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Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 09:15:00 -
[1] - Quote
Revision due to everyones ideas.
Ok so here we go.
Behind the red line after a 25 second timer your weapons are locked. There is an impassable shield, bullet proof and vehicle proof by he enemy team. Your weapon is locked until you leave the zone and does not reset when you re enter, instead it will lock your gun while in the red zone until you respawn and the timer will reset.
Now as for when you are forced back to your redline. The yellow zone someone suggested (cant remember) i think should reduce movement speed, damage output and range of enemy weaponry and vehicles alike. However this yellow zone should only exist in a state of enemy domination i.e all objectives in enemy hands. This way there is a chance for a push back. The weaponry timer would not be active during "push back mode"
Thats the revision, a subtle punishment for cowardice and a boost for breakout. Combination of the collective thoughts of the people. Hope you like the new plan. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.05 09:47:00 -
[2] - Quote
Simpler solution: No WPs earned, and no kills counted, while you're in the red zone.
You can still kill enemies, but you don't get credit for doing so. K/D doesn't go up, and no WP so no credit towards an Orbital Strike. |
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
|
Posted - 2012.12.05 09:52:00 -
[3] - Quote
Even simpler solution, weapons only become active once you are out of the redzone. Enemies cannot kill you while in the redzone because of a shield like in the hatch on the MCC. |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 09:53:00 -
[4] - Quote
Fuckin winner. Best idea ever. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.05 10:42:00 -
[5] - Quote
Garrett Blacknova wrote:Simpler solution: No WPs earned, and no kills counted, while you're in the red zone.
You can still kill enemies, but you don't get credit for doing so. K/D doesn't go up, and no WP so no credit towards an Orbital Strike.
best Idea i've read. this is brilliant. |
ATR Kuan Ti
Above The Rest
64
|
Posted - 2012.12.05 10:45:00 -
[6] - Quote
D'Finn Rhedlyne wrote:Even simpler solution, weapons only become active once you are out of the redzone. Enemies cannot kill you while in the redzone because of a shield like in the hatch on the MCC. lol was going to ssay make wepons inactive in redline but you relly cant do that becuse if you get redlined in a game you will be scewed thay should have a redline timer if you do not leave it you get kicked from game and keep the time untell you die then it starts over for the 1se that will step over and go back just to reset time |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.05 10:45:00 -
[7] - Quote
D'Finn Rhedlyne wrote:Even simpler solution, weapons only become active once you are out of the redzone. Enemies cannot kill you while in the redzone because of a shield like in the hatch on the MCC.
This will just feel gimmicky, and lead to the batttle happening right on the red line. it'd be more boring and one sided then now. hell look at how well fighting out from a camped mcc works out. it doesn't. nixing the rewards for killing from the red line is much better. it allows you to fight your way out but doesnt reward you for sitting still. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.12.05 11:04:00 -
[8] - Quote
even simpler solution..... Make spawn redlines way smaller so you dont get an actual view of the entire battlefield while sitting in it. Or get rid of them plain and simple. |
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
|
Posted - 2012.12.05 11:18:00 -
[9] - Quote
fred orpaul wrote:D'Finn Rhedlyne wrote:Even simpler solution, weapons only become active once you are out of the redzone. Enemies cannot kill you while in the redzone because of a shield like in the hatch on the MCC. This will just feel gimmicky, and lead to the batttle happening right on the red line. it'd be more boring and one sided then now. hell look at how well fighting out from a camped mcc works out. it doesn't. nixing the rewards for killing from the red line is much better. it allows you to fight your way out but doesnt reward you for sitting still. I see your point, it could lead to 'Braveheart style' kilt lifting!
Perhaps a smaller red zone (with the properties I previously outlined) surrounded by a 'Yellow zone' where enemy damage is reduced by say 50% but your teams damage is at normal levels thus giving you a greater chance of breaking free from being redlined?
I dunno, this debate will be eternal, imo. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.12.05 11:20:00 -
[10] - Quote
You can lock weapons in red zone. They need to fight back if enemies is standing next to it. If WP isn't earned and kills isn't counted for players standing in red zone, than WP shouldn't be earned and kill shouldn't be counted for players being killed in red zone as well.
