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Beyobi
Soldiers Of One Network Orion Empire
88
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Posted - 2013.05.30 07:25:00 -
[1] - Quote
OK, there is a lot going on here, and I believe it is a step in the proper direction. 1. Remove red line area's. These were originally to keep us in a general map area, not to create tactical advantage/disadvantage. 2. Remove MCC ship to ship damage. This is to enable more "EPIC Come-backs". There is no feeling worse in this game than losing with all objectives in your teams possession. 3. Replace MCC air to air weapons with air to ground weapons. These weapons will target enemy players close enough. This will prevent teams from effectively red-lining the opposing team. put a red bubble around the area to alert players of treading into instant death.
What do you think?
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Jathniel
G I A N T EoN.
392
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Posted - 2013.05.30 08:29:00 -
[2] - Quote
Elimination of red line, in favor of an MCC perimeter defense mechanism....
I like it. I like it alot. Fits with lore, and can eliminate the immersion-breaing red zone.
However, I would like ALL red zone removed and for the MCC's to be mobile for this. (An excuse for Skirmish 1.0
Deja vu... I feel like I've posted on this topic before. |
Beyobi
Soldiers Of One Network Orion Empire
89
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Posted - 2013.05.30 18:20:00 -
[3] - Quote
Anyone else have thoughts on this? Good idea/bad idea? |
Beyobi
Soldiers Of One Network Orion Empire
89
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Posted - 2013.05.31 01:39:00 -
[4] - Quote
What happend to the community? We used to talk about things. Nobody has input on this topic? CCP? Anybody?
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Terry Webber
Turalyon Plus
77
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Posted - 2013.05.31 02:15:00 -
[5] - Quote
I think it's a good idea. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4107
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Posted - 2013.05.31 02:32:00 -
[6] - Quote
I fully support all of this |
Beyobi
Soldiers Of One Network Orion Empire
90
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Posted - 2013.05.31 04:15:00 -
[7] - Quote
Thanks for the input. Anyone else think this is a worthy idea? Speak up! With enough support it can happen. |
Obsidian Rex
BIG BAD W0LVES Eternal Syndicate
17
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Posted - 2013.05.31 04:33:00 -
[8] - Quote
I agree with this, if it eliminates the redline sniping. I am all good for it. Of course I have friends that do it to protect their KDr, it does get annoying when they get 0/0 and don't help us to win the game. |
Beyobi
Soldiers Of One Network Orion Empire
90
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Posted - 2013.05.31 04:55:00 -
[9] - Quote
Alternate idea: any player that kills another player inside a "safe zone" is targeted and killed by the MCC. I'd imagine a simple tweak to the auto-turrets could make this a viable option as well. |
General Erick
Onslaught Inc RISE of LEGION
25
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Posted - 2013.05.31 06:20:00 -
[10] - Quote
Jathniel wrote:Elimination of red line, in favor of an MCC perimeter defense mechanism....
I like it. I like it alot.
Already been said. |
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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
43
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Posted - 2013.05.31 06:30:00 -
[11] - Quote
Agreed and disagreed. It doesn't make much tactical sense to leave the MCC completely defenseless. But losing while having all objectives under your control and your team is doing a good job of denying them to the enemy does indeed suck. It just means you didn't do well enough for the whole match to grab the win. Perhaps remove them in Domination? Or are the turrets even in Domination? |
Beyobi
Soldiers Of One Network Orion Empire
91
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Posted - 2013.05.31 07:10:00 -
[12] - Quote
Drones and other air vehicles aren't enough to support an MCC? I guess the ground troops taking null canons doesn't support the MCC either? What about the small armada in orbit of the planet/district? Maybe the War barge supports the MCC eh? MCC vs. MCC damage has no functional purpose for the game. Why fight if failure is eminent at all costs? If you look at the BIG picture, the little details make sense. |
Beyobi
Soldiers Of One Network Orion Empire
92
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Posted - 2013.06.01 04:28:00 -
[13] - Quote
Any thoughts from the weekend warrior crowd? |
SickJ
sephiroth clones General Tso's Alliance
71
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Posted - 2013.06.01 06:36:00 -
[14] - Quote
It's simple: we swap out the null cannon for a large turret(s). |
Django Quik
R.I.f.t
606
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Posted - 2013.06.01 07:26:00 -
[15] - Quote
I fully support the removal of the redline in favour of air to ground defenses.
