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Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.14 04:34:00 -
[151] - Quote
Is this really about cost? Or is it because OB's can kill you while all you can do is watch helplessly? I feel the exact same way when I spawn right in front of a bunch of reds y'know. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 04:37:00 -
[152] - Quote
Sloth9230 wrote:Is this really about cost? Or is it because OB's can kill you while all you can do is watch helplessly? I feel the exact same way when I spawn right in front of a bunch of reds y'know.
It's the same effect, different mechanic and consequences. It still boils down to semi-random destruction of assets in a way no player could prevent. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 04:40:00 -
[153] - Quote
Noc Tempre wrote:Sloth9230 wrote:Is this really about cost? Or is it because OB's can kill you while all you can do is watch helplessly? I feel the exact same way when I spawn right in front of a bunch of reds y'know. It's the same effect, different mechanic and consequences. It still boils down to semi-random destruction of assets in a way no player could prevent. Risk vs reward can I afford to lose this asset as it may be destroyed in combat random or not You do not spawn an asset if it will possibly make you lose isk in a pub match you are playing the game wrong and asking the Devs to change it to fit your reckless playstyle |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.02.14 05:03:00 -
[154] - Quote
Okay besides making the amount of WP needed to call in an OB higher, another solution to keep OBs at a minimal especially from a well organized group (which in theory sounds dumb) is to make each OB harder to obtain then the previous.
As far as an observation, I would think as a tank driver one would keep track of when an OB can be called in. I know myself when running with a squad it is fairly easy to predict when the other team gets an OB. The use of the player board when pushing up on your D-pad also helps you calculate at a glance if the enemy is close to an OB. If they are a corp. that is squaded up the easier it is to track them, either through the player board or straight from the kill feed. The better they are doing, the sooner you can expect an OB, and get yourself undercover (which not all maps have). |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.14 06:16:00 -
[155] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
I'd like to point out where this comes from for those of you that don't understand what Noc is talking about.
Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned.
But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death.
That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda.
Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike.
So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters.
Good day. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 07:01:00 -
[156] - Quote
BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. I would like this so many times if I could Rofl I knew it
|
Need Some Triage
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2013.02.14 07:16:00 -
[157] - Quote
ITT: imperfects bitching about the one thing that can **** them up if they let people earn wp off of them.
get out |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.14 07:25:00 -
[158] - Quote
Caeli SineDeo wrote:I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill.
as i told noc on irc disagree seen a gunnlogi tank it not once but a 2nd time
Also confirming i tank OBs like a boss
making the delay longer makes it pointless
most of the tanks being called in pubs are **** fit tanks |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.14 12:21:00 -
[159] - Quote
BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Bingo! As many of us have said, OB is fine. However, if we can get gamemodes back where there is an attacker and defender... I'd welcome the game mechanic of having Anti-OB assests that have to be destroyed or captured in order for the attacker to be able to drop a strike. Conversly, some sort of artillery battery that needs to be protected by defendrs in order for them to drop strikes oftheir own. |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.02.14 13:01:00 -
[160] - Quote
Not read responses. Disagree ob are very effective hard counter to dug in deffends and tanks. I'm happy WITG how they work. However how they are called in needs to be worked on. Like planning a bacon or laser deg |
|
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 13:32:00 -
[161] - Quote
Mavado V Noriega wrote:Caeli SineDeo wrote:I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill. as i told noc on irc disagree seen a gunnlogi tank it not once but a 2nd time Also confirming i tank OBs like a boss making the delay longer makes it pointless most of the tanks being called in pubs are **** fit tanks
Of coarse you can tank obs your in a fricken armor tank. You can obtain 12k ehp while having 9k of that repable. Armor tanks tanking abilities are redicoulous compared to shields. You add kb/m to it all armor tanks are insane. Also with the increase flux damage that is thrown off by the flux damage is rediculous against shields.
Sorry mav any gunnlogi that walks out of a ob only has it happen out of pure luck.