The current red zone is a bit awkward in my opinion. It's really unnatural. I think some physical protection would be better. For instance, it might be force field (projected by MCC?) which can't be crossed by enemies and bullets (both friendly and enemy ones). |
|
ALM1GHTY STATIUS
Imperfects Negative-Feedback
261
|
Posted - 2012.12.05 11:23:00 -
[11] - Quote
I doubt in the final game there will be any red line |
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
|
Posted - 2012.12.05 11:27:00 -
[12] - Quote
ALM1GHTY STATIUS wrote:I doubt in the final game there will be any red line haha! you read my mind! I was just about to post that!
+1 for your telepathic abilities! |
Pent'noir
Algintal Core Gallente Federation
61
|
Posted - 2012.12.05 11:41:00 -
[13] - Quote
There are times when your team is basically stuck at home in the redzone. I usually notice this when one or two nice tanks end up on the field and your team doesnt have much of a counter. At these times, I am very happy that the redlines are as they are and they have a decent amount of cover. I can fight back and get points or have a better chance to get out with a droplink. If we didnt get points while in the red or it punished us in someway, then many ppl would just leave the match or the winning side would end up with a turkey shoot like they used too a couple builds ago because they are being forced to leave the redzone.
I don't care for redzone camping too much, but I don't think punishing them is a good answer. I think a better idea is to just find a counter to redzone snipers. Maybe your own sniper or a lav with some missiles. I'm sure there are better counters but i'd prefer the redzones be left as they are. |
charlesnette dalari
Creative Killers
159
|
Posted - 2012.12.05 12:18:00 -
[14] - Quote
Pent'noir wrote:There are times when your team is basically stuck at home in the redzone. I usually notice this when one or two nice tanks end up on the field and your team doesnt have much of a counter. At these times, I am very happy that the redlines are as they are and they have a decent amount of cover. I can fight back and get points or have a better chance to get out with a droplink. If we didnt get points while in the red or it punished us in someway, then many ppl would just leave the match or the winning side would end up with a turkey shoot like they used too a couple builds ago because they are being forced to leave the redzone.
I don't care for redzone camping too much, but I don't think punishing them is a good answer. I think a better idea is to just find a counter to redzone snipers. Maybe your own sniper or a lav with some missiles. I'm sure there are better counters but i'd prefer the redzones be left as they are.
exactly.
a well thought reply you get a like since well thought replies sometimes are hard to come by in these forums. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.12.05 12:20:00 -
[15] - Quote
This is my solution to redline camping: - flat map's. |
Skag Barron
Tronhadar Free Guard Minmatar Republic
52
|
Posted - 2012.12.05 12:24:00 -
[16] - Quote
On launch I could only see redline camping being a problem in matches full on randomers.
I can see a part of the problem for snipers who redline apart from cowardace is that on the battlefield proper there is very little cover add to that the inabilitly to strafe, and I don't mean like before but some ability to dodge like in one of the videos where you see your man slide into cover.
At the moment to go sniping on the battlefield proper your still only going to get one or two kills but you are going to die a lot more the any other class.
Maybe I'm wrong, the only other game I like sniping in is battlefield as it has at least some level of realism, i.e. bullet-drop and travel time. If you've ever play battlefield as a proper recon class you could see whats really wrong with it in Dust.
it's far too easy to sit on a hill and point and click to get a few risk free kills, but you take you rifle to the battlefield and anytime you want to take a shot you stop, crouch steady and fire to have any real chance of causing damage on an effective level.
I feel that sniping in this game really needs an overhaul. make long range sniping more about recon and squad support, the rifles as they are only server to promote red line camping. My idea would be for sniping from a hill or at extreme ranges you would have to use the the charge rifle but lower the ammo count, or reload time or increase the length of time you have scope sway for while crouching, or better yet only reduce sway slightly while crouching
long range sniping in this game is way way too easy, so you can't blame lazy slobs for just sitting on a hill and popping melons.
