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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Frame
C C P C C P Alliance
6
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Posted - 2015.05.21 05:11:00 -
[1] - Quote
Calling all mercenaries:
We have encountered multiple anomalies across known space and are deploying a channel for you to approach and test them for us.
These trans-dimensional anomalies are now available in GÇ£Other ContractsGÇ¥ section of your Battle Finder and will last for some time. Only a handful of areas are currently affected by these one-way anomalies which are: Border Gulch and Ashland in your matching battle region (EU, US, AS).
Please provide feedback on these portal anomalies: their position, function and anything else you have encountered while interacting with them in this period right here in this thread. It is unknown whether they will spread to more areas in the future, and that is one of the main reasons why we need you to jump in and report back to us.
Thank you for your cooperation.
CCP Frame, CCP Community Team
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WeapondigitX V7
The Exemplars
397
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Posted - 2015.05.21 05:15:00 -
[2] - Quote
Testing for bugs and effects. Potential battlefield effects and uses.
Ok I understand. |
Terry Webber
Molon Labe. RUST415
693
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Posted - 2015.05.21 05:19:00 -
[3] - Quote
You've got my attention. I'll investigate these anomalies ASAP. |
Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.05.21 05:19:00 -
[4] - Quote
What the fudge is this? Shot the thing before it lays eggs!
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Supernus Gigas
The Cooked Goose Coalition
1
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Posted - 2015.05.21 05:23:00 -
[5] - Quote
~~~OH BOY SOMETHING NEW TO DO~~~
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVING CLONE BURGERS TONIGHT, BOYS!
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.05.21 05:23:00 -
[6] - Quote
Doesn't work on border gulch at least. Can't activate it.
**EDIT**
The MCC spawn works, the ground spawn doesn't.
**EDIT EDIT**
Ok, so the one on the ground in the base is an exit portal, I am not a smart man.
O.G. Pink Fluffy Bunny
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Aoena Rays
Bragian Order Amarr Empire
646
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Posted - 2015.05.21 05:24:00 -
[7] - Quote
Daddrobit wrote:Doesn't work on border gulch at least. Can't activate it. You dont activate anything, you just walk through it and see if you got some bugs, performance issues, anything else.
Story of your life
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The Eristic
Dust 90210
981
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Posted - 2015.05.21 05:28:00 -
[8] - Quote
Ground one on Border Gulch doesn't work, now Negative Feedback sh*theads are camping our spawns in full proto with tanks.
Reality is the original Rorschach.
Verily! So much for all that.
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.05.21 05:30:00 -
[9] - Quote
Also, spawn camping for -DAYS-!
O.G. Pink Fluffy Bunny
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Ceadda Sai
Chatelain Rapid Response Gallente Federation
87
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Posted - 2015.05.21 05:33:00 -
[10] - Quote
Oooh shiny.
Forge Gunners: Now this is a gun for going out and and making people miserable with.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.05.21 05:53:00 -
[11] - Quote
There is a issue with rendering when you go trough a portal. It takes 1~3 secs for the game to render enemys that are nearby the exit which can make it difficult to fight back if you dont know whos shoting you.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10
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Posted - 2015.05.21 05:56:00 -
[12] - Quote
Anomalies appear to be eating or weapons! https://twitter.com/AeroYassavi/status/601265054831357952
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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The Infected One
Fatal Absolution Negative-Feedback
1
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Posted - 2015.05.21 05:58:00 -
[13] - Quote
Kind of a cool idea, far too exploitable though. You've just created a new camp point.
Place RE at the edge of the exit portal, wait for red to pop thru all disoriented, detonate. Sit back with sniper and point at the single exit portal, pick off reds as they file thru all disoriented. As stated above, bring tanks in, camp. Squad camp it...
Its just too easy to exploit, sorry.
Would be better if it was a random spawn at a larger general exit area to reduce the camping. A cloaked scout could run through and maybe get away far enough to place a link in a safer spot.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
129
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Posted - 2015.05.21 05:59:00 -
[14] - Quote
Easy fix. Don't show the Exit Portal and or make the exits random to prevent camping |
The Infected One
Fatal Absolution Negative-Feedback
1
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Posted - 2015.05.21 06:02:00 -
[15] - Quote
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.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.21 06:04:00 -
[16] - Quote
what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode? |
Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 06:06:00 -
[17] - Quote
Teleporter Gate Switching Technique
This is an older video of when they first came out.
