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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
361
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Posted - 2013.06.14 03:54:00 -
[1] - Quote
Is bad and needs to go.
Make CRUs, Drop Uplinks and mCRUs more important, remove the ability to spawn on objectives. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
810
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Posted - 2013.06.14 04:06:00 -
[2] - Quote
I totally agree. Its a bad game mechanic to be able to spawn on the objective you are defending. Making spawn points more tactical lends strategy and a sense of attack and defense to the game. |
Zat Earthshatter
Ghosts Of Ourselves
314
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Posted - 2013.06.14 04:25:00 -
[3] - Quote
I agree - there are no built-in CRUs at any objective on any map, and it can make defending a facility far too easy simply by having a single Scout capture the points first. Viable replacements can be: 1>Increases in CRU pre-deployments on the map 2>The allowance of player installation of CRUs
#1 can be done quickly while we wait for a more permanent solution, such as #2 #2 requires Player-Installation implementation, market seeding, and deployment guidelines that don't allow overpowered deployments at the enemy Redline. However, this option would be preferable to the sandbox nature of New Eden, and the evolution of DUST on the strategic spectrum. |
Mobius Wyvern
BetaMax. CRONOS.
1909
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Posted - 2013.06.14 04:27:00 -
[4] - Quote
Alaika Arbosa wrote:Is bad and needs to go.
Make CRUs, Drop Uplinks and mCRUs more important, remove the ability to spawn on objectives. 100%
Planetside 2 used to have spawn rooms right near the capture objectives, and it meant that you could just spam out of the spawn room with shotguns and contest the point forever. Moving the spawn rooms away was one of the few things they did right.
Getting to the objective and starting the hack only to have a shotgunner spawn right outside and one-shot you is kinda crappy. Once you've hacked the CRU near the objective, you should be in the clear. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
362
|
Posted - 2013.06.14 06:36:00 -
[5] - Quote
Mobius Wyvern wrote:Alaika Arbosa wrote:Is bad and needs to go.
Make CRUs, Drop Uplinks and mCRUs more important, remove the ability to spawn on objectives. 100% Planetside 2 used to have spawn rooms right near the capture objectives, and it meant that you could just spam out of the spawn room with shotguns and contest the point forever. Moving the spawn rooms away was one of the few things they did right. Getting to the objective and starting the hack only to have a shotgunner spawn right outside and one-shot you is kinda crappy. Once you've hacked the CRU near the objective, you should be in the clear.
GEK-38's to the back of your head stop the hack PDQ too |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
363
|
Posted - 2013.06.14 18:04:00 -
[6] - Quote
This simple change will go a long way towards improving gameplay. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
723
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Posted - 2013.07.24 14:41:00 -
[7] - Quote
Yay for "completing the hack" only to be killed by some shithead who spawned on the objective and killed you as the last bar filled up.
I doubt that it would be hard to flip a switch and kill objective spawning. |
Meeko Fent
Seituoda Taskforce Command Caldari State
364
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Posted - 2013.07.24 14:57:00 -
[8] - Quote
Plas One for No more objective Spawning.
I always scan the Area after I Hack an objective, cause theres always that bear that manages to spawn at the last second, and keels me.
It makes that hack for the Objective less final, and makes Capping a object really fricking hard.
Its like saying that, "Oh, you killed those 6 Mercs guarding the Objective, and you Hacked that CRU? Oh, well heres one last fellow that reverses your hard fought hack! Enjoy!"
More CRUS Please.
No Objective spawning |
Lucifalic
Baked n Loaded
13
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Posted - 2013.07.24 15:16:00 -
[9] - Quote
+1 great request. Signed |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
390
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Posted - 2013.07.24 15:17:00 -
[10] - Quote
I like |
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Revelations 514
Red Star. EoN.
92
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Posted - 2013.07.24 16:47:00 -
[11] - Quote
im good with this. Makes defending actually important. Makes Scouts more viable imo as they can actually use their speed more. Also makes using LAV's for transports more fulfilling and a more dynamic battleground in general.
