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Leither Yiltron
KILL-EM-QUICK RISE of LEGION
418
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Posted - 2013.03.21 04:31:00 -
[1] - Quote
Here's something that has been on quite a lot of people's minds for the past couple months: Public match Skirmish isn't very much fun to play. Why is that?
Two words: Terrible spawns.
Every single Skirmish map in the pool, with an anomaly in Ashland's 5-point variant, have too few spawning points. Those CRU's that we do have are placed with one end goal in mind: one team being redlined.
There are huge number of truly critical issues with the way CRU's are placed and function in public matches. Just one of these could be bad, but taken together we get the redline fests of Skirmish today:
(1) CRU's are placed within line of sight of a letter's console - This completely stifles any dynamic reinforcement on the map. It stands to reason that if one team had the ability to lock down and secure a console practically 20 feet away from a CRU, that CRU is under their control as well. This wouldn't be THAT bad, but then there's the fact that...
(2) CRU's offer 0 protection on spawning - Put another way, you are at an expected disadvantage if any member of the enemy team has a line of sight. This entire aspect kills the whole purpose of CRU's. If the intent was to make CRU's battlefield emplacements that can provide a foothold and steady stream of reinforcements, then something went very wrong from paper to practice. As it is, CRU's are mostly death traps. Players have been talking about this issue for months, and it's evident that they're more a hindrance, much less a help, to the team holding them.
(3) CRU's are way too easy to hack - On top of CRU's practically being a death trap during a redline game, there's even less point in spawning at them because it takes all of 8 seconds to for an enemy to flip them and cut off all reinforcements.
(4) There are no ISK variants of the hacked uplink - Drop uplinks are all fine and good, but 4 people hardly make a difference against 16 guys who stop scratching their balls on the redline to crash on the next objective lit up like a beacon. Is it possible to take 4 guys, a few uplinks, and some will to win a pub game? Yes. Is it fun? Most of the time, no.
All of these problems have basic solutions that would public Skirmish matches to tactical battles, rather than tactical snoozefests:
(1) Place CRU's in flanking positions and in positions that are oriented towards one team's side of the map, so that the MCC and ground spawns are typically spawns of last resort. Above all, take more time and effort in deciding where the default spawns are placed.
(2) Add spawn protection of some sort to CRU's. In all honesty, MAG's bunker system was one of Zipper's actually good ideas: When a player spawns, they're inside the CRU. They get to look at the CRU in a third person perspective and decide when they want to exit. Worried about people camping in the CRU's? Just kick them if they stick around too long. It would be less safe than the MCC, anyways. If a player's in the CRU when it turns red? Kill them.
(3) Replace the current hacking rule set associated with CRU's with the one for letters, with the critical difference that a player can spawn on a CRU while it is in its "hacked-but-not-captured" state. Combined with the other changes, this should cement CRU's as full-fledged secondary objectives, rather than simple nuisances.
(4) Add an ISK variant of the hacked drop uplink. Whatever trepidation you might have about doing this, you're wrong.
Dust is a game about action, death, tactics, and fights. Public Skirmish ends up being more about setting the record for number of players who break out snipers on the first spawn of Manus Peaks.
I'd really like to see one of our only three game modes relevant again.
YARRRR
SPAWNS |
Sylvana Nightwind
Expert Intervention Caldari State
130
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Posted - 2013.03.21 06:38:00 -
[2] - Quote
Now if only this went to feedback section and not general discussion... they would maybe read it |
Soozu
5o1st
27
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Posted - 2013.03.21 07:07:00 -
[3] - Quote
You can spawn just about anywhere on the map. Uplinks. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
418
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Posted - 2013.03.21 07:29:00 -
[4] - Quote
Soozu wrote:You can spawn just about anywhere on the map. Uplinks.
Do you even read things before posting?
Uplinks have very limited usefulness because they're limited to 4 people. |
x-KOR-x
Pink Fluffy Bounty Hunterz
50
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Posted - 2013.03.21 07:37:00 -
[5] - Quote
Leither Yiltron wrote:(2) Add spawn protection of some sort to CRU's. In all honesty, MAG's bunker system was one of Zipper's actually good ideas: When a player spawns, they're inside the CRU. They get to look at the CRU in a third person perspective and decide when they want to exit. Worried about people camping in the CRU's? Just kick them if they stick around too long. It would be less safe than the MCC, anyways. If a player's in the CRU when it turns red? Kill them.
Here's an idea:
CRUs would have 3 small turrets attached around them to defend it. The turrets would only start to fire after like 15 seconds (recognition delay) so you can have time to hack them. These turrets can only be destroyed if someone take out the CRU.
This way you can't camp the CRUs, so you only get 2 choices: 1 - Capture the CRU for your team. 2 - Destroy the CRU.
There. Fixed. |
Bendtner92
Imperfects Negative-Feedback
440
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Posted - 2013.03.21 07:44:00 -
[6] - Quote
This should be in feedback.
Although there is a thread on the somewhat same thing in there.
https://forums.dust514.com/default.aspx?g=posts&m=549598#post549598 |
Dalton Smithe
OSG Planetary Operations Covert Intervention
69
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Posted - 2013.03.21 07:56:00 -
[7] - Quote
I agree with most of the points of the OP, however, the one thing I wouldn't agree with is the whole killing the person in the CRU, maybe kicking them out....as you talked about with the staying in too long. Give them 10 seconds in the CRU to decide which direction they want to leave and if they don't decide...poof random direction.... |
Soozu
5o1st
28
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Posted - 2013.03.21 08:03:00 -
[8] - Quote
Leither Yiltron wrote:Soozu wrote:You can spawn just about anywhere on the map. Uplinks. Do you even read things before posting? Uplinks have very limited usefulness because they're limited to 4 people.
Of course I do. But you see, you crashed your whole argument (in my eyes) by admitting there is an easy way around your whole complaint. (Uplinks) Your statement can thus be translated and summed up as... I don't like the uplink squad mechanics... period. Perhaps that should have been the theme of your thread???
Therefore I decided to reiterate the fact, you can spawn anywhere on the map you so desire....
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OryanRyan
Sebiestor Field Sappers Minmatar Republic
0
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Posted - 2013.03.21 08:17:00 -
[9] - Quote
I like your ideas about the CRU's, except the kill insider part.
I am a little confused about the numbers of spawn points. Would anyone please explain the differences between squad and non squad spawns?
A tier one drop link bestows ten spawn. Carry two, one active.
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Rasatsu
Much Crying Old Experts
537
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Posted - 2013.03.21 09:16:00 -
[10] - Quote
Just cause you don't know how to use the 'in-line-of-sight-of-letter' CRUs doesn't mean they're bad. |
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