In battlefield I can move around the battlefield running from cover to cover, lighting up targets as I go and taking out targets of opportunity while using a semi-auto. My point is Dust really needs to change the sniping mechanics. There is nothing worse then wanting to build a proper recon class, be able to ghost your way around the battlefield but in actuality your really just have to sit on a hill.
oh and sorry if this stopped making sense at any point only outta bed and my coffee has yet to take effect. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.05 13:01:00 -
[17] - Quote
Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. .
And what is that?
Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs
You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs
Deal with it |
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
|
Posted - 2012.12.05 13:15:00 -
[18] - Quote
EnglishSnake wrote:Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. . And what is that? Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs Deal with it Until there is some sort of mobile artillery for pounding capture points, your argument is a moot point. Tanks are NOT artillery. They are suppose to assist in the capture and holding of captured points. Not hide in or very near the red zone getting cheap kills for thrills.
If players can't afford to turn a tank out every match (which, Mr Snake i'm sure you can!) without having the safety net of the redzone to run and hide in until repped then perhaps they should not bother at all.
Jus' Sayin'. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.05 13:42:00 -
[19] - Quote
D'Finn Rhedlyne wrote:EnglishSnake wrote:Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. . And what is that? Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs Deal with it Until there is some sort of mobile artillery for pounding capture points, your argument is a moot point. Tanks are NOT artillery. They are suppose to assist in the capture and holding of captured points. Not hide in or very near the red zone getting cheap kills for thrills. If players can't afford to turn a tank out every match (which, Mr Snake i'm sure you can!) without having the safety net of the redzone to run and hide in until repped then perhaps they should not bother at all. Jus' Sayin'.
They cant assist
Not when swarms bend around everything you use as cover, not when 1 forge gun alone can destroy you or deal so much damage that the only way you can go is back and this is basic low level AV which can deal so much damage and destroy top tier tanks in a few hits if that
I can surround my tank with infantry but it would have to be mostly snipers since the majoirty of AV ppl hide in the mountains and the only way i can hit them with a tank is with a railgun because the community cried over missiles and got them nerfed, yet the railgun isnt a good CQC weapon against infantry so it makes no sense for me to support at the letter since i would need a blaster but i wouldnt be able to hit the AV guys and i cant rely on the randoms either
Catch 22
You have nerfed tanks with your constant crying that we have to pick and choose our fits, we cant change our tanks at a supply depot for a diff turret so whatever turret we pick we have to look after the tank either way since its weak, i go railgun so i can hit camping AV guys and other tanks if they turn up and the reason im up on that hill is because you put me ther
|
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.05 13:54:00 -
[20] - Quote
This topic has already been addressed many times. Here is one of the more thorough discussions:
https://forums.dust514.com/default.aspx?g=posts&t=45009&find=unread |
|
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
|
Posted - 2012.12.05 14:12:00 -
[21] - Quote
Thanks for the link, I didn't see this topic before.
Happy to see that i'm not the only one to think of the yellow zone.
|
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.05 14:14:00 -
[22] - Quote
EnglishSnake wrote: They cant assist
Not when swarms bend around everything you use as cover, not when 1 forge gun alone can destroy you or deal so much damage that the only way you can go is back and this is basic low level AV which can deal so much damage and destroy top tier tanks in a few hits if that
I can surround my tank with infantry but it would have to be mostly snipers since the majoirty of AV ppl hide in the mountains and the only way i can hit them with a tank is with a railgun because the community cried over missiles and got them nerfed, yet the railgun isnt a good CQC weapon against infantry so it makes no sense for me to support at the letter since i would need a blaster but i wouldnt be able to hit the AV guys and i cant rely on the randoms either
Catch 22
You have nerfed tanks with your constant crying that we have to pick and choose our fits, we cant change our tanks at a supply depot for a diff turret so whatever turret we pick we have to look after the tank either way since its weak, i go railgun so i can hit camping AV guys and other tanks if they turn up and the reason im up on that hill is because you put me ther
As I asked you when you were crying about this in another thread, who are these people with these magic wrap around swarms you speak of? I want one! From what I hear this glitch happens rarely at best (I have used swarms a LONG time, and it's never done it for me), so using it as a part of your main argument invalidates the majority of your entire statement.