Quick question though, what happens when a new tactic emerges to destroy every CRU? Only drop uplinks and MCC spawn at that point? Might make players more resistant to losing the redline which is something I would like to get rid of.
Maybe new CRU's drop in after one is destroyed? On a timer perhaps, such as 5 min after a CRU is destroyed one is randomly dropped? Just thinking out loud. Then maybe we could do this and get rid of the red line. |
Cosgar
ParagonX
3162
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Posted - 2013.07.24 16:51:00 -
[12] - Quote
+1 Also, Uplinks need to be fixed so that they're not so damn obvious on the scanner. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
177
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Posted - 2013.07.24 16:51:00 -
[13] - Quote
Perhaps someone at CCP would like to look at how the Battlefield series has handled the issue of objective spawning for the past 11 years.
Hint: It doesn't work like it does in Dust. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
728
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Posted - 2013.07.24 16:58:00 -
[14] - Quote
Revelations 514 wrote:im good with this. Makes defending actually important. Makes Scouts more viable imo as they can actually use their speed more. Also makes using LAV's for transports more fulfilling and a more dynamic battleground in general.
Quick question though, what happens when a new tactic emerges to destroy every CRU? Only drop uplinks and MCC spawn at that point? Might make players more resistant to losing the redline which is something I would like to get rid of.
Maybe new CRU's drop in after one is destroyed? On a timer perhaps, such as 5 min after a CRU is destroyed one is randomly dropped? Just thinking out loud. Then maybe we could do this and get rid of the red line.
PC would be different. Ideally once we can use our WP to place installations tactically, PC would not randomly respawn CRU's, you would use your WP to purchase them.
Killing CRUs isn't a new tactic, though it would make a nice segue to allowing us to spend WP on CRUs.
Test it with just CRUs, then as data accumulates and we see how the system handles us placing our own ****, open up the rest of the installations. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
728
|
Posted - 2013.07.24 16:59:00 -
[15] - Quote
Cosgar wrote:+1 Also, Uplinks need to be fixed so that they're not so damn obvious on the scanner.
Very true, while I enjoy the ease of spotting them so I can camp them, I hate that the reds can do the same. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
744
|
Posted - 2013.07.25 19:07:00 -
[16] - Quote
So, CCP when are you going to incentivize Defensive play by removing the ability to spawn on objectives?
Do you enjoying watching the blue blob roam until they're all stacked on the redline under the enemy MCC and at the enemy footspawn? |
Revelations 514
Red Star. EoN.
93
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Posted - 2013.07.29 23:13:00 -
[17] - Quote
Alaika Arbosa wrote:Revelations 514 wrote:im good with this. Makes defending actually important. Makes Scouts more viable imo as they can actually use their speed more. Also makes using LAV's for transports more fulfilling and a more dynamic battleground in general.
Quick question though, what happens when a new tactic emerges to destroy every CRU? Only drop uplinks and MCC spawn at that point? Might make players more resistant to losing the redline which is something I would like to get rid of.
Maybe new CRU's drop in after one is destroyed? On a timer perhaps, such as 5 min after a CRU is destroyed one is randomly dropped? Just thinking out loud. Then maybe we could do this and get rid of the red line.
PC would be different. Ideally once we can use our WP to place installations tactically, PC would not randomly respawn CRU's, you would use your WP to purchase them. Killing CRUs isn't a new tactic, though it would make a nice segue to allowing us to spend WP on CRUs. Test it with just CRUs, then as data accumulates and we see how the system handles us placing our own ****, open up the rest of the installations.
