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Bendtner92
Imperfects Negative-Feedback
463
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Posted - 2013.04.11 15:56:00 -
[1] - Quote
This part 2 focuses on the CRUs and how to better prevent spawncamping on them by making them better defended.
Part 1 on Objective Spawning. Part 3 on Precision Strikes. Part 4 on Ambush.
In this post I'll give some ideas on how to make the CRUs better than they currently are.
1. You should spawn inside the CRUs instead of spawning outside it as you currently do.
When you spawn you actually spawn in before you have control of your character. This is a big problem I think because if someone is watching the CRU (whether it's a heavy standing right next to it or a sniper on a mountain) you can be dead before even having control of your character. Since CCP hasn't improved on this aspect in the past year I don't think they ever will. Therefore I propose that they change the CRU mechanic, so that you actually spawn inside it and have to manually leave it.
If the CRU is hacked or destroyed while there are players inside it, the players inside will die. You should not be able to re-enter the CRU once you have exited it.
I think this would be a improvement since you can decide when to expose yourself, and maybe even decide what side of the CRU to exit (if CCP implement that option).
2. Equip the CRUs with 2 or 4 Small Blaster Turrets for defence.
Players inside CRUs should be able to jump into Small Blaster Turrets equipped on the CRU to defend it from nearby enemies. This will prevent people from just spawncamping the CRUs and instead encourage them to actually hack it.
If the CRU is hacked or destroyed with players in the Turrets, the players in the Turrets will die. I don't think the players should be visible while in the Turrets and thus they would not be able to be killed. I don't think that would be a problem, since the Blasters are only short range and you can easily just hack or destroy the CRU.
The reason for having Blaster Turrets and not Railgun Turrets for example is that I believe the CRU should only have short range defences, and the Blaster Turret is ideal for this.
With these two things implemented it would be triangle to cycle the Turrets and circle to exit while inside the CRU. |
Takahiro Kashuken
Red Star. EoN.
204
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Posted - 2013.04.11 17:02:00 -
[2] - Quote
Whats to stop ppl from camping in them because of turrets? this problem happens with dropships and HAVs plus some installations
If a team is losing badly and have no points they could hack a CRU, problem is then 1st ppl to spawn will take a turret and wait for the enemy to turn up, anyone else will spawn and will have to go outside and prob get mauled to an extent because the enemy is behind cover and will pop out to get some hits
Point 1 is fine
Point 2 is iffy |
Arkena Wyrnspire
Turalyon Plus
24
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Posted - 2013.04.11 17:24:00 -
[3] - Quote
I agree with point 1, and I disagree with point 2. There are plenty of mechanics that occupy blueberries with things that aren't that relevant to the fight already. They could do more good with their handheld weapon. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1302
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Posted - 2013.04.11 22:51:00 -
[4] - Quote
Agreed with point 1 (see, told you i knew that would be in your suggestions ). Meh with point 2, agreeing with previous posters
Also, and that's a major thing, CRUs would need to be extra tough if this goes with the no-spawning on objectives thing.
Overall, it would make games a lot more tactical than what they currently are. Also, you left out turrets that are virtually useless at the moment due to their very weak HP amount, killing the strategy a bit more regarding infantry/HAV dynamic.
I could dig 2-3 threads i started requesting tougher turrets. |
I-Shayz-I
ZionTCD Legacy Rising
206
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Posted - 2013.04.12 08:28:00 -
[5] - Quote
+1 |
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