|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Terry Webber
Molon Labe. RUST415
809
|
Posted - 2015.07.17 07:20:00 -
[1] - Quote
Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420
Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range and moving back the part of the redline that covers the spawn area below the MCC. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range.
What do you guys think?
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
846
|
Posted - 2015.09.04 21:06:00 -
[2] - Quote
Cesar Geronimo wrote:I'm surprised this isn't already a thing...Or maybe make those useless big turrets waayyyy in the back automatic... The ground turrets would add a lot more protection for the spawn area. I'll add that to the OP.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
847
|
Posted - 2015.09.06 20:21:00 -
[3] - Quote
deezy dabest wrote:It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.
Also fix the display bug and make the timer 10 seconds. As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
847
|
Posted - 2015.09.06 20:39:00 -
[4] - Quote
deezy dabest wrote:Terry Webber wrote:deezy dabest wrote:It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.
Also fix the display bug and make the timer 10 seconds. As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining. Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection. Hmm, good point. What do you think about weapons only activating when players leave the spawn area?
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
847
|
Posted - 2015.09.06 20:40:00 -
[5] - Quote
Megaman Trigger wrote:deezy dabest wrote:It makes more sense than immortal clones just falling over dead because they went across an imaginary line. I thought it was the TacNet terminating clones that violate the redline safe area, to protect civilians. That's true but this topic is only concerned with protecting the spawn area.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
847
|
Posted - 2015.09.06 20:50:00 -
[6] - Quote
saxonmish wrote:Terry Webber wrote:Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420 Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range, moving back the part of the redline that covers the spawn area below the MCC and have the turrets in the spawn area also protect the perimeter. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range. What do you guys think? This is what the game Battlefield 2142 did, the 2 teams each had a titan which the enemy team had to infiltrate and destroy, but the guns were man-able, on the ship and automated. I think I heard that the Titan could do this. I guess that's one of the reasons it was so popular.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
847
|
Posted - 2015.09.07 17:13:00 -
[7] - Quote
Sylwester Dziewiecki wrote:Terry Webber wrote:saxonmish wrote:Terry Webber wrote:Ideas for the Red Zone: The MCC should kill you for spending too long in hostile territory by sammus420 Some time ago, a fellow DUST player proposed in the thread above to have the MCC's weapons kill any hostiles that enter their territory. It would discourage restricting access to the rest of the map when no CRUs or uplinks are available and maintain focus on defending or capturing objectives. I would like to modify the original proposal in the previously mentioned thread by removing the amount of time before the MCC's weapons start firing at intruders within range, moving back the part of the redline that covers the spawn area below the MCC and have the turrets in the spawn area also protect the perimeter. The modifications would make it harder for redliners to survive in enemy territory and not know where to stay out of range. What do you guys think? This is what the game Battlefield 2142 did, the 2 teams each had a titan which the enemy team had to infiltrate and destroy, but the guns were man-able, on the ship and automated. I think I heard that the Titan could do this. I guess that's one of the reasons it was so popular. Maybe. It sounds cool, but it also sounds like a lot of math for CCP to do this . So forget about it . You may be right, but CCP might surprise us.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Molon Labe. RUST415
856
|
Posted - 2015.09.20 22:04:00 -
[8] - Quote
Updated OP.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Mannar Focused Warfare Gallente Federation
895
|
Posted - 2015.11.13 04:24:00 -
[9] - Quote
Terry Webber wrote:deezy dabest wrote:Terry Webber wrote:deezy dabest wrote:It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.
Also fix the display bug and make the timer 10 seconds. As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining. Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection. Hmm, good point. What do you think about weapons only activating when players leave the spawn area? On second thought, I take back what I wrote. The shield that protects the spawn area and block redline OBs would also block damage from all the weapons in the game.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
Mannar Focused Warfare Gallente Federation
901
|
Posted - 2015.11.13 19:47:00 -
[10] - Quote
Garcon lyfe wrote:deezy dabest wrote:Terry Webber wrote:deezy dabest wrote:It makes more sense than immortal clones just falling over dead because they went across an imaginary line. Just copy the missile launcher which fires at the enemy MCC and point it down.
Also fix the display bug and make the timer 10 seconds. As I already wrote in the OP, there will be no timer for the MCC's weapon targeting system to further discourage redlining. Honestly I think that no timer would just encourage people to sit in the redline with range weapons even more. Having a giant missile launcher ensuring no one even has a chance to get close to them is just too much protection. Just make it a 2 way shield. you cant fire into it and the opposing time cant fire out of it..and then a no timer on mcc weps, so now redline snipers are useless. I already suggested something like this in an earlier post.
Kallas Hallytyr wrote:The redline is just generally awful. It's either too protective (old 600m railgun tanks and snipers) where the only counters available are the same tools; or it's not nearly protective enough, such as the Ashlands redline which gives barely any room at all where you're not immediately being violated by a stomp.
I honestly feel that this is an average band-aid type 'fix'. The redlines and maps in general need a very thorough overhaul, otherwise the game will just keep cycling through with the redline being either too good or awful, defensively. Are you saying the redline or my proposal is a Band-Aid solution?
Inertial Booster Module
Vehicle Installation
|
|
Terry Webber
WarRavens Auxiliaries
931
|
Posted - 2016.01.10 06:38:00 -
[11] - Quote
Any other thoughts about the subject?
Inertial Booster Module
Vehicle Installation
|
|
|
|