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 06:07:00 -
[18] - 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.
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 06:10:00 -
[19] - Quote
Frame, please allow us to test exit points in the sky at some point in the future.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.05.21 06:21:00 -
[20] - Quote
You have 3 of them so you can choose which protal you want to take and after all its completely optional. Its like with uplinks dont spawn on them if you expect that somebody is camping them. Its true that you could camp them but that splitts your forces cause you cant camp the redline and the portals efficently at the same time. And if a full squad goes trough them you are screwed if you camp them with only 2 guys.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Henrietta Unknown
Corrosive Synergy Rise Of Legion.
1
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Posted - 2015.05.21 06:45:00 -
[21] - Quote
Went into three at different locations. What's the point? Didn't do jack.
Am I missing out on something here?
Selling Items
Store - Player Trading
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Kain Spero
Negative-Feedback
5
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Posted - 2015.05.21 06:46:00 -
[22] - Quote
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.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Buwaro Draemon
WarRavens
1
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Posted - 2015.05.21 06:48:00 -
[23] - Quote
DeathwindRising wrote:what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode?
EDIT: put the exit spawns on timers that change the location of the exit spawn. make the exit spawn invisible so its harder to camp.
add some form of indicator to the entry spawn when the timer for the exit spawn is close to and/or changing location.
Or, change the exit spawn after every use. this might be better as you wouldn't be able to camp an exit if you found one ^This. I came to this thread to say this exact same thing.
Other than few bugs mentioned above in other responses, this, while not being a bug, should be taking high consideration or else this whole idea of teleportation anomilities will fail. Only way to keep it alive and healthy would be to make them invisible to the enemy's eyes and have them switch teleportation locations every X minute(s) or else nobody will use them in the future because of shameless campers. Just now I left a match where a Tank was overlooking the White teleporation anomily in Ashland.
Please CCP. I love this idea but campers will destroy it if you don't randomize spawns and make them invisible to the enemy team.
The Forums are a special place.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 07:43:00 -
[24] - 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."
Dust 514 Market Trello. The essential resource for trading in Dust.
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V1RONXSS
X-SENSE Security
47
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Posted - 2015.05.21 07:46:00 -
[25] - Quote
The only one in MCC worked for me, on the ground do not works, trying both green/red.
The "Chiki Briki v Damki" Starter Pack.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 07:56:00 -
[26] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Nachos
Rogue Instincts New Eden's Heros
95
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Posted - 2015.05.21 08:14:00 -
[27] - 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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dzizur
Nos Nothi
327
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Posted - 2015.05.21 08:19:00 -
[28] - Quote
Buwaro Draemon wrote:DeathwindRising wrote:what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode?
EDIT: put the exit spawns on timers that change the location of the exit spawn. make the exit spawn invisible so its harder to camp.
add some form of indicator to the entry spawn when the timer for the exit spawn is close to and/or changing location.
Or, change the exit spawn after every use. this might be better as you wouldn't be able to camp an exit if you found one ^This. I came to this thread to say this exact same thing. Other than few bugs mentioned above in other responses, this, while not being a bug, should be taking high consideration or else this whole idea of teleportation anomilities will fail. Only way to keep it alive and healthy would be to make them invisible to the enemy's eyes and have them switch teleportation locations every X minute(s) or else nobody will use them in the future because of shameless campers. Just now I left a match where a Tank was overlooking the White teleporation anomily in Ashland. Please CCP. I love this idea but campers will destroy it if you don't randomize spawns and make them invisible to the enemy team.
NO! no randomizing please! trying to hit another merc is random enough...
What's the point of the portal if you have no idea where you are going? Where's planning and tactics?
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.21 08:23:00 -
[29] - Quote
^ 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 08:58:00 -
[30] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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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
|
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
|
Nachos
Rogue Instincts New Eden's Heros
97
|
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
|
Ceadda Sai
Chatelain Rapid Response Gallente Federation
88
|
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
|
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.
|
Foo Fighting
Sinq Laison Gendarmes Gallente Federation
322
|
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
|
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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Cyzad4
Blackfish Corp.
