go. They'd have to be really high Kain. It's also easier to see someone falling from a hole in the sky compared to someone cloaking up and sneaking through a portal.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:18:00 -
[8] - Quote
CCP Rattati wrote:1) Having the Exit invisible - will check 2) Don't like "skyspawning", easier to be camped after landing 3) Give exit point a strong scan and precision to avoid straight camping, won't work against railtanks 200 m away so placement is also a critical point
keep it coming! Hud marker for portal entrance could help. Players are confused what is an entrance and what is an exit. Intuitively, they look dangerous. Something akin to existing map hazards that will zap your health.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:23:00 -
[9] - Quote
Rattati, each team has three portals. It might not hurt if either side had one portal near the flight ceiling (on their side of the map). Increase drifting distance on falling and players can test squirrel suiting in.
It might be really fun.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:47:00 -
[10] - Quote
olssam 62 wrote:- the exit point must be invisible and its location must be random between every game or every 3 minutes - create icons on the map, for the entry and exit points sorry for my bad english My perspective, randomizing does more harm than good. If I have no idea where or even what I'm spawning into I'm at a severe tactical disadvantage. However, having exits locked in place I can begin to remember what's on the other side and plan how I enter the portal accordingly (how you enter affects how you exit).
With locked position for portals I can cloak up and run reconnaissance on the portal for the rest of my squad. If the portal change position after I go through it cloaked, there's little point to running these cov ops on the gate for my squad.
"Gate is green. GO GO GO."
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:49:00 -
[11] - Quote
CCP Frame wrote:You guys are the best. Keep the feedback coming, we love it. :) It will definitely evolve further as we go together with this. Yeah, Frame. Portals have the possibility to dramatically alter how Dust is played. It's petty cool. Good job to the QA tester who initially figured out how to rig this.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:50:00 -
[12] - Quote
Thumb Green wrote:Jadek Menaheim wrote:@Buwaro Draemon
Eh, must I repeat myself. Take a lesson from how gate camping and gate reconnaissance work in Eve Online.
"FC is trans-dimensional gate green?" "No, it is not. Gate is red pending intel." "What do FC?" "Cloaky scout, cloak up, crouch and sneak in. Move to perch 30m off gate and observe."
Yes, you must because at least 85% of players aren't organized enough to do that sh!t. Like there's going to be a FC in pubs or even FW most of the time (except with the q-syncers but they're usually the ones doing the camping) where this will eventually end up. Is it ever too late to teach a blueberry new tricks?
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 10:32:00 -
[13] - Quote
Jack Boost wrote:- Don't give as default 3 sub-holes to teams - make it neutral spawn at map. - introduce ONLY LOGI EQ to stabilize it and make workable for all. (maybe mini deployable/destructive instalation) - without this instalation - strong EHP penalty after use. (50% of EHP)
- This make it unique strategicaly to use, but not like.. easy we go, we are camped, we loose...
Some efort - some gain.
- alternative for uplinks or breaking camps/redlined. - make exit like cloaked-like sphere (little blur as dropsuit in cloak) - after stabilizing - make at enterance clear view of surronding at exit Deploying personally would be very cool, but Rat said they don't have the ability to do that. These must be built into the map by Dev.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 10:52:00 -
[14] - Quote
@Nachos They were designed in mind with more than just redline evac.
CCP Rattati wrote:Good 1) My first thought is to really help redlining issues. Place three portals behind cover, near the safe spawn point. These would be one way to eliminate fleeing to safety in the redline. The end points could be at three places, midway from objectives,
2) Simply reduce walking distances in the big maps. So you could have two or three both-way portals
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 12:18:00 -
[15] - Quote
Ceadda Sai wrote:How about a portal into enemies MCC...?