I love how people say well this one time i saw another tank live so you must **** fit. Your using one moment the tank got lucky and lived. There is another hundred times you see the orbital blow up the tank. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 13:56:00 -
[162] - Quote
BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day.
Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed.
A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome?
|
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 14:23:00 -
[163] - Quote
If you all want to know how an OB should work just look at MAG. MAG had airstrikes and the striked when called had a big smoke signal showing the general area of the strike. This smoke was there for at least 3-5 seconds before the strike hit. However the strikes were still used effectively and got the leaders tons of kills. Just because there is a warning and then a delay for a couple seconds doesnt mean the strike is useless. It means those who are paying attention have a better chance of surviving than those who arent. OBS should not be the instant hit they currently are. OBs should definitely be deadly but also should not be the instant win button they are. For those who say they are hard to get....I laugh at you then. In skirmish I usually get enough points for an orbital by myself heck yesterday with no tanks or any other booster on the field the team I was playing with was able to get 3 orbitals. Me and DocHolliday had enough WP for an orbital by ourselves and then our teammates both had about 1700 WPs on top of that. |
zeek1227 zeek1227
Blitzkrieg Co.
144
|
Posted - 2013.02.14 14:51:00 -
[164] - Quote
Noc Tempre wrote:BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed. A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome? You are an idiot They changed tactics and killed you stop crying |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 15:22:00 -
[165] - Quote
zeek1227 zeek1227 wrote:Noc Tempre wrote:BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed. A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome? You are an idiot They changed tactics and killed you stop crying
You make rocks look smart. No one is crying, I'm just ripping apart the people who refuse to discuss an issue just because they perceive it doesn't affect them personally, negatively. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 15:31:00 -
[166] - Quote
Noc Tempre wrote:zeek1227 zeek1227 wrote:Noc Tempre wrote:BattleCry1791 wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. I'd like to point out where this comes from for those of you that don't understand what Noc is talking about. Last week, Noc and I were on opposing teams. I think I was in a group of three and we were playing on Manus Peak and Noc is hill sniping with his tank. We tried to swarm him, forge him, you name it, all he did was back up, rebuild his shields and kept tank sniping. The rest of his group ate through the blue dots on our team and we were having a pretty rough go of it, got cloned. But in the last 30 seconds of the match, we got an oribtal and dropped it right on his head. He went 15-1, my orbital being his only death. That's what Noc is actually whining about. The fact that he can't sit on a hill and camp without fear of retribution. This has nothing to do with balance, or other players. It's his own selfish agenda. Instead of doing what good tankers do e.g.; look at team scores to judge if an orbital is coming, keep moving, or spec to survive the pub match orbital (which I've seen happen), he'd rather nerf the orbital strike. So there you have, the true motivation of this thread. Which should end any further discussion save the whining and crying that is bound to come from the OP and his supporters. Good day. Let's just ignore talking about the veracity of your anecdote and discuss the scenario as YOU claimed. A tank is on the field
You fail to kill it using AV
You are awarded an OB
???
Tank dies
What, pray tell, is the proper missing step to change the outcome? You are an idiot They changed tactics and killed you stop crying You make rocks look smart. No one is crying, I'm just ripping apart the people who refuse to discuss an issue just because they perceive it doesn't affect them personally, negatively. Really how is a orbital changing tactics. With the team i run with we can gain a orbital within the first 2 mins. We do not have to change any tactics to use it. We just drop it and slaughter. There is no tactic changeing. Orbitals giantly contribute to making redlines possible you can completely clear out a obejective and the are around it making the capture so easy it is not even funny. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 15:44:00 -
[167] - Quote
Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 15:52:00 -
[168] - Quote
semperfi1999 wrote:Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent.