However, it should be noted that the mcc to mcc cannons are there to effectively give the games time limits. Without them there is a chance that a game could go on indefinitely. Imagine a corp battle where 2 corps arrange to all afk so they can reach the SP cap in one match. Yes it's unlikely but would be possible and if it did happen CCP would be stuck with a game going on so long it would probably break the server. |
Beyobi
Soldiers Of One Network Orion Empire
92
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Posted - 2013.06.01 16:23:00 -
[16] - Quote
How about making neutral null canons deal damage to both MCCs? |
Wako 75
SVER True Blood Unclaimed.
84
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Posted - 2013.06.01 16:36:00 -
[17] - Quote
from what i believe the mcc's guns will eventually be controlled by a gunner but i would suggest it be like this. one team takes all the letters then the redline goes away and you have one objective in the back to hack and end the game. the real reason that not alot of people are posting on this is because it has been brought up many times
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4387
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Posted - 2013.06.16 05:27:00 -
[18] - Quote
I want all this still. Put a bubble shield generated by an installation to keep enemies out of the spawn bases though. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4500
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Posted - 2013.06.23 20:19:00 -
[19] - Quote
Awesome ideas still awesome |
Scheneighnay McBob
Bojo's School of the Trades
1732
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Posted - 2013.06.24 00:03:00 -
[20] - Quote
I made a thread with almost the exact same suggestion- https://forums.dust514.com/default.aspx?g=posts&m=943552
also includes a shield around the MCC that doesn't allow fire in or out, and makes more sense as to why we don't just hit the MCC with an orbital. |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5606
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Posted - 2013.08.30 15:55:00 -
[21] - Quote
Still love the idea |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
213
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Posted - 2013.08.30 16:28:00 -
[22] - Quote
Wouldn't this idea just reinforce redline sniping without a redline? I mean, if the snipers are effectively defended by a robot overlord, then counter-infantry would stand no chance against killing the redline snipers.
The simple fix to redline sniping is just to have the redline apply to both parties. The redline timer starts immediately for the enemy team as it does now, and it starts on a 30-sec delay for the "friendly" team. Thus, you can jump out, call in a vehicle/run out of the red zone and then be in combat. Once you leave the redline, the timer starts immediately for even friendlies.
This solves the problem and keeps a redline mechanic. Something has to be done about the redline, though, since it creates a tactical area where people can shoot out of/run and hide and the opposing force can do nothing about it. |
Severus Smith
Ikomari-Onu Enforcement Caldari State
283
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Posted - 2013.08.30 17:12:00 -
[23] - Quote
Vespasian Andendare wrote:Wouldn't this idea just reinforce redline sniping without a redline? I mean, if the snipers are effectively defended by a robot overlord, then counter-infantry would stand no chance against killing the redline snipers.
The simple fix to redline sniping is just to have the redline apply to both parties. The redline timer starts immediately for the enemy team as it does now, and it starts on a 30-sec delay for the "friendly" team. Thus, you can jump out, call in a vehicle/run out of the red zone and then be in combat. Once you leave the redline, the timer starts immediately for even friendlies.
This solves the problem and keeps a redline mechanic. Something has to be done about the redline, though, since it creates a tactical area where people can shoot out of/run and hide and the opposing force can do nothing about it. That's actually not bad. Maybe more than 30 seconds, 60 - 90 seconds to me is good, which is generous enough that anyone can easily avoid the timer, but short enough that red line sniping would be pretty hard to pull off since you could maybe (if good) get 2 - 3 kills before dying to the timer (which hurts their KDR).
It would also stop AFK farming completely. |
TrueXer0z
DUST University Ivy League
171
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Posted - 2013.08.30 17:32:00 -
[24] - Quote
+1 With some more thought this could be a grand idea. |
Psychotic Shooter
Internal Rebellion
132
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Posted - 2013.08.30 17:44:00 -
[25] - Quote
i think that the MCC should target enemys in the enemy red line if they dont leave withing a certain amount of time this would fix red line camping
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5636
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Posted - 2013.08.31 17:59:00 -
[26] - Quote
Should happen |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
383
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Posted - 2013.08.31 19:27:00 -
[27] - Quote
Hmm give the MCC turrets a lock-on delay based on the target's scan profile (5 seconds minimum/20 seconds max). This way scouts could quickly sneak into the danger zone raise some hell (maybe hack a turret or two) and get da hell out. MCC turrets should fir swarm rockets that can lock-on to infantry but the lock is cancelled if the target gets out of range before the rocket hits.
`Sigh. Just another fun game of DUST. |
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