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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Scheneighnay McBob
And the ButtPirates
6
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Posted - 2015.05.21 17:42:00 -
[91] - Quote
I must admit, the CCCP seems to have all the bases covered. I can't find a good way to exploit this.
Tried flying a dropship into the MCC, and it just exploded on contact. Tried sitting inside the exit portal, but people just popped out on top of me, rather than creating a monstrosity.
Some details can be ignored
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Dreis ShadowWeaver
0uter.Heaven
4
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Posted - 2015.05.21 18:15:00 -
[92] - Quote
I've noticed that in these contracts, the matches are better because you can't actually be redlined.
That being said, it's clear to me that there is a distinct lack of matchmaking in these contracts. I'm sure that that's not the primary concern at the moment though.
The only thing that worries me is the prospect of Scouts becoming less necessary at the start of matches for rushing to the objective.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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The KTM DuKe
Dead Man's Game
240
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Posted - 2015.05.21 18:58:00 -
[93] - Quote
I like the idea, every natch was lagging hard but i think it was due to intercontinental players
Creator of "The last objective rule" in FW . Just another scrub in a D1ck corp.
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Dementia Maniaclease
35
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Posted - 2015.05.21 19:11:00 -
[94] - Quote
Tried thisw a few times today, Biggest issue I see? Portal camping Way to fix it I see one... Make the exit portals cloaked, and have them "move" after a set time Like the objectives in aquisition (spell check?) Other than that it seems pretty solid And its very refreshing to able to select my battleground!!!!!
Beware the mighty chinchillasaurus rex!
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Scheneighnay McBob
And the ButtPirates
6
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Posted - 2015.05.21 19:41:00 -
[95] - Quote
I've discovered that plaing an uplink on the anomaly will cause people to spawn on the exit end of it.
I have also discovered that people who play on the asian servers are total tryhards.
Some details can be ignored
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Operative 1174 Uuali
Y.A.M.A.H
742
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Posted - 2015.05.21 19:53:00 -
[96] - Quote
The Eristic wrote:Ground one on Border Gulch doesn't work, now Negative Feedback sh*theads are camping our spawns in full proto with tanks.
Was there ever a doubt that this is what this mechanic would lead to? Stop the gimmicks CCP. Get on with new game modes that make sense.
The CPM candidate we need, not the one we want. The candidate for the rest of us.
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Regis Blackbird
DUST University Ivy League
891
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Posted - 2015.05.21 20:17:00 -
[97] - Quote
First off, loving that you use "Other Contracts" for this kind of testing! (Been waiting two years for this . Please continue with this!)
Many of these points have been mentioned before: 1. There is a distinct problem with camping. 2. When you enter on the other side, there is a slight delay / frame rate issue when the new area loads. 3. Would be nice with prior knowledge where you going to end up. I know this is a learning issue, and the colour coding of the portals seems to be the same for entry and exit points, which is good.
I generally disagree that a SkySpawn would be easier to camp. If you place it high enough you can drift quite a bit even with today's mechanics, which will mean a larger area to camp rather than a single point. Note that this should not be the ONLY portal used. Please let us try it (it will be kickass too boot)
My preferred use of the portals would be to move the MCCs (and the redline) further away from the main battle field. This will accomplish several things: 1. Larger redline to camp for the enemy, making it easier to break out. 2. Gives more purpose to vehicles for quick deployment. Infantry use the portals (one way) to quickly get into the fight. 3. More "empty" space around the main battle area will give rise to real flanking manoeuvres.
Potential future idea of portal use: We could even create safe "islands" around the MCCs surrounded by a common redline (I.e you need to cross a redline to get to the battlefield). Vehicles will be fast enough to cross the redline before timer expires, and infantry use the one way portals to get into the fight (as above). The entire battlefield would then be surrounded a common redline (for both teams), which removes redline sniping, tanks and whatnot. The reason we have these today is that the redline is NOT common to both teams, and when we see a "redline sniper" today, he is actually not within "his/hers" teams redline but only the enemy's redline. |
Panthrax Oblivion
77
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Posted - 2015.05.21 20:48:00 -
[98] - Quote
Yup, spawn campers ruin it
Hooooowdy ho
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Keeriam Miray
Nos Nothi
499
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Posted - 2015.05.21 20:58:00 -
[99] - Quote
Ah! Another stupid idea.. badly implemented without adequate testing. What can i say... CCP is CCP, hopeless.
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
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Ablerober
Gun Sandwich
310
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Posted - 2015.05.21 21:02:00 -
[100] - Quote
Worst battle experience I've had in over 2 years of playing.
Hit detection is f***ed.
Corps rule.
Bagoshite.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.05.21 21:04:00 -
[101] - Quote
A other thing to discuss would be if we could get that matchlist (you select the match) that is in other contracts to be implemented for FW. Would do wonders for that game mode if you dont have to wait 30 mins to get into a match. Just put a hold on the warbarge timer until both sides have at least 12 players fighting for them.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Happy Violentime
OMFGZOMBIESRUN
1
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Posted - 2015.05.21 21:19:00 -
[102] - Quote
Honestly. This doesn't excite me. Sorry. |
Foehammerr
Dead Man's Game
184
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Posted - 2015.05.21 21:42:00 -
[103] - Quote
Not sure if it's been made known yet, afaik but none of the anomalies are functional on the Border Gulch map. Unless the entrances are somewhere I haven't checked, they all appear to be exit portals or the channels are desynchronized.
De Opresso Liber
Beta Vet since 2/5/2013
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 21:55:00 -
[104] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
6
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Posted - 2015.05.21 21:58:00 -
[105] - Quote
BORED NOW!
