Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
hershman001
Creepers Corp. Creepers Alliance
25
|
Posted - 2013.01.12 14:48:00 -
[1] - Quote
Yeah I havent followed the whole DUST progression very closely. Been doin the closed beta, mostly in the beginning. And after they reset the skills it was more like "meh, whatever." On again off again until Chromosome.
But I noticed at some point along the way the maps changed. And looking back on it now DUST had something really good. It was great in that one map where the mothership was traversing a long battlefield to overtake a large military base. These were real objectives. With mobility. The allied forces stormed the battlefield alongside the huge airship with fights erupting across the entire stretch of the way.
A few would go straight, head on into the fray destroying any threat to the payload. Some forward thinking fighters slipped through the cracks to show up and harass future, but inevitable targets down the road. Those kind of dynamics hold a lot if you ask me. Not just strategy and tactics, but theres a kind of 'culture' i feel is brought on by these variables.
So I just wondered why take that work out now? (or recently as it was a few months ago if im not mistaken). I'm truly sad to see it gone. And to be replaced with two starting ships doing rock em sock em robots for 20 minutes? It just isnt progressive in my opinion.
If anyone knows the inner details of the matter... I hope CCP is only now submerging pieces of the game that passed testing, and will add them back in to flesh out the full release of the game. If thats the case kudos on this great game CCP. I for one look forward to this year on the battlefields of DUST514 :) |
4447
ZionTCD Legacy Rising
649
|
Posted - 2013.01.12 14:54:00 -
[2] - Quote
Is because I'm 4447? |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2013.01.12 15:11:00 -
[3] - Quote
It was like the original skirmish map, and it was taken out due to the imbalance of it all, I mean if the attacking side managed to claim all points and box the defending team in (which happened alot when the tanks rolled in) you'd have to just sit and wait for the slow ass MCC to crawl over to the base and dock (I mean really these things are space worthy and can travel with the fleet but it takes them half an hour to cover like 3kms whats with that?). Only way the game ends quickly is if the defending team holds all the points all game long and even then it'd take a good 20 mins or so. Still it was fun and now that they've revamped the maps spawn camping isn't as bad but the point still stands that it's a tad imbalanced. |
hershman001
Creepers Corp. Creepers Alliance
25
|
Posted - 2013.01.12 15:24:00 -
[4] - Quote
I dunno, if it was a balance issue then why not re-balance it? It is a beta after all
Like add more defensive turrets and outposts, that kind of thing. Hey, maybe if the defending team sucks the MCC can sprout wings and fly faster!
I mean its hard to believe they would just throw it out for being somewhat outmatched at times... the same things happens with the tiny skirmishes that are in now. Its the nature of competition. |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.01.12 15:27:00 -
[5] - Quote
The whole community has been crying out for it to come back :-) |
Reav Hannari
Red Rock Outriders Red Rock Consortium
295
|
Posted - 2013.01.12 15:37:00 -
[6] - Quote
If you look at the maps in the current rotation you'll see they all connect together. It's conceivable that we're testing parts of a big multiple stage map. Conquer one section and move to the next installation or halt the invasion. In a map that big then dropships and LAVs make a lot of sense in moving teams around. |
Iron Wolf Saber
BetaMax.
2866
|
Posted - 2013.01.12 15:40:00 -
[7] - Quote
Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
295
|
Posted - 2013.01.12 15:46:00 -
[8] - Quote
Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are.
It was far from balanced and everyone knew it. But, I think it was a preview of where we are going. It would make sense that the defending force was deployed from an MCC as well. |
Gaff Origami
ZionTCD Legacy Rising
49
|
Posted - 2013.01.12 15:59:00 -
[9] - Quote
Maybe defenders have a crippled MCC that they need to defend until it can be repaired? I'd like to see more scenario type games where special roles (sniper, logi, mass driver, etc) have a clear purpoose. Right now we either have FFA ambush/kill everything that moves or whack-a-mole skirmish and pray you dont get redlined.
|
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.12 16:00:00 -
[10] - Quote
yeah the original map is still the best map they made :/ |
|
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.12 16:01:00 -
[11] - Quote
Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are.
huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC? |
hershman001
Creepers Corp. Creepers Alliance
25
|
Posted - 2013.01.12 16:04:00 -
[12] - Quote
Reav Hannari wrote:If you look at the maps in the current rotation you'll see they all connect together.