778
|
Posted - 2015.05.21 12:38:00 -
[61] - Quote
Not exactly directly related to the portal itself but kills aren't transferring from testing to daily missions but SP gained is.
Look on my works, ye mighty, and despair.
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Talon Paetznick II
New Eden's Army New Eden's Heros
131
|
Posted - 2015.05.21 12:49:00 -
[62] - Quote
If it's. Trans dimensional we should get a dark lord cathulu ...
All hail the dark lord!!!!!!
all proper murder is premeditated, that's what makes new Eden fun
acidental mansluaghter charges in FW however are not
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castba
Rogue Instincts New Eden's Heros
900
|
Posted - 2015.05.21 12:52:00 -
[63] - Quote
Henrietta Unknown wrote:Went into three at different locations. What's the point? Didn't do jack. Am I missing out on something here? Portal to another area.
Expecting a new piece if deployable equipment. Imagine being reclined in Dom, then having a cloaked scout slip through and deploy the exit portal behind the enemy or near the point.
Can't help but imagine the crazy spam though...
"When everything is OP, nothing is" - CCP Ratatti
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Robert Conway
Concordiat Mercenaries
334
|
Posted - 2015.05.21 12:56:00 -
[64] - Quote
Perhaps something should be taken from Eve on this one. Currently in eve, Wormholes show the nebula of the system the exit Wormhole is in. So perhaps a mechanic can be added to allow you to see your exit point through the portal. That way if exit point WERE to become random, you would still be able to confidently use them because you would KNOW where you were going and see if there was a spawn camper there.
Idea for player driven marketing and videos
Link
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Foo Fighting
Sinq Laison Gendarmes Gallente Federation
323
|
Posted - 2015.05.21 13:22:00 -
[65] - Quote
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. |
Andris Kronis
Molon Labe. RUST415
81
|
Posted - 2015.05.21 13:27:00 -
[66] - Quote
Using the TDA to jump out of the red line can give an erratic red line timer.
"Corporation slogan coming to a sig near you"
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 13:28:00 -
[67] - 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
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 13:31:00 -
[68] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.05.21 13:52:00 -
[69] - Quote
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.
PSN: RationalSpark
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:04:00 -
[70] - 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) ?
Dust 514 Market Trello. The essential resource for trading in Dust.
|
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DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.05.21 14:09:00 -
[71] - Quote
dzizur wrote:Buwaro Draemon wrote:DeathwindRising wrote:what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode?
EDIT: put the exit spawns on timers that change the location of the exit spawn. make the exit spawn invisible so its harder to camp.
add some form of indicator to the entry spawn when the timer for the exit spawn is close to and/or changing location.
Or, change the exit spawn after every use. this might be better as you wouldn't be able to camp an exit if you found one ^This. I came to this thread to say this exact same thing. Other than few bugs mentioned above in other responses, this, while not being a bug, should be taking high consideration or else this whole idea of teleportation anomilities will fail. Only way to keep it alive and healthy would be to make them invisible to the enemy's eyes and have them switch teleportation locations every X minute(s) or else nobody will use them in the future because of shameless campers. Just now I left a match where a Tank was overlooking the White teleporation anomily in Ashland. Please CCP. I love this idea but campers will destroy it if you don't randomize spawns and make them invisible to the enemy team. NO! no randomizing please! trying to hit another merc is random enough... What's the point of the portal if you have no idea where you are going? Where's planning and tactics?
because all the portals should be visible from the map... and color coded so you know exactly where the exit is taking you. I thought that was obvious that the entry and exit spawn show on the map but i guess not.
make them visible on the map with a new icon, similar to how drop uplink show up when available. |
Robert Conway
Concordiat Mercenaries
334
|
Posted - 2015.05.21 14:21:00 -
[72] - Quote
I would also like to say there is almost no testing going on in these maps. Proto stompers are exploiting the matchmaking mechanics of the test matches to pad themselves.
Idea for player driven marketing and videos
Link
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Kain Spero
Negative-Feedback
5
|
Posted - 2015.05.21 14:35:00 -
[73] - 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!