Good tank pilots know how to avoid forge gunners. I've seen them do it. I've seen you do it. If someone has the skill to take you out with a low level forge gun, kudos to them. Your argument is basically that a low level weapon shouldn't take out a high level fit. Then how is it that I can take out a Vk.1 with a starter fit? By your logic, the militia AR is too powerful because it can drop a VK.1 in less than 2 clips. I've fired at your tanks before Snake, and with a basic forge gun it takes either really good luck, aim, and around 8 shots, or a nanohive and a lot of luck to not get shot down. You have to remember that while a forge gunner is able to shoot you from across a large portion of the map, you can do the same to him. He also has to dodge infantry, lav's, dropships and snipers, while all you have to concern yourself with is him.
As for not being able to be anti infantry when using a railgun, that's nothing but bull. If you are going to spec into tanks, then you should be smart enough to know that you need to squad with competent gunners. Use blasters for your 2 small turrets, and you have no issue with supporting the letter from an anti infantry standpoint as well as a ranged support and an AV support.
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.05 14:28:00 -
[23] - Quote
Overlord Ulath wrote:EnglishSnake wrote: They cant assist
Not when swarms bend around everything you use as cover, not when 1 forge gun alone can destroy you or deal so much damage that the only way you can go is back and this is basic low level AV which can deal so much damage and destroy top tier tanks in a few hits if that
I can surround my tank with infantry but it would have to be mostly snipers since the majoirty of AV ppl hide in the mountains and the only way i can hit them with a tank is with a railgun because the community cried over missiles and got them nerfed, yet the railgun isnt a good CQC weapon against infantry so it makes no sense for me to support at the letter since i would need a blaster but i wouldnt be able to hit the AV guys and i cant rely on the randoms either
Catch 22
You have nerfed tanks with your constant crying that we have to pick and choose our fits, we cant change our tanks at a supply depot for a diff turret so whatever turret we pick we have to look after the tank either way since its weak, i go railgun so i can hit camping AV guys and other tanks if they turn up and the reason im up on that hill is because you put me ther
As I asked you when you were crying about this in another thread, who are these people with these magic wrap around swarms you speak of? I want one! From what I hear this glitch happens rarely at best (I have used swarms a LONG time, and it's never done it for me), so using it as a part of your main argument invalidates the majority of your entire statement. Good tank pilots know how to avoid forge gunners. I've seen them do it. I've seen you do it. If someone has the skill to take you out with a low level forge gun, kudos to them. Your argument is basically that a low level weapon shouldn't take out a high level fit. Then how is it that I can take out a Vk.1 with a starter fit? By your logic, the militia AR is too powerful because it can drop a VK.1 in less than 2 clips. I've fired at your tanks before Snake, and with a basic forge gun it takes either really good luck, aim, and around 8 shots, or a nanohive and a lot of luck to not get shot down. You have to remember that while a forge gunner is able to shoot you from across a large portion of the map, you can do the same to him. He also has to dodge infantry, lav's, dropships and snipers, while all you have to concern yourself with is him. As for not being able to be anti infantry when using a railgun, that's nothing but bull. If you are going to spec into tanks, then you should be smart enough to know that you need to squad with competent gunners. Use blasters for your 2 small turrets, and you have no issue with supporting the letter from an anti infantry standpoint as well as a ranged support and an AV support.
I see these swarms going around my cover every game every day and ive also used swarms and see it happen when i aim at tanks
Basic forge guns can wipe out a top tier tank in seconds tbh, ive seen it happen and its happened to me in the early days, now i drive a 2.3mil tank and am i **** going to let that get destroyed by anything let alone 1 guy and his forge but it can be easily done
Small turrets lol they are useless
|
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.05 14:29:00 -
[24] - Quote
Redline Thread #754839856756452028545656474652340586867546256435245345693467560252645145343275645406762546267565624653 |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 14:44:00 -
[25] - Quote
How about not, you are supressing people behind that redline , and you want them to not be able to see so you can not only supress them but kill them without them seeing you? If they are pushed back , and can not break the lines to capture objectives, what other option do they have to win? By eliminating your clone reserves.. if you worried about the snipers.. don't put your head out in the open.. it's the option you left them with, deal with it. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.12.05 14:52:00 -
[26] - Quote
ive still got a easy way to get rid off this. No payout at all when you loose the match. Its basically the same like on corp matches. When you win you get double the money back that youve put on the table but if you loose you are broke. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 15:03:00 -
[27] - Quote
The dark cloud wrote:ive still got a easy way to get rid off this. No payout at all when you loose the match. Its basically the same like on corp matches. When you win you get double the money back that youve put on the table but if you loose you are broke.
