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Thread Statistics | Show CCP posts - 4 post(s) |
M3DIC 2U
Purgatorium of the Damned League of Infamy
67
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Posted - 2013.06.21 14:52:00 -
[1] - Quote
I've noted recently that on some maps, sniping from the MCC becomes an issue and annoyance. Though one can counter-snipe into the MCC, it proves tricky because of barriers/layout.
I can understand this needing to be an option if one is redlined, the MCC is close to this line and you need to break out. However, instant highground near the Null canon in domination seems a touch lopsided.
Recommend the following:
1. either pushing back the MCC to equidistant points from the null cannon, thus making the highpoints similar and advantageous for both sides
2. Reinstating the forcefield that prevented shooting out of the MCC.
I prefer option 1 as it can also thus reduce MCC camping and makes for a different element/tactic to some maps. also could lead to the introduction of floating platforms in later maps for highpoints/spawns, etc to cause variance in open areas and reduce spawn sniping.
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Scheneighnay McBob
Bojo's School of the Trades
1752
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Posted - 2013.06.24 22:37:00 -
[2] - Quote
They're both pretty good solutions, and it gave me an idea to stop redline sniping as a whole-
Push all starting spawns and the redline WAY back to the point where there's nothing to snipe if you're on the redline. |
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CCP LogicLoop
C C P C C P Alliance
169
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Posted - 2013.06.26 06:31:00 -
[3] - Quote
M3DIC 2U wrote:I've noted recently that on some maps, sniping from the MCC becomes an issue and annoyance. Though one can counter-snipe into the MCC, it proves tricky because of barriers/layout.
I can understand this needing to be an option if one is redlined, the MCC is close to this line and you need to break out. However, instant highground near the Null canon in domination seems a touch lopsided.
Recommend the following:
1. either pushing back the MCC to equidistant points from the null cannon, thus making the highpoints similar and advantageous for both sides
2. Reinstating the forcefield that prevented shooting out of the MCC.
I prefer option 1 as it can also thus reduce MCC camping and makes for a different element/tactic to some maps. also could lead to the introduction of floating platforms in later maps for highpoints/spawns, etc to cause variance in open areas and reduce spawn sniping.
Sniping from on top of the MCC? Or inside?
For inside MCC's we have already fixed the shields to stop that. This should be in the 1.2 update if it isn't already out.
For outside the MCC's we are working on a solution currently to stop it.
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Soraya Xel
New Eden's Most Wanted
81
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Posted - 2013.06.26 06:47:00 -
[4] - Quote
CCP LogicLoop wrote:[quote=M3DIC 2U]For outside the MCC's we are working on a solution currently to stop it.
Why would sniping from the top of the MCC be considered a Bad Thing(TM)?
There's plenty of sniper spots you can only reach by derpship. |
crazy space 1
Unkn0wn Killers
1404
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Posted - 2013.06.26 07:23:00 -
[5] - Quote
The issue us you can't tell when you are being shot from above |
Terra Thesis
HDYLTA Defiant Legacy
254
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Posted - 2013.06.26 12:33:00 -
[6] - Quote
CCP LogicLoop wrote:Sniping from on top of the MCC? Or inside?
For inside MCC's we have already fixed the shields to stop that. This should be in the 1.2 update if it isn't already out.
For outside the MCC's we are working on a solution currently to stop it.
Nice! You know, to my knowledge CCP has never even acknowledged whether this was just a bug or an intentional change in Uprising, leading to a lot of unnecessary angst. Thanks for fixing it, though. |
Scheneighnay McBob
Bojo's School of the Trades
1773
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Posted - 2013.06.26 14:46:00 -
[7] - Quote
CCP LogicLoop wrote:M3DIC 2U wrote:I've noted recently that on some maps, sniping from the MCC becomes an issue and annoyance. Though one can counter-snipe into the MCC, it proves tricky because of barriers/layout.
I can understand this needing to be an option if one is redlined, the MCC is close to this line and you need to break out. However, instant highground near the Null canon in domination seems a touch lopsided.
Recommend the following:
1. either pushing back the MCC to equidistant points from the null cannon, thus making the highpoints similar and advantageous for both sides
2. Reinstating the forcefield that prevented shooting out of the MCC.
I prefer option 1 as it can also thus reduce MCC camping and makes for a different element/tactic to some maps. also could lead to the introduction of floating platforms in later maps for highpoints/spawns, etc to cause variance in open areas and reduce spawn sniping.
Sniping from on top of the MCC? Or inside? For inside MCC's we have already fixed the shields to stop that. This should be in the 1.2 update if it isn't already out. For outside the MCC's we are working on a solution currently to stop it. It'll still be a problem, even if you aren't on top of the MCC. I figured out a while back (and managed it this build) that sometimes you can jump onto one of the MCC turrets while it's at the right angle, then snipe. |
Mika Astrates
Wraith Shadow Guards
0
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Posted - 2013.06.26 16:34:00 -
[8] - Quote
I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. |
Tosh Tearg
BetaMax. CRONOS.