Semper you might want to look at my posts. I said spoken warning then 5 seconds later the ob hits. So it is the same time frame as yours except you gain a visual warning. Noc mentioned a 5 second delay then warning then a 5 second delay to impact. I just want a 5 second warning so people can tactically positon themself or prepare so orbitals are not easy objective win buttons or the only forum of AV a team needs. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 16:07:00 -
[169] - Quote
Caeli SineDeo wrote:semperfi1999 wrote:Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent. Semper you might want to look at my posts. I said spoken warning then 5 seconds later the ob hits. So it is the same time frame as yours except you gain a visual warning. Noc mentioned a 5 second delay then warning then a 5 second delay to impact. I just want a 5 second warning so people can tactically positon themself or prepare so orbitals are not easy objective win buttons or the only forum of AV a team needs.
sorry I must have confused you two. Nevertheless i believe that the OP initial thoughts of a total 10 second delay (with only a 5 second warning for the reds) is just too much. A 5 second visible warning before the strike begins is enough and will still make the strike useful. As stated MAG proved this without a doubt you can have a delay and strike are just as effective just not the I PWN ALL button. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.14 16:13:00 -
[170] - Quote
I agree with you there. 5 seconds is enough and keeps it from being the pawn button it is now. Wether visual or spoke it does not matter to me. |
|
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 16:14:00 -
[171] - Quote
semperfi1999 wrote:Caeli SineDeo wrote:semperfi1999 wrote:Especially since you have have a teammate rush an objective during the orbital and take it while the enemies are dying to the orbital that does not affect your allies.
OBS definitely need some work. I disagree with Cael that it would take the length of time he stated. I think that the timeframe of selecting the location and then the warning beacon .......5 seconds later first strike hits. This is the way MAG did it and these strikes would still get you an easy 8-10 kills and even more if you place it correctly. What this would do is cause the leader to have to think before placing the orbital right now its OH A BUNCH OF RED DOTS...click button....profit. It would be OH a bunch of red dots do I put it right on them....right behind them....or right in front of them? Each has its own benefit. RIght behind them means you push them fowards and possibly into an ambush of your teammates. Right on top of them means if they arent paying attention you kill them all. Right in front of them you are hoping they arent paying attention and run right into it.....or you are trying to cut them off for a short time from going into that area. All of these are valid tactics but right now its not needed. Only tactic needed with OBS is to click in the middle of the group of red dots and watch them all die. Its easy peasy......and you get 2-3 of those per game if your even halfway decent. Semper you might want to look at my posts. I said spoken warning then 5 seconds later the ob hits. So it is the same time frame as yours except you gain a visual warning. Noc mentioned a 5 second delay then warning then a 5 second delay to impact. I just want a 5 second warning so people can tactically positon themself or prepare so orbitals are not easy objective win buttons or the only forum of AV a team needs. sorry I must have confused you two. Nevertheless i believe that the OP initial thoughts of a total 10 second delay (with only a 5 second warning for the reds) is just too much. A 5 second visible warning before the strike begins is enough and will still make the strike useful. As stated MAG proved this without a doubt you can have a delay and strike are just as effective just not the I PWN ALL button.
It probably is too much. I don't like that the rounds are traveling at relativistic speeds through the atmosphere, but as long as there is counterplay added to the orbital mechanics things have improved. Perhaps there should be different warbarge strikes that have different travel speeds and effects? |
Sir Meode
Seraphim Initiative. CRONOS.
317
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Posted - 2013.02.14 16:56:00 -
[172] - Quote
nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
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Scalesdini
Universal Allies Inc.
58
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Posted - 2013.02.14 17:05:00 -
[173] - Quote
I never knew Imperfects were such hardcore whiners. Now I know, and knowing is half the battle.
You've effectively just painted a big red target that says "CALL IN YOUR ORBITAL ON ME PLZ" on every tanker in your corp. I'm sure getting attention was 80% of the intent of posting the thread, judging by every other thread you people make, so congrats on that bit.
I took out a Gunloggi with a Soma with a militia blaster and three twinchargers the other day. Speedy tanks are OP, nerf speed mods.
