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Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
24
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Posted - 2013.03.25 00:30:00 -
[1] - Quote
Saw someone else post a thread with an interesting idea months ago and thought it sounded kind of cool. Then it got me thinking of other ways to modify the CRU. (For those wondering, his idea was that the CRU's would have their own clone count and spawning at one wouldn't reduce your team's clone reserves and that they would just shut down when they run out of clones)
I've also seen people calling for spawn protection and got one idea that is workable and isn't too game breaking. We all know that annoying feeling of spawning in one of our suits and dying to assault rifle fire (or a point blank shotgun blast from someone who was about to hack it) before we can even see our surroundings (black screen death or whatever you guys want to call it) My thoughts would be a remedy to give you a little time and shield buffer so you at least have time to react to someone being right on top of you.
Spawn protection in the form of invulnerability would be game breaking, obviously, even if you disable it when they fire. So instead of that, I have an alternate solution, something more reasonable:
When you spawn at a CRU, it extends its own shield around you for a few seconds, giving you an extra 100-200 shields to give you some time to figure out what is going on so you don't die while your screen is still blanked out.
This isn't an invulnerability, the damage is transferred to the CRU shields (maybe even at a higher amount since the shield could be considered stretched thin around you and effectively be a weak spot) instead and this shield extension wouldn't work if the CRU has no shields. It might be possible to further build on this by nerfing the CRU shields (has plenty of armor already) so that its shields are more of a factor when you're hitting people who are spawning at it.
(I am aware of my excessive use of parenthesis. And no, I'm not going to apologize for it (ever.)) |
Terry Webber
Gothic Wars Consortium
58
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Posted - 2013.03.25 04:35:00 -
[2] - Quote
I'm all for spawn protection but I think your proposal needs some editing. Instead of adding extra shields to players, the CRU should have a shield bubble surrounding it that is large enough to contain a few soldiers. There is also another method that someone mentioned. Players can spawn inside the CRU with a shield-covered doorway. In both concepts, the spawning players can pass through the shield but can't shoot past it or go back inside. The enemy can't pass nor shoot through.
Any comments? |
Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
26
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Posted - 2013.03.27 12:45:00 -
[3] - Quote
Actually, I think I like the second idea more than mine, but I think it would require them to increase the size of the CRU a little. Assuming the door is one-way (people can't re-enter it to use the doorway as cover or run in to kill people who spawned) |
Akurabis
Krullefor Organization Minmatar Republic
0
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Posted - 2013.04.06 14:22:00 -
[4] - Quote
Holy cow dudes. If you're hacking a spawn point and they beam in next to you, do you really want them to be a freaking infinite shield tank for the amount of time required to pwn your ***?
Plain and simple, if you choose to spawn at a point that is under assault, or has no teammates for eyes, you do so at your own risk, and should be weighing the move by its potential worth. If you know a point is about to be hacked, you can spawn to try and stop that - but not in stasis (you could easily get an idea of where the hacker is and strike first), nor as an invincible basterd. There should be no advantage to what is essentially a suicide tactic.
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slypie11
Planetary Response Organisation
108
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Posted - 2013.04.06 14:27:00 -
[5] - Quote
We should just be able to see immediately when we become vulnerable. At least you can shoot back then. |
Vyzion Eyri
The Legion Academy ROFL BROS
384
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Posted - 2013.04.06 14:44:00 -
[6] - Quote
Akurabis wrote:Holy cow dudes. If you're hacking a spawn point and they beam in next to you, do you really want them to be a freaking infinite shield tank for the amount of time required to pwn your ***?
Plain and simple, if you choose to spawn at a point that is under assault, or has no teammates for eyes, you do so at your own risk, and should be weighing the move by its potential worth. If you know a point is about to be hacked, you can spawn to try and stop that - but not in stasis (you could easily get an idea of where the hacker is and strike first), nor as an invincible basterd. There should be no advantage to what is essentially a suicide tactic.
The idea suggested proposed that there be an interior which is protected. You're hacking a CRU from the outside, or exterior.
To make it even fairer, if you're inside a CRU when it's hacked, you could start taking damage over time until you get out.
And even if the bubble idea is implemented, I assume that if an enemy gets inside the bubble, they can shoot at mercenaries inside too. And mercenaries who spawn inside the bubble can't shoot out of it either; so there's no infinite shield tank that can shoot at you there.
Lastly, if the OPs idea is implemented, and you get bonus shields for a moment, this will give rise to more people using flux grenades. Perhaps if the CRUs shields are down, new spawns don't get bonus shields.
So in conclusion, this isn't an advantage to those spawning in. It's simply reducing the huge advantage that the people who camp and/or are hacking CRUs currently have. |
Akurabis
Krullefor Organization Minmatar Republic
0
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Posted - 2013.04.07 21:12:00 -
[7] - Quote
I still think the suggestion of CRU shields limits gameplay from achieving a true battle experience. What I'm saying is, if you don't have a defensible position somewhere, you don't have a defensible position there. There should be a line of your troops defending the CRU. |
Adstellarum
G I A N T
27
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Posted - 2013.04.07 23:58:00 -
[8] - Quote
what they should do is bring back the small turret installations they had back in skirmish 1.0 where only 1 team had 1 MCC and it was the attacking team.. the things about those turrets is that they hacked fast and they had to be Manned to fire at enemies, so if they put a few of these around a CRU it could help stop spawn camping and attached to the CRU power supply... also maybe make flux grenades EMP so that if you either fluxed the CRU enough or a small turret, the turret if it got fluxed would stop operating for 10 seconds but if you manage to flux the CRU enough all the turrets surrounding the CRU would stop operating for like 10 seconds |
KalOfTheRathi
Talon Strike Force LTD
326
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Posted - 2013.04.08 03:01:00 -
[9] - Quote
When we Tankers (or the AV Fits) are blowing up CRUs the Shield is the first to go. As is the custom down here in the DUST.
Now, if a Blaster HAV is Close and all three weapons are firing on it the CRU can go down quickly. Otherwise it will take a bit of time. As the 30,000 HP of Armor is whittled down and some AV Fits will only do 1200 HP per hit. That is a lot of whittling.
Your Merc will Spawn in expecting the Magic CRU Shield to protect them from the Reds. What will happen is just a simple variation on what happens today when the CRU is being camped. Someone will continually keep the Shields down. I can do it with a Sniper Rifle at ~200 a hit. The waiting Heavy or Shotty will find easy pickings.
So, the nice fix is very quickly busted. It took me longer to type it in then to think of it. Imagine what a couple of hundred Mercs all hammering on the concept can do over a weekend. The mind boggles.
Might as well leave it alone. And that doesn't require Any changes in DUST or Developer resources. |
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