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Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.08.12 19:32:00 -
[1] - Quote
The defenders have been pushed back to the northern field. All the CRUs have been decimated. A,B, and C are all under attacker control. There are Sagaris's firing blindly into the spawn zone. How will you escape?
This thread is for the express purpose of finding ideas to break the all too often final camp. Ideas can be what can currently be done, features you'd like to implement, pretty much anything except 'open Neocom and hit Leave Battle.'
Current ideas have been: 1. Starhawk-like spawning system 2. Preemptive drop uplink. 3. Die until you set a drop uplink.
We have had plenty of drop uplink ideas below, so please add other thoughts. And avoid 'you got camped because you suck', that just isn't productive. |
Yosef Autaal
SONS of LEGION RISE of LEGION
19
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Posted - 2012.08.12 19:42:00 -
[2] - Quote
run like mad people to the sides hope you get lucky enough to get spotted by the tanks then when you round back of the campers, hack location B or A and in most cases this moves a few people off the camp which gives other people on your side chance to break out and fight back and if the case not enough moves off the camp and you are able to capture the location you now have a new spawn and can branch out again.
Ive only seen this work once or twice and usually it is to late at that point for it to matter anymore due to at the moment the attackers can capture all the locations just before they loose and i they hold em without loosing one they are able to make a comeback but the defenders cant make a last second comeback if the mcc still has quite a bit of health left.
sometimes the best strategy if your defenders hopelessly loosing and even if you get all the locations back instantly you still don't have time to destroy the mcc, cut your losses move to militia heavy and swarm launch spam the camping tanks and hope you get some kills so not total loss
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Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.08.13 02:38:00 -
[3] - Quote
Best way that I have found is to place a droplink marker on top of one of the towers with a nanohive as resupply point - depending on the type used you can get 10-20 redeployments out of a link. then fly to a different tower and try to blast the attackers to little bits before they can destroy me. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
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Posted - 2012.08.13 05:34:00 -
[4] - Quote
L3 makes you sprint I hope this helps |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.08.13 09:45:00 -
[5] - Quote
scout suit with drop uplink and run like crazy.
but if your team is so bad it let itself get to this situation, it's deserves to die.
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The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.08.13 12:01:00 -
[6] - Quote
if they got a tank with a large missile launcher on top of a building its over. No cover, no spot to hide just instant deaths as soon you spawn. You must deploy drop uplinks before something like that happends. Same goes for AV weapons. The best defend against tanks is at the beginning where like 4 forgeguns are aiming on the main road and shoting everything that dares to move. combined with AR guys and a logistic player who resupplys ammo of the team. |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.13 12:45:00 -
[7] - Quote
If you've been pushed back to the default spawn then it's probably too late. But, if you want to make a nuisance of yourself, find a semi-secure place (preferably behind enemy lines, but any port in a storm) to set up a drop uplink and a nanohive. Then spawn in a few AV set-ups to hassle them with. Just keep yourself concealed until you're ready to shoot. If you can't punch a hole through their line, then you may at least keep them busy long enough for someone else to sneak by and set up a drop uplink or capture an objective. I did this before with a swarm laucher. Unfortunately, only one teammate figured out what I was doing (com trouble). But he was a heavy with a forge gun, so we managed to rattled their cages until the end of the match. |
Forlorn Destrier
ZionTCD Legacy Rising
915
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Posted - 2012.08.13 12:54:00 -
[8] - Quote
Zero Harpuia wrote:The defenders have been pushed back to the northern field. All the CRUs have been decimated. A,B, and C are all under attacker control. There are Sagaris's firing blindly into the spawn zone. How will you escape?
This thread is for the express purpose of finding ideas to break the all too often final camp. Ideas can be what can currently be done, features you'd like to implement, pretty much anything except 'open Neocom and hit Leave Battle.'
Drop uplink at the beginning of the match, and put another out if it gets found and killed. This avoids the situation altogether. |
Rusticuls
NECROMONGER'S
6
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Posted - 2012.08.13 12:58:00 -
[9] - Quote
How bout a new skill to air drop in from MCC. Kinda like Starhawk, make the radius fairly big at the end of the map and get rid of the spawn timer (or tweak it) cuz flight travel down will lapse just as long as the wait. Hell why not make all spawning come from above and drop uplinks just power the available radius of where possible to start flight down. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.08.13 14:14:00 -
[10] - Quote
Its hard to do anything to break a spasn camp when you are insta dead the moment you spawn. The whole thing with dropping an uplink is that you need to br able to survive more thann 5 seconds, which, is often impossible when a missile Sagaris is on top of a building wih a perfect view of the open spawn. |
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Rusticuls
NECROMONGER'S
6
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Posted - 2012.08.13 14:25:00 -
[11] - Quote
J'Jor Da'Wg wrote:Its hard to do anything to break a spasn camp when you are insta dead the moment you spawn. The whole thing with dropping an uplink is that you need to br able to survive more thann 5 seconds, which, is often impossible when a missile Sagaris is on top of a building wih a perfect view of the open spawn. If people can airdrop and control the drop (like Starhawk) then tanks firing at the same spot won't be able to just spam missiles. Maybe there should be a limited capacity for missile turrets, or at least a heat capacity like the gun turrets (if there already is then it should be increased). That way at the very least vehicles can't spam missiles like they have been. This might also solve the tanks on roofs/drop ships on towers problem. And the adv/proto turrets could get quicker cooldown. |
max514
Crux Special Tasks Group Gallente Federation
3
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Posted - 2012.08.14 05:57:00 -
[12] - Quote
Zero Harpuia wrote:The defenders have been pushed back to the northern field. All the CRUs have been decimated. A,B, and C are all under attacker control. There are Sagaris's firing blindly into the spawn zone. How will you escape?