I agree somewhat. There should still be base pay for both sides.. but no extra isk gained for the loser because he didn't get to live and salvage the field. Will give a little more incentive to keep playing and push out. Otherwise alot of people, myself included will just exit match once redlined or see there is no hope. Only reason I do still stick around in a match when losing so bad we don't stand a snowballs chance in hell, is for the isk. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2012.12.05 15:06:00 -
[28] - Quote
EnglishSnake wrote:Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. . And what is that? Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs Deal with it
Tanks were hiding in the redline before the nerf, even. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2012.12.05 15:10:00 -
[29] - Quote
EnglishSnake wrote:Overlord Ulath wrote:EnglishSnake wrote: They cant assist
Not when swarms bend around everything you use as cover, not when 1 forge gun alone can destroy you or deal so much damage that the only way you can go is back and this is basic low level AV which can deal so much damage and destroy top tier tanks in a few hits if that
I can surround my tank with infantry but it would have to be mostly snipers since the majoirty of AV ppl hide in the mountains and the only way i can hit them with a tank is with a railgun because the community cried over missiles and got them nerfed, yet the railgun isnt a good CQC weapon against infantry so it makes no sense for me to support at the letter since i would need a blaster but i wouldnt be able to hit the AV guys and i cant rely on the randoms either
Catch 22
You have nerfed tanks with your constant crying that we have to pick and choose our fits, we cant change our tanks at a supply depot for a diff turret so whatever turret we pick we have to look after the tank either way since its weak, i go railgun so i can hit camping AV guys and other tanks if they turn up and the reason im up on that hill is because you put me ther
As I asked you when you were crying about this in another thread, who are these people with these magic wrap around swarms you speak of? I want one! From what I hear this glitch happens rarely at best (I have used swarms a LONG time, and it's never done it for me), so using it as a part of your main argument invalidates the majority of your entire statement. Good tank pilots know how to avoid forge gunners. I've seen them do it. I've seen you do it. If someone has the skill to take you out with a low level forge gun, kudos to them. Your argument is basically that a low level weapon shouldn't take out a high level fit. Then how is it that I can take out a Vk.1 with a starter fit? By your logic, the militia AR is too powerful because it can drop a VK.1 in less than 2 clips. I've fired at your tanks before Snake, and with a basic forge gun it takes either really good luck, aim, and around 8 shots, or a nanohive and a lot of luck to not get shot down. You have to remember that while a forge gunner is able to shoot you from across a large portion of the map, you can do the same to him. He also has to dodge infantry, lav's, dropships and snipers, while all you have to concern yourself with is him. As for not being able to be anti infantry when using a railgun, that's nothing but bull. If you are going to spec into tanks, then you should be smart enough to know that you need to squad with competent gunners. Use blasters for your 2 small turrets, and you have no issue with supporting the letter from an anti infantry standpoint as well as a ranged support and an AV support. I see these swarms going around my cover every game every day and ive also used swarms and see it happen when i aim at tanks Basic forge guns can wipe out a top tier tank in seconds tbh, ive seen it happen and its happened to me in the early days, now i drive a 2.3mil tank and am i **** going to let that get destroyed by anything let alone 1 guy and his forge but it can be easily done Small turrets lol they are useless
Stop being mad because your godmode was taken away. You're embelishing a little bit too much. I hit good tanks with my "basic forge gun" as you suggest... The good ones I barely scratch their surface still. When you get multiple AV people hitting the tank simutaneously, then I see them go down quicker... But that's the point right? A team works together to take out a tank.