This is very interesting. I never noticed as it all looked like desert to me :) |
Reav Hannari
Red Rock Outriders Red Rock Consortium
295
|
Posted - 2013.01.12 16:06:00 -
[13] - Quote
Gaff Origami wrote:Maybe defenders have a crippled MCC that they need to defend until it can be repaired? I'd like to see more scenario type games where special roles (sniper, logi, mass driver, etc) have a clear purpoose. Right now we either have FFA ambush/kill everything that moves or whack-a-mole skirmish and pray you dont get redlined.
Cool idea. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
295
|
Posted - 2013.01.12 16:07:00 -
[14] - Quote
crazy space 2100046106 wrote:Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC?
You have contractors on both sides. You need something to bring in your toys. |
Iron Wolf Saber
BetaMax.
2866
|
Posted - 2013.01.12 16:08:00 -
[15] - Quote
crazy space 2100046106 wrote:Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC?
Let me take an MCC's XL guns and point them to downwards. Lets see how long an opposing army lasts. |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.12 16:25:00 -
[16] - Quote
Reav Hannari wrote:crazy space 2100046106 wrote:Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC? You have contractors on both sides. You need something to bring in your toys. If your defending you wouldn't need a MOBILE command center. You'd have a better one, built on the ground, that doesn't need to move, because your defending.
Maybe there just needs to a CC unit. A ground based MCC that is not as mobile because it doesn't need to be. isn't that the whole point of an MCC? that fact that it's mobile so you can use it to attack? |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2013.01.12 17:30:00 -
[17] - Quote
It would be nice to see that one back as I never had a chance to get into it one of those. Also, since we're getting pulled out of Jove space and moved to Luminaire II the terrain will change. http://evemaps.dotlan.net/system/Luminaire/II . The pressure is on the very low side so try not to take off the helmets for too long while groundside, also has a lowish gravity so watch out for those jumps. Actual name of the planet is Corufeu. Don't ask me what it means because I don't speak gallente very well. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.01.12 18:45:00 -
[18] - Quote
The original skirmish map was way more balanced for the sheer fact there was so many different ways to win. MCC speed and structure health buffs and it would still be better than any map we currently have. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.12 19:48:00 -
[19] - Quote
It's true. The first skirmish map was the best we've seen so far.
The map felt dymamic, tactical options were wide open, the rhythm changed up as you progressed through the map.
I think we liked it so much because it was a map that told a story. Here's to hoping that CCP can perform the same trick with other maps too. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.12 20:09:00 -
[20] - Quote
And the SMALL turrets! The map itself was really cool too, think they called it crater lake. But there was such a height variety, you cold be on top of a plateau or running down a hill towards an obj. there were ledges on the side of the canyon wall to shoot from, different sized plateaus to jump from one to the next. The trails that snaked through the canyons never really having to push the same way.
Yup badass map was badass... |
|
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.12 20:19:00 -
[21] - Quote
Also the gun fights were fierce. Most fire fights happened in 50 m or less. Both teams would be fighting it out around the side of a canyon wall and who ever was able to out gun, over man, or flank would be able to push up. There were snipers but they couldn't sit on top of a huge mountain or behind the trendline and kill you from across the map. They had to get to a spot that enemies came towards and basically hold a way point. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
295
|
Posted - 2013.01.12 21:22:00 -
[22] - Quote
crazy space 2100046106 wrote:Reav Hannari wrote:crazy space 2100046106 wrote:Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC? You have contractors on both sides. You need something to bring in your toys. If your defending you wouldn't need a MOBILE command center. You'd have a better one, built on the ground, that doesn't need to move, because your defending. Maybe there just needs to a CC unit. A ground based MCC that is not as mobile because it doesn't need to be. isn't that the whole point of an MCC? that fact that it's mobile so you can use it to attack?