Me and a corp mate took out a Gunloggi with 3 standard flux grenades and a single shot from an assault forge gun last night. Teamwork is OP, nerf teamwork.
In fact, why should anyone not in a tank get any sort of weapons at all? Infantry should spawn in an open field, unable to move, with no weapons, single-file in front of tank turrets. It's not fair that a tank costs so much isk and has to actually drive around or rotate the turret to get kills, right Impotents... I mean Imperfects? Right?
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ImperfectFan514
IMPSwarm Negative-Feedback
51
|
Posted - 2013.02.14 17:15:00 -
[174] - Quote
This game doesn't have enough tactical assets. CCP needs to add more tactical assets rather than adding in stupid trees for people to hide behind. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 17:18:00 -
[175] - Quote
Sir Meode wrote:nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
It's hardly an issue of being stationary. To say nothing is wrong belies your prejudice. Something needs to change, a delay is not the only possible answer. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.14 17:25:00 -
[176] - Quote
ImperfectFan514 wrote:This game doesn't have enough tactical assets. CCP needs to add more tactical assets rather than adding in stupid trees for people to hide behind.
This game needs counterplay for the assets that already exist before we start adding more mechanics. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 17:30:00 -
[177] - Quote
Scalesdini wrote:I never knew Imperfects were such hardcore whiners. Now I know, and knowing is half the battle. You've effectively just painted a big red target that says "CALL IN YOUR ORBITAL ON ME PLZ" on every tanker in your corp. I'm sure getting attention was 80% of the intent of posting the thread, judging by every other thread you people make, so congrats on that bit. I took out a Gunloggi with a Soma with a militia blaster and three twinchargers the other day. Speedy tanks are OP, nerf speed mods. Me and a corp mate took out a Gunloggi with 3 standard flux grenades and a single shot from an assault forge gun last night. Teamwork is OP, nerf teamwork. In fact, why should anyone not in a tank get any sort of weapons at all? Infantry should spawn in an open field, unable to move, with no weapons, single-file in front of tank turrets. It's not fair that a tank costs so much isk and has to actually drive around or rotate the turret to get kills, right Impotents... I mean Imperfects? Right?
Now your just being dumb. I personally dont care about my corp mates losing their tanks....it happens....and yes perhaps some certain game was the final straw that led to this thread being made. That being said...I have noted in many other posts that there is a problem with OBS. I know OBS are OP in their current state. If you dont want to change them fine but I will tell you we will get the best use out of them since we can pretty easily get 3 OBs in a single match. You guys say they will be useless but thats not true they will simply be more strategic then the "click" I PWN ALL button they currently are. It should take someone with at least half a brain to utilize them correctly. Right now you dont have to be semi intelligent to know how to properly use a OBS.
Your arguement is just one big red herring. Who cares that you can take out tanks yourself....I take out tanks by myself with my packed AV all the time. The true issue in this thread is whether the OBS needs to be adjusted because in its current state is just a I WIN button with no strategy needed to use effectively. You might accuse the imps with tanks as whining fine I dont care but I am not whining on this issue. I dont have a huge ISK loss if I am killed by a strike for every strike you kill me with I will kill you with 3 strikes of my own. My only issue is that its simply a bad set up. I use it sometime to defend an ally taking an objective. THey cant be killed when I have an OBS on top of them while they are taking the objective. I can call an OBS on top of any ally and not worry about a thing. I can call an OBS in an instant if the red dots just kinda group together and kill them all no delay in my selection and their deaths. This is just a little too much in my opinion....its too easy. OBS can easily turn the tide in a game and their are not hard to get. That is my concern if they are a free super powerful strike then there should be some slight negative to its use. IMO the only negative that would be needed is the time delay for the warning and then the strike. If you dont put that negative in there then the only other negative I can think of is for it to actually cost you your warpoints. Basically if you use if you lose that amount of WPs in your squad that can be used towards getting end game ISK or SP. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
77
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Posted - 2013.02.14 17:33:00 -
[178] - Quote
Sir Meode wrote:nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
SMH, really its hard tallking to people with the sense of a rock. Nothing wrong with the OB, nothing wrong with this, i do well in this game so its okay it must be okay why.
