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Thread Statistics | Show CCP posts - 4 post(s) |
Nachos
Rogue Instincts New Eden's Heros
95
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Posted - 2015.05.21 08:14:00 -
[1] - Quote
video of me using a portal. Working as intended. You face the same direction entering/exiting.
xavier zor
xavier zor
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Nachos
Rogue Instincts New Eden's Heros
96
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Posted - 2015.05.21 09:20:00 -
[2] - 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!
Rotate them to certain pre-determined places at random similair to acquisition rotation. You did make these portals to stop redlining, right? Lets not have the players use them in their battle tactics, they can plan and execute tactics fine without them!
Also to give players a fair chance at the start of each round by not having them appear until >2 minutes have elapsed, or you could leave them which will spice things up
I don't like the idea of scan precision, if you make the exit point of the portal invisible and rotate spawns it will prevent camping, scan precision is just like 'oh a player is here, let me spawn in and kill him without him even knowing that the portal now spawns players right behind him'
xavier zor
xavier zor
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Nachos
Rogue Instincts New Eden's Heros
96
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Posted - 2015.05.21 10:37:00 -
[3] - Quote
Jadek Menaheim wrote: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."
portals are only meant to stop redlining...they aren't meant to move you around battle, just get you out of the redline.
xavier zor
xavier zor
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Nachos
Rogue Instincts New Eden's Heros
97
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Posted - 2015.05.21 11:41:00 -
[4] - Quote
Foo Fighting wrote:If a team cannot escape a 200m redline how are they going to escape 1 or 2 known points? If a team can camp a 200m redline they will find a way of camping 1 or 2 points.
It needs to spit people out randomly - as someone said it's not to tactically move a squad it's to free an uplinking or hacking scout.
pretty simple actually....they change randomly every 2-4 minutes...who wants to stand around a dirt patch waiting for an exit portal that even if it is there you won't know unless someone spawns. It should only be deployed when the team is redlined, and not at the start of a match.
Rather than be used as a CRU it should be used as an instant 'LAV' driven by a stupid blueberry.
xavier zor
xavier zor
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Nachos
Rogue Instincts New Eden's Heros
139
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Posted - 2015.05.23 06:58:00 -
[5] - Quote
Viktor Hadah Jr wrote:Making me feel all nostalgic like it is the times when dust had big ideas.
+1 CCP, like the direction with the new content out of AUR market.
give me ISK NOOOOOW
xavier zor
xavier zor
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