We had a clan battle against SI recently, and it took 6 people with AV all hitting sir Meode's tank at the same time (and waiting for him to get in a precarious position that he couldn't run easily) to take it out. He knows what he is doing as a tanker.
Tanks are not completely broken. God mode was broken. Could they use some tweaking? Of course, but that's a completely different outlook than you're protraying. |
Galthur
CrimeWave Syndicate
22
|
Posted - 2012.12.05 15:12:00 -
[30] - Quote
D'Finn Rhedlyne wrote:EnglishSnake wrote:Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. . And what is that? Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs Deal with it Until there is some sort of mobile artillery for pounding capture points, your argument is a moot point. Tanks are NOT artillery. They are suppose to assist in the capture and holding of captured points. Not hide in or very near the red zone getting cheap kills for thrills. If players can't afford to turn a tank out every match (which, Mr Snake i'm sure you can!) without having the safety net of the redzone to run and hide in until repped then perhaps they should not bother at all. Jus' Sayin'. Have you ever known of Soon, A tank turret listed as soon is called "artillary" |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.05 15:25:00 -
[31] - Quote
fahrenheitM wrote:EnglishSnake wrote:Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. . And what is that? Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs Deal with it Tanks were hiding in the redline before the nerf, even.
And why was that?
Yes because all passive mods such as shield/armor resists/DCU/PG/PDU/CPU all got nerfed so it was easier to pop a tank because it had less resistances
Also swarms still played a part because tracking was broken and in general AV got a mighty buff against tanks
Missiles were also then used more because railgun got nerfed and blaster required to be up close but without the resistances or the tank to be able to absorb a few shots you rarely saw them so missiles and shield tanks became the popular choice because of circumstance and nerfs
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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.12.05 15:40:00 -
[32] - Quote
AV didnt got super strong forgeguns are the same since the E3 build. They had beeing nerfed only temporary to test tank vs tank fights and then went back to normal. Well except swarms they have reduced damage cause i still remember that they did 350 HP damage compared to 300 HP per missile that we have now. The balance was perfect on the E3 where you had good AV weapon damage and strong tanks. The main problem that we have now is that resistance modules have beeing toned down while AV weapons allmost remained the exact same which in my eyes is very problematic. Give tanks their resistance modules back and you will see more tanks going out to actually attack. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.12.05 15:51:00 -
[33] - Quote
The dark cloud wrote:AV didnt got super strong forgeguns are the same since the E3 build. They had beeing nerfed only temporary to test tank vs tank fights and then went back to normal. Well except swarms they have reduced damage cause i still remember that they did 350 HP damage compared to 300 HP per missile that we have now. The balance was perfect on the E3 where you had good AV weapon damage and strong tanks. The main problem that we have now is that resistance modules have beeing toned down while AV weapons allmost remained the exact same which in my eyes is very problematic. Give tanks their resistance modules back and you will see more tanks going out to actually attack.
Why exactly did they lower the passive resist? Was it because the stacking penalty was not taking effect? If so that's a poor choice for a fix. If I remember right, the highest resist was 25%, now 15%? 25% is to much considering the active hardeners are only a few% more, however 20% sounds doable. I would'nt mind if tanks had a little more resist.. but I don't want to see all shield resist mods on a sagaris with base 5k shield that we can't even scratch because it has 90% resist constantly and it mowing down everything in sight with rails and blasters |
J0hlss0n
Doomheim
30
|
Posted - 2012.12.05 17:21:00 -
[34] - Quote
Garrett Blacknova wrote:Simpler solution: No WPs earned, and no kills counted, while you're in the red zone.
You can still kill enemies, but you don't get credit for doing so. K/D doesn't go up, and no WP so no credit towards an Orbital Strike.
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Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 18:05:00 -
[35] - Quote
You do not deserve points for sitting in a spot where you cannot be touched but you are able to touch others. It is one thing to be safe because youre out of range of the enemy, or because you have high armor/shields. Its another thing entirely to be in a zone where you cant be touched because the game stops you. You deserve to be punished if you cannot support your team mates.