The whole if it aint broke don't fix it mentality works with clocks not video games.
Im not saying OB's are broken but in game and a forum in which EVERYONE and their MOTHER has stated there is a HARD COUNTER FOR EVERYTHING.
Where is the hard counter for OB's. Let me put it another way, if these were EVE sized OB's would you still say its fine?
You honestly thinking obtaining 2500 WP is a difficult task. What game are you playing. In what world is earning an avg of 625 WP per squad member difficult. Really tell me the difficulty in earning it. Oh i know its my fault i should be pulling up the score screen when i have a suspicion and use a menu to determine if im likely to be facing a strike(meh i generally know when they are coming already that gut instinct is there if you are halfway decent at paying attention).
Point is OB's have no hard counter. There is no ability to block OB's from striking like in MAG. There is no detection alert or warning system, heck there is little more than a sound that penetrate the atmosphere. What the OB doesn't need to warm up its just ready to go?
Look it really is quite simple the warning right now is audio and 1-2seconds later the first strike occurs. Now that may make sense with the regards to atomospheric penetration of an energy based weapon nearing the speed of light but it does little for game play balance and fun.
Im a fan of 3-5 seconds because it is still quick strike but require a bit more preplanning with the strike rather than a set and forget type of call in which means that the SL needs to get to a safe spot to call it in or the squad needs to protect him(you know tactics and the like). Add to this it would be nice to see the sky darken or brighten before an incoming attack after all its a huge massive field of damage dropping down on us how in the world isn't it affecting the atmospheric conditions of the planet?
All of these visual and audio cues take time to code in, a delay and increased notification time from the audio alert can be patched. They did it already CCP added a bit more delay in chromosome but hardly enough to consider it substantial. But the delay and warning on the top right HUD is there now, simply just not long enough to allow for any meaningful reaction even when at the edge of a strike(though rumor has it the best thing is to be in the center and stand completely still).
Anyway point is i dont mean to be condescending but really people need to get over the tags and understand the reason these topics are started by us in not cause of QQ but we play a crapton and test a crapton. We know what we're talking about and aren't going to keep the blinders on and say the game is just fine and it is us who need to adapt. We adapt plenty and accept the things that are the result of our mistakes you're just not around in game to hear us admit it.
So rather than biasing yourself the second you see its an IMP post why dont we all put on our big boy pants and actually discuss the topic rather than just blindly say OB's are fine or at least give me/us a valid counter argument. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.14 17:43:00 -
[179] - Quote
Keyser Soze VerbalKint wrote:Sir Meode wrote:nothing wrong with OB's. HTFU.
if you for from an OB in a HAV then it's your own fault for being stationary.