I would consider changing how the inertia landing mechanic works. Namely increasing drift control and maybe removing the animation lock when you hit the ground if you used a portal. Even with that I really think if you are going to do some testing it would be worthwhile to put in a skypawn exit like 600m up and see what people think rather than just writing it off.
The way these portals work right now feels really gimmicky with how you just pop up into another part of the battlefield. Eventually folks will have enough map knowledge to know where the exit points are, visible or not, and camp them.
Overall, I feel like these should only be active in certain situations like if the enemy has all of the objectives and not active all the time as well.
I would say that the portals on the ground look better with the frame, but I think the portals make more sense in the MCC. They are just a bit intrusive with their locations and how bright they glow. The saturation level on the colors is also a bit jarring. I'd almost prefer them to be in the corners of the MCC.
I will say that increasing the number of available ground spawns on ash lands is a huge plus and should be down portals or not.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Henrietta Unknown
Corrosive Synergy Rise Of Legion.
1
|
Posted - 2015.05.21 14:39:00 -
[74] - Quote
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.
Selling Items
Store - Player Trading
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Robert Conway
Concordiat Mercenaries
334
|
Posted - 2015.05.21 14:44:00 -
[75] - Quote
Kain Spero wrote: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! I would consider changing how the inertia landing mechanic works. Namely increasing drift control and maybe removing the animation lock when you hit the ground if you used a portal. Even with that I really think if you are going to do some testing it would be worthwhile to put in a skypawn exit like 600m up and see what people think rather than just writing it off. The way these portals work right now feels really gimmicky with how you just pop up into another part of the battlefield. Eventually folks will have enough map knowledge to know where the exit points are, visible or not, and camp them. Overall, I feel like these should only be active in certain situations like if the enemy has all of the objectives and not active all the time as well. I would say that the portals on the ground look better with the frame, but I think the portals make more sense in the MCC. They are just a bit intrusive with their locations and how bright they glow. The saturation level on the colors is also a bit jarring. I'd almost prefer them to be in the corners of the MCC. I will say that increasing the number of available ground spawns on ash lands is a huge plus and should be down portals or not. 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.
Idea for player driven marketing and videos
Link
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.05.21 14:50:00 -
[76] - Quote
Jadek Menaheim wrote: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) ? Posted about this a looooong time ago, but scaling inversely with suit mass would be immersive and add another small nuance to the game. If mass of armor plates was accounted for even better.
As far as mods go, always thought a scout suit with a 'glidepak' module and a cloak would be a great way to break redlines: cloak, jump, glide to a relatively safe spot and then head out placing uplinks.
PSN: RationalSpark
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:52:00 -
[77] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:53:00 -
[78] - 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.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
deadpool lifetone
D3ATH CARD RUST415
55
|
Posted - 2015.05.21 14:58:00 -
[79] - Quote
1. no sky spawning ( stupid ) sniper , tank , ads all could wait in the nest 2. exit point should be invisble to enemy ( cant be scanned or picked up ) 3. change exit location to random locations ( 3 - 4 different random locations should be availble per match ) 4. 20m scan radious on portal exit 5. while exiting portal ( delay to scanner's )
...scouts are real asset now , hard to fight in abattle without scouts securing a location with intel . |
Sgt Kirk
Fatal Absolution Negative-Feedback
10
|
Posted - 2015.05.21 14:59:00 -
[80] - Quote
That Amarr Assauot stance says, take me, I dare ye
Sgt Kirk's Gallente Propaganda Youtube Channel
|
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Yoda Boss
67
|
Posted - 2015.05.21 15:37:00 -
[81] - Quote
I was wondering what the hell this was yesterday. It works. It's fun. +1
The only thing I can think of is making a new icon for the portal.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ¤.°n+ín+ƒGÿåGùÅ°. LASERS BTCH!¡!¡!¡!
*Fr-ò-ò BPO for New Recruits https://dust514.com/recruit/fCH9zc/
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Scheneighnay McBob
And the ButtPirates
6
|
Posted - 2015.05.21 15:57:00 -
[82] - Quote
Apocalyptic Destroyerr wrote:Easy fix. Don't show the Exit Portal and or make the exits random to prevent camping Not showing the exit portal is only a temporary solution. As players become more experienced, they'll remember where the portals come out.
