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          Terry Webber 
          Molon Labe. RUST415
  809
  
          
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        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 
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          Devadander 
          Woodgrain Atari
  370
  
          
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        Posted - 2015.07.18 15:33:00 -
          [2] - Quote 
          
           
          If it was me, my atmosphere buster would have some belly turrets to scatter the rabble.
  I have no choice but to like this idea.
 Gêå You want a toe? I can get you a toe dude. Gêå 
Joined - 06-28-12 ~Deal with it~ 
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          Cesar Geronimo 
          DUST University Ivy League
  30
  
          
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        Posted - 2015.07.31 19:24:00 -
          [3] - Quote 
          
           
          I'm surprised this isn't already a thing...Or maybe make those useless big turrets waayyyy in the back automatic... | 
      
      
      
          
          Terry Webber 
          Molon Labe. RUST415
  846
  
          
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        Posted - 2015.09.04 21:06:00 -
          [4] - 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.
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          el OPERATOR 
          Sinq Laison Gendarmes Gallente Federation
  1
  
          
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        Posted - 2015.09.05 00:08:00 -
          [5] - Quote 
          
           
          I've always thought the MCCs were protecting the redline, by spawning blueberries out of them. Its not the MCCs' fault if rhe blueberries are stupid/cowardly/useless.
 Open-Beta Vet. 
CAPCRO Nomad. 
 DUST514 is WARFARE, not WAR-FAIR 
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          deezy dabest 
          IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
  3
  
          
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        Posted - 2015.09.06 17:54:00 -
          [6] - Quote 
          
           
          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.
 ++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++ 
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          Terry Webber 
          Molon Labe. RUST415
  847
  
          
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        Posted - 2015.09.06 20:21:00 -
          [7] - 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.
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          deezy dabest 
          IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
  3
  
          
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        Posted - 2015.09.06 20:25:00 -
          [8] - Quote 
          
           
          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.
 ++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++ 
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          saxonmish 
          T.H.I.R.D R.O.C.K
  1
  
          
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        Posted - 2015.09.06 20:34:00 -
          [9] - Quote 
          
           
          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.
 SAXON ON A MISH - My Youtube Channel :) 
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          Megaman Trigger 
          OSG Planetary Operations
  697
  
          
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        Posted - 2015.09.06 20:38:00 -
          [10] - Quote 
          
           
          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.
 Purifier. First Class. 
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          Terry Webber 
          Molon Labe. RUST415
  847
  
          
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        Posted - 2015.09.06 20:39:00 -
          [11] - 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?
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          Terry Webber 
          Molon Labe. RUST415
  847
  
          
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        Posted - 2015.09.06 20:40:00 -
          [12] - 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.
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          Terry Webber 
          Molon Labe. RUST415
  847
  
          
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        Posted - 2015.09.06 20:50:00 -
          [13] - 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.
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          Sylwester Dziewiecki 
           493
  
          
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        Posted - 2015.09.07 16:53:00 -
          [14] - Quote 
          
           
          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 .
 G Speed Scout. MM Logi/Assault. 
EVE side of me: Nosum Hseebnrido 
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          Terry Webber 
          Molon Labe. RUST415
  847
  
          
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        Posted - 2015.09.07 17:13:00 -
          [15] - 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.
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          Carmine Lotte 
          Talon Havocs
  24
  
          
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        Posted - 2015.09.08 16:43:00 -
          [16] - Quote 
          
           
          What about Better placement of redline Turrets with with much high damage and HP than none Redline Turrets. | 
      
      
      
          
          Sylwester Dziewiecki 
           500
  
          
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        Posted - 2015.09.08 17:40:00 -
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          Carmine Lotte wrote:What about Better placement of redline Turrets with with much high damage and HP than none Redline Turrets.   They can not move them - do you renember entire problem with supply depot on elevation and vehicles that can not resupply ammo. All structures are part of map and can not be move.
 
 Terry Webber wrote:You may be right, but CCP might surprise us.  
  Mark my words .
 G Speed Scout. MM Logi/Assault. 
EVE side of me: Nosum Hseebnrido 
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          Terry Webber 
          Molon Labe. RUST415
  856
  
          
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        Posted - 2015.09.20 22:04:00 -
          [18] - Quote 
          
           
          Updated OP.
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          Terry Webber 
          Mannar Focused Warfare Gallente Federation
  895
  
          
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        Posted - 2015.11.13 04:24:00 -
          [19] - 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.
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          Kallas Hallytyr 
          Skullbreakers
  1
  
          
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        Posted - 2015.11.13 09:03:00 -
          [20] - Quote 
          
           
          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.
 Alt of Halla Murr. Sentinel. 
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          Garcon lyfe 
          G.R.A.V.E The Ditanian Alliance
  95
  
          
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        Posted - 2015.11.13 16:45:00 -
          [21] - 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.   
  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.
 GTC (Galactic Trade Center) The last trading site you will need!
http://www.dust514gtc.enjin.com 
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          Terry Webber 
          Mannar Focused Warfare Gallente Federation
  901
  
          
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        Posted - 2015.11.13 19:47:00 -
          [22] - 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?
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          Garcon lyfe 
          G.R.A.V.E The Ditanian Alliance
  96
  
          
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        Posted - 2015.11.13 19:50:00 -
          [23] - Quote 
          
           
          Then its a great idea win win right
  E
 GTC (Galactic Trade Center) The last trading site you will need!
http://www.dust514gtc.enjin.com 
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          Terry Webber 
          WarRavens Auxiliaries
  931
  
          
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        Posted - 2016.01.10 06:38:00 -
          [24] - Quote 
          
           
          Any other thoughts about the subject?
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          tritan abbattere 
          DBAG CORE
  86
  
          
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        Posted - 2016.01.11 09:23:00 -
          [25] - Quote 
          
           
          Instead of a gun why don't you add a force field that only your blue berries can go through and once you go through it you can not go through it again for 30 seconds. Also neither side can shoot through it. If they become coward like they will end up being board that way. Could be a giant drop down force field emitting from the MCC.
  Oh this was all ready posted. Well il add that the 30 second timer would be important so they can not just pop out and back in.
 I am the all mighty Tritan. Fear me for I am a MassHole 
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