Your precious investment should be used for the good of the overall team. If you pull it out use it, if youre going to be a coward dont bother.
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Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 18:20:00 -
[36] - Quote
Tzaar Bomba wrote:You do not deserve points for sitting in a spot where you cannot be touched but you are able to touch others. It is one thing to be safe because youre out of range of the enemy, or because you have high armor/shields. Its another thing entirely to be in a zone where you cant be touched because the game stops you. You deserve to be punished if you cannot support your team mates.
Your precious investment should be used for the good of the overall team. If you pull it out use it, if youre going to be a coward dont bother.
wtf you talking about dude, can't touch them? When I am in a team that has redlined people.. we are usually ripping them to shreds as they hit the ground o.0. and how are they able to spot you but you can't spot them? If thats the case, shall we remove high ground and ledges from the game too? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.05 18:25:00 -
[37] - Quote
Knightshade Belladonna wrote:shall we remove high ground and ledges from the game too? Yes.
All battles in the future must be fought on perfectly flat, featureless plains, with no terrain or buildings to get in the way.
This is a good plan.
+1 |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 18:28:00 -
[38] - Quote
Why do people in forumland suffer from reading comprehension issues? It's difficult to hear anything over your own ego huh? Read, then post, thems the rules. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
261
|
Posted - 2012.12.05 18:31:00 -
[39] - Quote
Tzaar Bomba wrote:Revision due to everyones ideas.
Ok so here we go.
Behind the red line after a 25 second timer your weapons are locked. There is an impassable shield, bullet proof and vehicle proof by he enemy team. Your weapon is locked until you leave the zone and does not reset when you re enter, instead it will lock your gun while in the red zone until you respawn and the timer will reset.
Now as for when you are forced back to your redline. The yellow zone someone suggested (cant remember) i think should reduce movement speed, damage output and range of enemy weaponry and vehicles alike. However this yellow zone should only exist in a state of enemy domination i.e all objectives in enemy hands. This way there is a chance for a push back. The weaponry timer would not be active during "push back mode"
Thats the revision, a subtle punishment for cowardice and a boost for breakout. Combination of the collective thoughts of the people. Hope you like the new plan.
Iamokwiththis |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.05 18:42:00 -
[40] - Quote
I'm very much against the idea of adding in impenetrable shields anywhere in the game.
The original idea was interesting because it was a relatively original suggestion for dealing with the problem, and would encourage sensible play, rather than enforcing it with arbitrary game mechanics that feel out of place for the game universe. |
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Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.05 18:46:00 -
[41] - Quote
I was too lazy to read the entire thread, so let me know when I'm just restating something.
What about a receding red zone that begins to fall back slowly over time and can only be reversed when capturing and holding at least more than half of the objectives available in the map? If the minimum number of objectives are not restored in time, the redline will recede to the point where your default spawn area is no longer safe.
This way, the players will be more than motivated to push forward rather than camp so that their default spawn areas can remain safe as we all know that no one likes to be redlined let alone spawn camped by the enemy.
As for the receding rate or rate of deterioration of the safe redline, I would start out with about 50 meters every minute but only start to deteriorate after the first 3 minutes of the match. Rate of restoration to original state would be 100 meters for every minute the team has more than half of the objectives captured. |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 18:47:00 -
[42] - Quote
CCP can choose their approach and im sure if this is brought up seriously somewhere there would be suggestions, ideas and votes takin. This was merely me dream scaping. I doubt this idea would come to fruition, merely a suggestion to see if people thought it was a good idea is all. |
Pent'noir
Algintal Core Gallente Federation
61
|
Posted - 2012.12.05 18:55:00 -
[43] - Quote
The revision with the yellow zone would promote yellow zone camping. They do half dmg and i do full... id just sit up there for the rest of the game. And if the dmg was equal, then there is no point in a yellow zone.
The current system is working fine and there are counters to all redzone camping. If a tank is doing it, then great! They aren't in the battle pushing objectives and the av ppl know exactly where to find them. Just one av guy is enough of an annoyance to them that they will try to focus their fire on him instead of the objectives. |
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