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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Rattati
C C P C C P Alliance
22
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Posted - 2015.05.21 09:13:00 -
[31] - Quote
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!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:18:00 -
[32] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Nachos
Rogue Instincts New Eden's Heros
96
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Posted - 2015.05.21 09:20:00 -
[33] - 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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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:23:00 -
[34] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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olssam 62
Prima Gallicus
179
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Posted - 2015.05.21 09:40:00 -
[35] - Quote
- 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
Channel Youtube - Dust 514 FR - Olssam62
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CCP Frame
C C P C C P Alliance
6
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Posted - 2015.05.21 09:46:00 -
[36] - Quote
You guys are the best. Keep the feedback coming, we love it. :) It will definitely evolve further as we go together with this.
CCP Frame, CCP Community Team
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:47:00 -
[37] - 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."
Dust 514 Market Trello. The essential resource for trading in Dust.
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Thumb Green
The Valyrian Mercenary Army
2
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Posted - 2015.05.21 09:47:00 -
[38] - Quote
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.
I got a lot of stuff you want and could just have if it weren't for the trade tax.
Rated [TV-MA]
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:49:00 -
[39] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 09:50:00 -
[40] - 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?
Dust 514 Market Trello. The essential resource for trading in Dust.
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olssam 62
Prima Gallicus
179
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Posted - 2015.05.21 09:56:00 -
[41] - 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."
but certainly, if that limit the camp'kill. Because once the exit point is known it will probably spawnkill, invisible or not..
- or then put a precision scanner, around the exit point.
sorry for my bad english
Channel Youtube - Dust 514 FR - Olssam62
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Thumb Green
The Valyrian Mercenary Army
2
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Posted - 2015.05.21 09:58:00 -
[42] - Quote
Jadek Menaheim wrote: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? Depends on the blueberry, but you know you'll never see that kind of organization from a bunch of randoms.
I got a lot of stuff you want and could just have if it weren't for the trade tax.
Rated [TV-MA]
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olssam 62
Prima Gallicus
179
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Posted - 2015.05.21 10:00:00 -
[43] - Quote
can also be used, jumps enemies portals ... it would be good to fix problem too.
Channel Youtube - Dust 514 FR - Olssam62
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deezy dabest
2
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Posted - 2015.05.21 10:01:00 -
[44] - Quote
What is this "testing" that is being done? I was sure this was outside of the scope of CCP's activities.
Had to do it.
Seriously tho can not wait to hop on after DT and toy around with these. It also excites me more than anything to finally see special contracts being used in one of the ways it seems to have been meant to be used. |
G Clone
Amarr Templars Amarr Empire
108
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Posted - 2015.05.21 10:12:00 -
[45] - Quote
LAV-sized portals, exit angled slightly upwards for A-Team styled exits? |
Jack Boost
Zarena Family
796
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Posted - 2015.05.21 10:16:00 -
[46] - Quote
- 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
Not much time left...
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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.21 10:21:00 -
[47] - Quote
Shoot scout with yes.
- Ripley Riley (for CPM2)
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WeapondigitX V7
The Exemplars
401
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Posted - 2015.05.21 10:30:00 -
[48] - Quote
You could make players be invincible for 1.5 seconds when they enter the portal. this is already done with current uplink spawns and CRU spawns.
Don't put exit portals in open areas where tanks can drive over the top. I could probably just park a tank on top and get stationary road kills as the enemy spawns on those portals.
1 sky exit spawn in combination with many ground exit spawns would reduce camping issues. (sky spawns on there own without ground spawns increases camping issues, the effect can be reversed if you add things sometimes)
having at least 4 exit portals would significantly make it harder to camp while holding objectives (less players at objectives, less players that can combat dropships with MCRUs) |
Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 10:32:00 -
[49] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Nachos
Rogue Instincts New Eden's Heros
96
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Posted - 2015.05.21 10:37:00 -
[50] - 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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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 10:52:00 -
[51] - 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
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jack Boost
Zarena Family
798
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Posted - 2015.05.21 10:53:00 -
[52] - Quote
Jadek Menaheim wrote: 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.
Yes and not realy... This is only 'maintain personaly'... It can be 'hardcoded' into maps. But usege can be opened and maintain by players. Little 'visual' diference only.
Something like mini-sockets in future can be used for players instalations or gates. You dont need give players freedam at all. (to many ways to exploit this)
Not much time left...
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Golden Day
Corrosive Synergy Rise Of Legion.
1
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Posted - 2015.05.21 11:17:00 -
[53] - Quote
I would love for a scope news report on this
Im just a glorified blueberry
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Foo Fighting
Sinq Laison Gendarmes Gallente Federation
321
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Posted - 2015.05.21 11:18:00 -
[54] - Quote
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. |
Mejt0
Dead Man's Game
1
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Posted - 2015.05.21 11:37:00 -
[55] - Quote
There are some way so fix camping near exits.
Like.. : - create small circle (like redline) around the exit so it will automaticly destroy every eqiupment thrown in there, - you should be teleported randomly over a wider area
Caldari Loyalist
thecreaturehub fan
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Nachos
Rogue Instincts New Eden's Heros
97
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Posted - 2015.05.21 11:41:00 -
[56] - 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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Ceadda Sai
Chatelain Rapid Response Gallente Federation
88
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Posted - 2015.05.21 11:57:00 -
[57] - Quote
How about a portal into enemies MCC...?
Forge Gunners: Now this is a gun for going out and and making people miserable with.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 12:18:00 -
[58] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Foo Fighting
Sinq Laison Gendarmes Gallente Federation
322
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Posted - 2015.05.21 12:18:00 -
[59] - Quote
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. |
Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 12:21:00 -
[60] - 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
Dust 514 Market Trello. The essential resource for trading in Dust.
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