This thread is for the express purpose of finding ideas to break the all too often final camp. Ideas can be what can currently be done, features you'd like to implement, pretty much anything except 'open Neocom and hit Leave Battle.'
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Cleetus Merovee
Villore Sec Ops Gallente Federation
27
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Posted - 2012.08.14 05:58:00 -
[13] - Quote
Rhadiem wrote:scout suit with drop uplink and run like crazy.
but if your team is so bad it let itself get to this situation, it's deserves to die.
Sometimes your team is good ... the other team is better. |
Cleetus Merovee
Villore Sec Ops Gallente Federation
27
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Posted - 2012.08.14 06:01:00 -
[14] - Quote
Zero Harpuia wrote:The defenders have been pushed back to the northern field. All the CRUs have been decimated. A,B, and C are all under attacker control. There are Sagaris's firing blindly into the spawn zone. How will you escape?
This thread is for the express purpose of finding ideas to break the all too often final camp. Ideas can be what can currently be done, features you'd like to implement, pretty much anything except 'open Neocom and hit Leave Battle.'
Scout suit with uplinks - several of them by the entire team. Scatter across the map like cockroaches, dropping uplinks everywhere you can.
Enough of the scouts could get out to facilitate others spawning behind the camp-line.
If you're lucky, the campers have left CRUs up in their rear that can be hacked out from behind them, allowing your team to spawn in quickly... |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.14 06:04:00 -
[15] - Quote
Get out of the open, and get a couple of drop uplinks in behind the terrain, where they are out of a direct line of sight. Take down snipers on the nearby buildings, while you call in drop ships. When you get a drop ship down, take off and run like a bat out of hell. Go high, and DON'T land, but keep moving. Everybody re spawning should then use its build in CRU, spawning WITH drop uplinks in their inventory, and spam them across the map. |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.08.14 06:26:00 -
[16] - Quote
Cleetus Merovee wrote:Scout suit with uplinks - several of them by the entire team. Scatter across the map like cockroaches, dropping uplinks everywhere you can. Hey, the Cockroach was my idea! https://forums.dust514.com/default.aspx?g=posts&m=242560#post242560 CockroachGäó |
Cleetus Merovee
Villore Sec Ops Gallente Federation
27
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Posted - 2012.08.14 17:39:00 -
[17] - Quote
Diseased minds think alike! Scurries under an HAV |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.14 21:01:00 -
[18] - Quote
Ok, some good ideas so far. From now on, no more droplink ideas though, I think they've been covered enough. |
Zan'aar Nexhawk
Royal Uhlans Amarr Empire
6
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Posted - 2012.08.14 21:40:00 -
[19] - Quote
Ahh, I remember that battle... That Sagaris on the roof was taking out everything and everyone that moved, and although people, who did not die upon spawning, were using swarm launchers against it, no one could get that tank. I'm thinking that if the initial spawn point is protected by some sort of an indestructible building or a cube with several exits, then this problem becomes immaterial. And the MCC drop-off spawning is also a good idea, imho. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.14 22:18:00 -
[20] - Quote
Zan'aar Nexhawk wrote:Ahh, I remember that battle... That Sagaris on the roof was taking out everything and everyone that moved, and although people, who did not die upon spawning, were using swarm launchers against it, no one could get that tank. I'm thinking that if the initial spawn point is protected by some sort of an indestructible building or a cube with several exits, then this problem becomes immaterial. And the MCC drop-off spawning is also a good idea, imho.
Yes, I'm sure at least half of us have seen how xprotoman23 keeps his KDR so high Also, I'm surprised it took 20 posts to get to the idea of a protected spawning chamber... a good idea, nonetheless. |
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Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.15 04:43:00 -
[21] - Quote
Zero Harpuia wrote:Yes, I'm sure at least half of us have seen how xprotoman23 keeps his KDR so high Also, I'm surprised it took 20 posts to get to the idea of a protected spawning chamber... a good idea, nonetheless. I thought this thread was for working with what's already available. There are plenty of existing threads for redesigning the map. https://forums.dust514.com/default.aspx?g=posts&t=29033&find=unread |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.15 12:49:00 -
[22] - Quote
Zero Harpuia wrote:The defenders have been pushed back to the northern field. All the CRUs have been decimated. A,B, and C are all under attacker control. There are Sagaris's firing blindly into the spawn zone. How will you escape?
This thread is for the express purpose of finding ideas to break the all too often final camp. Ideas can be what can currently be done, features you'd like to implement, pretty much anything except 'open Neocom and hit Leave Battle.'
Current ideas have been: 1. Starhawk-like spawning system 2. Preemptive drop uplink. 3. Die until you set a drop uplink.
We have had plenty of drop uplink ideas below, so please add other thoughts. And avoid 'you got camped because you suck', that just isn't productive.
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