SMH, really its hard tallking to people with the sense of a rock. Nothing wrong with the OB, nothing wrong with this, i do well in this game so its okay it must be okay why. The whole if it aint broke don't fix it mentality works with clocks not video games. Im not saying OB's are broken but in game and a forum in which EVERYONE and their MOTHER has stated there is a HARD COUNTER FOR EVERYTHING. Where is the hard counter for OB's. Let me put it another way, if these were EVE sized OB's would you still say its fine? You honestly thinking obtaining 2500 WP is a difficult task. What game are you playing. In what world is earning an avg of 625 WP per squad member difficult. Really tell me the difficulty in earning it. Oh i know its my fault i should be pulling up the score screen when i have a suspicion and use a menu to determine if im likely to be facing a strike(meh i generally know when they are coming already that gut instinct is there if you are halfway decent at paying attention). Point is OB's have no hard counter. There is no ability to block OB's from striking like in MAG. There is no detection alert or warning system, heck there is little more than a sound that penetrate the atmosphere. What the OB doesn't need to warm up its just ready to go? Look it really is quite simple the warning right now is audio and 1-2seconds later the first strike occurs. Now that may make sense with the regards to atomospheric penetration of an energy based weapon nearing the speed of light but it does little for game play balance and fun. Im a fan of 3-5 seconds because it is still quick strike but require a bit more preplanning with the strike rather than a set and forget type of call in which means that the SL needs to get to a safe spot to call it in or the squad needs to protect him(you know tactics and the like). Add to this it would be nice to see the sky darken or brighten before an incoming attack after all its a huge massive field of damage dropping down on us how in the world isn't it affecting the atmospheric conditions of the planet? All of these visual and audio cues take time to code in, a delay and increased notification time from the audio alert can be patched. They did it already CCP added a bit more delay in chromosome but hardly enough to consider it substantial. But the delay and warning on the top right HUD is there now, simply just not long enough to allow for any meaningful reaction even when at the edge of a strike(though rumor has it the best thing is to be in the center and stand completely still). Anyway point is i dont mean to be condescending but really people need to get over the tags and understand the reason these topics are started by us in not cause of QQ but we play a crapton and test a crapton. We know what we're talking about and aren't going to keep the blinders on and say the game is just fine and it is us who need to adapt. We adapt plenty and accept the things that are the result of our mistakes you're just not around in game to hear us admit it. So rather than biasing yourself the second you see its an IMP post why dont we all put on our big boy pants and actually discuss the topic rather than just blindly say OB's are fine or at least give me/us a valid counter argument.
Expected response:
No OBS arent OP otherwise how would I get my kills i need. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.14 17:44:00 -
[180] - Quote
Let me try my best to encourage everyone to separate this from Imperfects VS community. The stated issue is the OBs need a tweaking. We all agree CCP does not always know how to "tweak" historically. So I understand cold feet.
Please see me as a community player that honestly wants this game to succeed. This game needs numbers to survive...look what happen to MAG.
If I skilled into tanks, the OB presents a specific problem for me. The almost instant heavy damage on a single place I view as broken. As has been mentioned, though not specifically enough, the OB is too simple to achieve. Now you tell me that I can only practice with my miltia or cheap versions of what I skill in to. I say this in the most humble way possible... it may be the reason the IMPs have great success in Corp matches is because we use Corp gear often. I run prototype gear in Pubs with the end game to understand my equipment and improve on it and my game play accordingly. Not to go 30 and 0. Those are meaningless numbers. Some people stroke themselves but not all of us. Then in a Corp match against great teams like the bunnies I know where I have to be to make my insanely specific rolled laser work like the light saber everyone thinks it is. Some bunnies will attest to this. Humbly... we should be able to practice with high end gear. We can afford to lose it and do, but if there is a broke mechanic let us fix it.
In this thread it was stated "Your fault for letting them earn the WP off you". Really... my squad is now assigned to protect all rdm blue dots...to protect and engage all forms of WP farming existing behind and in front of the red line? PLEASE reread your thoughts expressed in digital form.
Community, can you honestly say after my squad attempts many AV attacks on a great tanker a reasonable option is too use WP earned to call a strike to do the job for me? I honestly gain 3 to 4 OB's on accident in a skirmish game when running with a squad of IMPS. If you honest answer is yes then I can not say much more.
Some thoughts on a fix? If you think it needs it. A controlled letter acts as a shield against OBs...safe zone feature that Noc mentioned like AAA in MAG is genius. A warning that we all deem reasonable. A module specific to OB hardening. A higher WP number top earn. Weaker and stronger versions of OB according to WP earned...5000 gives type A,7500 gives type B.
Remember tanks can cost upwards of millions. You bring in your super tank and rock my squad...I run and call multiple OB's and kill it? Seems off to me. Remember WP to OB is currently very easy.
Corp matches do not apply. There you do control all blue dots. If you have been in any you realize OB's are rarely rampant.
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