Some details can be ignored
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tal mrak-thanl
Corrosive Synergy
1
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Posted - 2015.05.21 22:33:00 -
[106] - Quote
Some bugs on portal matches:
Couldn't issue capture or defend orders on objective in two matches. Uplinks spawn direction is backwards.
Director - Corrosive Synergy
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jordy mack
WarRavens
471
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Posted - 2015.05.21 22:42:00 -
[107] - Quote
portals seem to have a front and a back only going in the front teleports u. kinda confusing. also it's being sold as an answer to redlining which i get. but on the flipside i can run into the redline knife ppl and escape via enemy portals...
it's a bit mean...
Less QQ more PewPew
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Quil Evrything
Nos Nothi
2
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Posted - 2015.05.21 23:09:00 -
[108] - 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!
another thing you could do:
make scanners work through the portal.
its like the "dual slot experiment". The scanner sends out waves at your location. it finds a hole. waves go through... with the hole as a new point of origin (but strength weakened by (distance between scanner, and entrypoint hole)
Note: this would give scanners a 'free' 360 scan, but only centered from the exit hole.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 23:15:00 -
[109] - Quote
^Now that's actually a really ******* cool idea. Scan down wormholes!
Dust 514 Market Trello. The essential resource for trading in Dust.
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.21 23:34:00 -
[110] - Quote
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 !
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 23:49:00 -
[111] - 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?
Dust 514 Market Trello. The essential resource for trading in Dust.
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Robert Conway
Concordiat Mercenaries
335
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Posted - 2015.05.22 00:46:00 -
[112] - Quote
Keeriam Miray wrote:Ah! Another stupid idea.. badly implemented without adequate testing. What can i say... CCP is CCP, hopeless. It actually hasn't been implemented. We are testing this on a limited number of maps for a limited amount of time in the Other Contracts area. Not Pubs or FW or PC. This is a good thing because it shows CCP can set up a sort of "Test Server" without actually needing the server, which is something we have been asking for, for a long time, and now it seems possible that we can test ideas before they get fully implemented.
Idea for player driven marketing and videos
Link
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Joel II X
Bacon with a bottle of Quafe
7
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Posted - 2015.05.22 01:55:00 -
[113] - Quote
Make the portals more fun! Have them do some sort of sound when you pop in and out of one!
Invisible exit portals are a must.
Instead of having a single exit point for a single portal, have an exit 'area' where it is impossible to pinpoint the exact location of where a merc will pop out of.
I wish we had the ability to see what is on the other side, but just a personal reference.
One small step for men... |
WeapondigitX V7
The Exemplars
408
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Posted - 2015.05.22 04:52:00 -
[114] - Quote
Making enemies unable to use your home base portals because they are using those home base portals to escape the chance of redline suicide.
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Terry Webber
Molon Labe. RUST415
697
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Posted - 2015.05.22 05:46:00 -
[115] - Quote
The teleporter works well but the transition from the enter to exit portals needs more work. You should also adjust the direction a player faces after going through to avoid colliding into a wall. In addition, I agree that the exit portal should be invisible and scan for any explosives or hostiles which can be indicated near the entrance and on the map overview. The enter portal can be able to switch between the multiple exit portals from closest to farthest and show the area around the exit portals. |
Aderek
Made in Poland... E-R-A
136
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Posted - 2015.05.22 08:12:00 -
[116] - Quote
Hello. Portals work good, or very well ;)
The Server list (wth ping counter?) is the best think for a long time. I dont need wait 3-5 minutes to find battle. Good job!
I cant be close on redline, because i can choose beetwen 3 portals and escape ;)
Good day!
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
60 kk SP and growing
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Galm Fae
Eskola Ergonomics
386
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Posted - 2015.05.22 09:11:00 -
[117] - Quote
Instructions Unclear: **** stuck in anomaly.
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Confirmed Badguy Cera YC116--
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Sanchez Rivera
PIanet Express Smart Deploy
63
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Posted - 2015.05.22 11:24:00 -
[118] - Quote
Hi Hard Working DUST 514 Team
For Every "Jump" We Will Need One Of These To Reduce Camping:
*A Super Mario Star Power Up To Scare Campers (Campers Wouldn't Camp If No Damage Done)
*A Limited Time Cloak (Camping Squads Could Still Camp)
*A Large Platform Where The "Jump" Becomes More Random (Camping Squads Could Still Camp)
*A Portal Surrounded With The MCC's Magical Wall, You Can Walk Outside Of It But Can't Shoot From Inside To Outside Or From Outside To Inside.
*At Least A Hardener For Less Taking Damage
Or Combination Of These To Make It Perfect
Good Day Everyone
I Want A Master C-II Dropsuit BPO
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Sned TheDead
Failures inc.
292
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Posted - 2015.05.22 13:39:00 -
[119] - Quote
Foehammerr wrote:Not sure if it's been made known yet, afaik but none of the anomalies are functional on the Border Gulch map. Unless the entrances are somewhere I haven't checked, they all appear to be exit portals or the channels are desynchronized. all three of the entrances for the border gulch are in the MCC.
the ones else where on the battlefield are the exits.
Cleaning up the mess everyone leaves behind :)
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BLOOD Ruler
Kameira Lodge Amarr Empire
1
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Posted - 2015.05.22 14:39:00 -
[120] - Quote
There should be a really big jump gate in your teams red line that takes vehicles straight to the battlefield. Imagine a tank going through a wormhole, could help redline tank and Lav uses escape with a lower chance of getting blown ti bits.
No Escaping Reason, No Denying Purpose
For We Know Without Purpose We World Not Exist
The Purpose Of Life Is To End
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