Are you stationed at one installation on one planet and keep all your stuff there? I know my real body is currently in a station in Javrendei. We accept contracts anywhere and an MCC is deployed, no matter which side we are on, to supply clones and gear. Each side should always have an MCC that is put in harms way. |
hershman001
Creepers Corp. Creepers Alliance
71
|
Posted - 2013.04.04 22:45:00 -
[23] - Quote
Anyone else want this back in Uprising? |
Aegis Scientiafide
Planetary Response Organisation Test Friends Please Ignore
7
|
Posted - 2013.04.04 22:52:00 -
[24] - Quote
I wasn't playing when this was around, but what the OP describes sounds epic and unique. I'm surprised they completely removed it for the more standard "Domination" type match.
Anyway, didn't they say they were going to make MCC's pilotable? |
Icy TIG3R
Universal Allies Inc.
25
|
Posted - 2013.04.04 22:57:00 -
[25] - Quote
Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are.
And they didn't think at the time, that maybe this would be great for PC. Now, you can sit and go through this complicated crap about clones. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
398
|
Posted - 2013.04.04 23:57:00 -
[26] - Quote
That map was a lot of fun despite how rough the game mechanics were at the time. You actually felt like you were attacking or defending something. It was horribly imbalanced though once people had the SP needed for the high end railguns. Those could take out one of the defense relays in 3 shots without the defenders ever being able to see the tank killing it. If the relays died in the first 5 minutes of the match the attackers could go to sleep and still win the match. |
Garrett Blacknova
Codex Troopers
2384
|
Posted - 2013.04.05 00:37:00 -
[27] - Quote
Reav Hannari wrote:crazy space 2100046106 wrote:Reav Hannari wrote:crazy space 2100046106 wrote:Iron Wolf Saber wrote:Removed due to over favoring at times.
Also removed for the simple fact only one side is risking a loss of a 120 million isk ship.
In skirmish 2.0 however BOTH sides are. huh, it's almost like, only having the attacking side risk a gaint ship to attack a district would be prefect to balance and fix factional warfare hmmm.... why would the defending side just happen to have an MCC? You have contractors on both sides. You need something to bring in your toys. If your defending you wouldn't need a MOBILE command center. You'd have a better one, built on the ground, that doesn't need to move, because your defending. Maybe there just needs to a CC unit. A ground based MCC that is not as mobile because it doesn't need to be. isn't that the whole point of an MCC? that fact that it's mobile so you can use it to attack? Are you stationed at one installation on one planet and keep all your stuff there? I know my real body is currently in a station in Javrendei. We accept contracts anywhere and an MCC is deployed, no matter which side we are on, to supply clones and gear. Each side should always have an MCC that is put in harms way. It could always be one of the SI options when you capture a District. Instead of having to rely on the MCC for Merc command, you'd have a District Command Centre on the ground. Less vulnerable to external attack, but more open to infiltration and sabotage.
When the defending team has a DCC, theyd start the battle with control of the NULL Cannons, so the attacker's MCC will be taking fire immediately. In addition, the Cannons would all be networked through a Command Console inside the facility. The defenders would be able to - from a relatively safe position - use this console to reset control of all the Cannons at any time. The attackers would have the same primary goal of wiping out enemy clones, but their secondary goal would be to enter the base and hack this Command Console to disable the Null Cannons properly.
To balance the disadvantages here, the MCC would start with its weapons disabled and various tanking modules active instead. The weapons would only be activated one the Command Console is captured, at which point Squad Leaders on the attacking team would be advised of "MCC Strike" availability, and could use the same system as Precision and Orbital Strike requests to rain down targeted MCC fire. If the MCC is player-controlled, then weapons could be enabled without the Command Console being hacked, but doing so would leave the MCC vulnerable. Also, a manned MCC could fire without being given targeting data, but the weapons would be hopelessly inaccurate and the friendly-fire risk would probably outweigh any benefits. |
|
|
|
Pages: 1 :: [one page] |