https://youtu.be/ur-NJVrjzGg
You're not too far off. Currently, trans-dimensional do not discriminate between friend or foe allowing escape from headfirst charge into enemy territory. Recommend placement in MCC or farther back into territory.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 12:21:00 -
[16] - Quote
Foo Fighting wrote:Just discovered the enemy portal in the redline is a good escape route when the timer is against you - was just able to go into enemy redline hack and kill and get a free port out again. I was just in that match with you. Posted a video demo of it. No hacks or fancy kills however. https://youtu.be/ur-NJVrjzGg
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 13:28:00 -
[17] - Quote
Foo Fighting wrote:Jadek Menaheim wrote:Foo Fighting wrote:Just discovered the enemy portal in the redline is a good escape route when the timer is against you - was just able to go into enemy redline hack and kill and get a free port out again. I was just in that match with you. Posted a video demo of it. No hacks or fancy kills however. https://youtu.be/ur-NJVrjzGg Cool - We need this music whenever we use nova knives. The track is titled Calling by Donor. I made a playlist of these dark house techno songs.
https://soundcloud.com/luke-larabee/sets/fan-currated-dust-514
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 13:31:00 -
[18] - Quote
Andris Kronis wrote:Using the TDA to jump out of the red line can give an erratic red line timer. The redline timer is already pretty erratic. You're almost certain to die between 4 and 2 seconds left. It's never accurate.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:04:00 -
[19] - Quote
Vrain Matari wrote:Jadek Menaheim wrote:Rattati, each team has three portals. It might not hurt if either side had one portal near the flight ceiling (on their side of the map). Increase drifting distance on falling and players can test squirrel suiting in.
It might be really fun. Agree with this - skyspawning could be fun and useful if suits had more lateral control. The question is should amount of lateral control hinge on suit type, equipment/module, or nothing at all (every suit has same buff) ?
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:52:00 -
[20] - Quote
Henrietta Unknown wrote:Jadek Menaheim wrote:V1RONXSS wrote:The only one in MCC worked for me, on the ground do not works, trying both green/red. They are one way. On Blood Gultch the entrance portals are on the MCC, they exit on the ground. Ah, so that's why all the ones I tested on the ground were useless. It really confused me when I tried testing them on a new account when they first released on the Academy Maps. I had no idea they were in the MCC.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 14:53:00 -
[21] - Quote
Robert Conway wrote:One more thing I'd like to add with them being in the MCC. I spawned in the MCC once to only be put through a portal that I didn't want to go through. My spawn point in the MCC was exactly the same place where a portal was. Yeah, the purple one is too close.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 21:55:00 -
[22] - Quote
Scheneighnay McBob wrote:Can't wait to have a go with this. For example, can grenades pass through? Can I hold a charge through the portal? Does it interrupt my reload? Can a vehicle get through? Can't throw things through. Only people go through. I can cook a grenade, walk through and still be in the cook animation on the otherside. The grenade still blows up in your hand if you don't chuck it.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 23:15:00 -
[23] - Quote
^Now that's actually a really ******* cool idea. Scan down wormholes!
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 23:49:00 -
[24] - Quote
el OPERATOR wrote:Though I'm very optimistic about these jumpgates ( haven't tried them yet) I'm actually more curious about the creation of the special area for testing them in Other Contracts. Question for me is this: Could there be established a "Training Mode" area the same way, under this section? Not neccessarily meta-locked but a no scoring, never ending just free-for-all area players could enter and exit at will to test their fits/loadouts? Or squad queue into and work tactics or just fart around? Cap it 16 to each side like normal, maybe just use one dom or skirm map or section (since its for player/squad training map training = go play a real match) vehicles ok and nonstats? Maybe on a timer, if need be?
Since obviously we can setup a special mode to test stuff, lets make a permanent place to fully test stuff ! I wonder how much it would cost to run a permanent battle server node?
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 08:02:00 -
[25] - Quote
G Torq asked me an interesting question in irc: "When programming in OpenGL/3D there's a concept where you can make a "window" to a separate part of a world (basically, a portal) did CCP talk about using tricks like this, to allow a player to look through the portal, see what's on the (immediate) other side?"
https://en.wikibooks.org/wiki/OpenGL_Programming/Mini-Portal
This got me thinking about a 2009 Fanfest video were CCP explains how they modeled wormholes in Eve Online after the research of scientists who figured out what a real wormhole would like--a three dimensional sphere. I'm not sure about the programming involved with Unreal Engine, but it would be incredible to see a portal work like this in game, where the player can see ahead of time what environment they are stepping into--maybe even preemptively fire through it while enemies cannot fire back.
Portal Gun for Unreal Engine 3
Portal doors for UE4
Antichamber - Uses UnrealScript with the Unreal Engine 3
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