Definitely not a new tactic, but so far seems that they get destroyed if one in particular becomes....inconvenient. However this would hopefully thrust them into the spotlight and make destroying not just one, but all of them a squads objective for an entire match. Personally, I think it would be fun lol. Totally agree with using CRU as a segue/pilot for us to do the same with all installations; and make WP worth more than bombardments. (+1 sir) |
lithkul devant
Cerberus Network. The Superpowers
13
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Posted - 2013.07.30 00:23:00 -
[18] - Quote
Alright, for this to work, I think each objective should have 3-4 spawn rooms which you can't be killed in and can not shoot out of similar to planetside two, these rooms also can not be destroyed, once you leave these rooms you can not enter back into them. Also all damage is reduced to 0 for two seconds after leaving such a room. This allows for players to not be heavily camped, that the enemy will not know which one they will exit from, and so that a logi does not decide to mine all the doors to get some easy kills.
This would allow for spawns to be placed around 100m away from the spawn point, yet give the defenders an advantage in a way, yet allow for the attackers to get to the objective and hold it effectively. This would also make the CRU's just as vital as they ever were yet have people not want to just nuke them on sight I think. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
793
|
Posted - 2013.07.30 00:38:00 -
[19] - Quote
lithkul devant wrote:Alright, for this to work, I think each objective should have 3-4 spawn rooms which you can't be killed in and can not shoot out of similar to planetside two, these rooms also can not be destroyed, once you leave these rooms you can not enter back into them. Also all damage is reduced to 0 for two seconds after leaving such a room. This allows for players to not be heavily camped, that the enemy will not know which one they will exit from, and so that a logi does not decide to mine all the doors to get some easy kills.
This would allow for spawns to be placed around 100m away from the spawn point, yet give the defenders an advantage in a way, yet allow for the attackers to get to the objective and hold it effectively. This would also make the CRU's just as vital as they ever were yet have people not want to just nuke them on sight I think.
IDK, I think if this were to be implemented, if they added "spawn rooms", they should just add one CRU per Objective on the map.
Personally though, I'd just say HTFU, SIUB and hoof it from the nearest Drop Uplink or Foot/MCC spawn (if your team didn't hold one of the currently available CRUs on the map). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1341
|
Posted - 2013.07.30 00:40:00 -
[20] - Quote
Some sort of spawns which cannot be destroyed need to be maintained to prevent even more redlining. That being said having them separated from the null cannons seems fine (especially once uplinks are fixed so they don't show up everywhere for no good reason).
It's also worth noting that even now in current game state getting hacks off on a properly cleared objective without getting shot isn't that hard. Part 1, run with a squad who will actually use teamwork and over you. Part 2, level up your hacking skills. The above works even better if you have a support logi designated to hack and running a codebreaker or two. The spawning system could be polished, but that doesn't mean players should neglect using the tools that are already available within the game.
0.02 ISK Cross |
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Killar-12
Molon Labe. League of Infamy
353
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Posted - 2013.07.30 01:02:00 -
[21] - Quote
+1 to the OP |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
793
|
Posted - 2013.07.30 02:15:00 -
[22] - Quote
Cross Atu wrote:Some sort of spawns which cannot be destroyed need to be maintained to prevent even more redlining. That being said having them separated from the null cannons seems fine (especially once uplinks are fixed so they don't show up everywhere for no good reason).
It's also worth noting that even now in current game state getting hacks off on a properly cleared objective without getting shot isn't that hard. Part 1, run with a squad who will actually use teamwork and over you. Part 2, level up your hacking skills. The above works even better if you have a support logi designated to hack and running a codebreaker or two. The spawning system could be polished, but that doesn't mean players should neglect using the tools that are already available within the game.
0.02 ISK Cross
Sorry, though I have to disagree that some sort of indestructible spawn needs to be added. I've spent most of my FPS experience playing a game where the only indestructible spawns were the foot spawns, I will admit redlining there was absolutely ridiculous. However, we've got mCRUs and Dropships, not to mention the existence of Drop Uplinks. I believe that these would make things much less oppressive if the only available spawns were the foot spawns and CRUs (and of course the MCC).
I will however totally agree with your second point regarding hacking. |
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