Some details can be ignored
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Devadander
Woodgrain Atari
281
|
Posted - 2015.05.21 16:05:00 -
[83] - Quote
These are a fun new toy, but there are a few problems.
One in eight-ish MCC spawns will put you right into a random portal.
The ball ones seem to drop frame rate, but provide best exit cover due to the extreme glow effect. My personal fave is the wormhole lookin ones.
Camping is already an extreme issue.
Lack of map markers makes it tactically useless.
You get an odd 'fell from the sky' right as you port in. Just kind of annoying, seems you would shoot out more than fall down idk.
All in all a grand idea that can be tweaked into an EXTREMELY useful device. o7
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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Scheneighnay McBob
And the ButtPirates
6
|
Posted - 2015.05.21 16:07:00 -
[84] - Quote
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?
Some details can be ignored
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10
|
Posted - 2015.05.21 16:30:00 -
[85] - Quote
Hypothetically, could the exit portal be very high in the sky allowing us to guide ourselves in?
Praetoriani Classiarii Templares = PIE Inc, Amarr dedicated Corp
Channel for AFW Squads & Orbitals: PIE Ground Control
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Devadander
Woodgrain Atari
281
|
Posted - 2015.05.21 16:44:00 -
[86] - Quote
Charge holds, reloads works, as does spooling the hmg before you walk through, no vehicles or projectiles, cooking a grenade can be a bad idea; the collision on the port in is screwy.
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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jett it
MONSTER SYNERGY
88
|
Posted - 2015.05.21 16:45:00 -
[87] - Quote
Hey guys gotta say i love the wormholes, and as a ceo of 160 players I showed my corp as well and they were loving it also.
As a corp we came across a few concerns and here they are, no bugs or glitches yet.
Once walking into the wormhole you appear at the next wormhole this will create some pretty good camping spots for those RE bombers and heavies. Unlike a droplink these wormholes dont break or dont move creating an ultimate camping ground.
It also spawns you in right in the center and you are temporarily blinded out giving campers an even bigger advantage.
Our corp suggestions are...
Once you walk through the wormhole make the wormhole spawn you in a 15m radius not the center of the portal.
Other suggestions would be to have them constantly moving like acqustions this would greatly reduce campers as well.
Other than that ccp they are awesome and really cant wait til they hit pubs I know my corp is excited.
Jett it - out o7 |
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
|
Posted - 2015.05.21 17:22:00 -
[88] - Quote
There is going to be something actually in "Other Contracts" - Mind BLOWWWWNNNN!
Seriously though, cool CCP.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
133
|
Posted - 2015.05.21 17:36:00 -
[89] - Quote
What if the exit portal had an Ongoing Flux ? To prevent mis-use such as placing RE's there ? |
Mahal Daj
Mahal Tactical Enterprises
156
|
Posted - 2015.05.21 17:41:00 -
[90] - 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!
General Question: What are we trying to accomplish here? My answer would be 'the formation of meaningful fighting groups consisting of randomly selected and uncoordinated blueberries'
If I'm wrong here, I think the foundation perspective would be beneficial. I'm assuming its not things like 'create new spawn-camps' and 'disperse blueberries at random.' What do we need for Dust to improve? I'm of the opinion that we need more players alive, together in a group (sharing tacnet) engaging another large group of players. This gameplay, team on team, is when dust really comes alive for me.
in response to your points of clarification:
1) what if the portal was actually a spawn point that people could que into for a longer wait time, that dumped all blues together like an initial spawn? 2) it would be cool sometimes, or if it was very high up to allow a dispersion. most clone-outs do occur when high-spawns are available. 3) to lore-troll, why would the portal generate meaningful data and present it to the tacnet? What if the portal shot bolts of lightning which would keep people away from it?
(did we just re-create the basic dropship with CRU? s***, I thinik we did)
-daj
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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Scheneighnay McBob
And the ButtPirates
6
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2015.05.21 21:19:00 -
[102] - Quote
Honestly. This doesn't excite me. Sorry. |
Foehammerr
Dead Man's Game
184
|
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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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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