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Thread Statistics | Show CCP posts - 4 post(s) |
MRBH1997
Knights Of Ender No Context
221
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Posted - 2015.05.22 16:21:00 -
[121] - Quote
I like the idea of having these available to mercenaries. It can not only help keep a team in the fight but can remove issues with being redlined as well.
However, I believe a few things should be added/changed about them. Firstly, at the moment they have set locations. Instead they should be fixed in spawns but the exit should be randomized in a specific area. They should also collapse or cloak when a friendly unit is within say 10 m of it. That way only your team can see your own via minimap or when it is declaimed or expanded. That would help with preventing them from easily being camped like CRU's.
Also an added visual effect on your screen and some audio would be a nice addition.
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
Diplomat of No Context alliance
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Mahal Daj
Mahal Tactical Enterprises
158
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Posted - 2015.05.22 20:59:00 -
[122] - Quote
A story!
I got into a good fight with a gentleman (who's name I can't remember) over a CRU. There was a portal exit within 75m of this CRU. We were both in heavily dampened scout suits. On a map where I had taken the rear CRU, and would have expected a counter-attack within 60 seconds... the length of time was reduced to 15-20 seconds. This resulted in my (sad, sad) death and the flip of the CRU.
Observations:
It will be much easier for teams to retake the 'rear-base' that is available on many maps. The amount of time between conflicts will be sped up significantly
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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Viktor Hadah Jr
Negative-Impact Back and Forth
8
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Posted - 2015.05.23 00:09:00 -
[123] - Quote
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.
Vote Viktor Hadah for CPM2 or i'll take your districts and hurt you.
Get Dust ISK Here
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Lenz Hong
Resheph Interstellar Strategy Gallente Federation
25
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Posted - 2015.05.23 05:56:00 -
[124] - Quote
Bright Cloud wrote: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.
Came to say exactly that. Although I mus say that would be probably better if we had at least 6 or 8 players each side to start, 12 could still take a while.. And.. this could even work for pubs..
About the Anomaly, is all good, but a icon and randomness is really missing =/ Also, no problem with Skyspawing (if led to a roof) :P
PS: Any chances to add a "fixed" salvage or anything else to encourage the players to join? |
deezy dabest
2
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Posted - 2015.05.23 06:57:00 -
[125] - Quote
So far I am not a huge fan of these but I think the concept is sound and they could work really well.
Placement of the exits needs to be a little better. It seems they were placed in spots to try to give you cover but really they just become farmville. These placements would be okay if something was done about the exit mechanics. Making it so that the merc spawns in a random area within 20m of the exit portal would probably be the easiest fix.
The good thing is they do bring a dead merc in somewhat closer to the fight which I have always felt like was a problem in this game due to map size and the number of players in battle. I think this aspect of them could be expanded on a little bit so that dying when no one on your team has put out an uplink is not being doomed to spend a couple of minutes covering ground between ground spawn and the battle. |
Nachos
Rogue Instincts New Eden's Heros
139
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Posted - 2015.05.23 06:58:00 -
[126] - 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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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 08:02:00 -
[127] - 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
Dust 514 Market Trello. The essential resource for trading in Dust.
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general drake55
G.R.A.V.E The Ditanian Alliance
26
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Posted - 2015.05.23 14:20:00 -
[128] - 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." I just though of another problem,though I still support randomizing and invisible portals,if your entire squad is redlined,and everyone goes through a single portal,it would cause your forces to be thinned out,making it easier for the enemy team to cheat,though it could provide a tactical advantage for your team,if you split your forces up,3 go for the objective,3 hold back the enemy and place a whole lot of uplinks,hacked CRU's etc.
fight for freedom and what's right,only you have the power to stop the madness.
>Rush at me trolls,I dare you!
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.24 14:39:00 -
[129] - Quote
The portals work much better on border gulch than ashland.
Small maps makes portals unecessary, and very easy to camp. Having them spread out means a redline breakout is more psoosible.
Also, they should not be in enclosed areas, very easy to camp and there is no where to run.
They should be a bit open, with some cover, probabaly ina hard to reach position.
About the playlist, that was brilliant. I could jump into a prefferend map, at any time, and select the match with the best latency. Needless to say, when i chose the latency, i suffered the least lag/performance.
FW should definilty be like this. After all its an ongoing war.
Redline for Thee, but no Redline for Me.
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.24 21:18:00 -
[130] - Quote
Played a couple rounds with the portals, went fine. They were a unique element and if some of the other suggestions others have made are used ( randomizing the placements a little or tying them to a deployable, short exit cloaking or red detection to discourage camping etc) I think they'll round out nicely.
I also agree about the "playlisting", the available lobby directory is huge IMO, if a couple could be made that are nonstat "TRAINING" areas that holy NPE will get a huge boost, as well as casual players.
I also see a possible solution using these portals I don't think has been touched on: Lopsided game ending. What if, upon attaining and all consoles on the field a timer started, say 35 seconds, which when it hits zero would open a portal near the losing teams redline that would transport mercs into the losing teams MCC where a final console awaited which if hacked destroyed the MCC after another short (15 seconds) timer? Losing team can spawn in their mcc to defend as well as cover that new portal entrance which opens near their redline OR work the map and flip a console (which would close the new portal). This adds a new layer of game to the game, creates an opportunity to accelerate the conclusion of ridiculously lopsided games and creates a nice tactical context use for the portals besides alleviating peoples' laziness about crossing the map/getting out of their redlines. And maybe let us experiment tactically with a precursor act to actual ship-boarding.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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justinsane16
Mcalpines Fusiliers Covert Intervention
5
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Posted - 2015.05.25 01:17:00 -
[131] - Quote
I found one glitch, though I'm not sure I could replicate it, on Border Gulch, myself and a squad member were playing on our ground spawn, tried to drive through a portal in an LAV. After a few tries, we went on two side wheels and got through. Nothing happened until about 5 minutes later when I jumped out of the LAV and immediately warped to Skirmish Charlie point. |
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CCP Frame
C C P C C P Alliance
6
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Posted - 2015.05.25 03:27:00 -
[132] - Quote
It appears that these anomalies will start disappearing in about an hour from now.
We would like to thank every single mercenary that joined and tried interacting with them, and reporting back to us with their findings. Rest assured that all your feedback will be considered and read in detail by the team and that we might just see them once again in the future.
CCP Frame, CCP Community Team
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