53
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Posted - 2013.07.02 13:31:00 -
[9] - Quote
Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena.
I endorse this idea..
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CCP LogicLoop
C C P C C P Alliance
208
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Posted - 2013.07.03 00:42:00 -
[10] - Quote
Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena.
We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
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negative49er
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
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Posted - 2013.07.03 01:00:00 -
[11] - Quote
CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
So like a force field |
Doyle Reese
OSG Planetary Operations Covert Intervention
219
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Posted - 2013.07.03 01:12:00 -
[12] - Quote
CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
this does not stop people from padding their K/D though |
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CCP LogicLoop
C C P C C P Alliance
210
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Posted - 2013.07.03 03:00:00 -
[13] - Quote
Doyle Reese wrote:CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately. this does not stop people from padding their K/D though
I am not sure how it would not. We wouldn't count the kill in their ratio. |
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Absolute Idiom II
Edimmu Warfighters Gallente Federation
137
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Posted - 2013.07.03 11:43:00 -
[14] - Quote
So you could stay in the Redzone - where no deaths affect your K/D - but you can still deplete the clone count of the other side - and hence assisting in winning the match. |
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CCP LogicLoop
C C P C C P Alliance
213
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Posted - 2013.07.04 00:48:00 -
[15] - Quote
Absolute Idiom II wrote:So you could stay in the Redzone - where no deaths affect your K/D - but you can still deplete the clone count of the other side - and hence assisting in winning the match.
True, or it would not affect the clone count. We "could" make that happen. The overall idea is that killing or death from with in each teams safe zones should have zero effect on the overall battle.
Obviously we have no exact answer just yet. This is why we are still discussing how to resolve the issue. And of course our community is always welcome to give their suggestions. I try to bring them up with the team when I think they are a reasonable idea.
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Bullets2yaface
Red Star Jr.
20
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Posted - 2013.07.04 04:35:00 -
[16] - Quote
CCP LogicLoop wrote:M3DIC 2U wrote:I've noted recently that on some maps, sniping from the MCC becomes an issue and annoyance. Though one can counter-snipe into the MCC, it proves tricky because of barriers/layout.
I can understand this needing to be an option if one is redlined, the MCC is close to this line and you need to break out. However, instant highground near the Null canon in domination seems a touch lopsided.
Recommend the following:
1. either pushing back the MCC to equidistant points from the null cannon, thus making the highpoints similar and advantageous for both sides
2. Reinstating the forcefield that prevented shooting out of the MCC.
I prefer option 1 as it can also thus reduce MCC camping and makes for a different element/tactic to some maps. also could lead to the introduction of floating platforms in later maps for highpoints/spawns, etc to cause variance in open areas and reduce spawn sniping.
Sniping from on top of the MCC? Or inside? For inside MCC's we have already fixed the shields to stop that. This should be in the 1.2 update if it isn't already out. For outside the MCC's we are working on a solution currently to stop it.
Why stop something that makes sense sniping on top of the mcc is fine at least its easier to shoot them then from within
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M3DIC 2U
Hellstorm Inc League of Infamy
68
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Posted - 2013.07.05 14:30:00 -
[17] - Quote
Sorry for delay in response.
Snipers were shooting from INSIDE the MCC.
Since 1.2 build I have not noticed sniping occuring from inside the MCC anymore.
If you have skillset to gain an advantage point on top of or on a turret, I think that should remain. Though top of MCC seems a bit much as I picture this ship being in low Earth/Planet orbit beyond the ceiling of a dropship otherwise, "here let me place a giant target for the ground to shoot." If below their ceiling would be too similar to the zeppelins and dirigibles of WWI and WWII. Every fighter could reach them and thus destroyed the "mothership." Also, dropping in with inertial dampeners then likens to a HALO jump. The dropping aircraft is safe from attack, but can still deploy the paratrooper.
Adding more high buildings or other floating platforms would make things interesting and lend more desire to skilling into dropships. Adding a greater emphasis on the 3rd dimension within a fight.
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Obodiah Garro
Tech Guard General Tso's Alliance
182
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Posted - 2013.07.13 14:19:00 -
[18] - Quote
Isnt the MCC only about 200-300m off the ground? |
loumanchew
Ametat Security Amarr Empire
128
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Posted - 2013.07.14 04:56:00 -
[19] - Quote
Counter sniping ppl that are outside of the MCC is really easy. I am not sure why ppl make such a big deal out of it. |
Soulja Ghostface
THE NUCLEAR KNIGHTS
0
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Posted - 2013.09.02 19:04:00 -
[20] - Quote
Sniping from the top of the MCC is snipers being resourceful when the enemy wont let them reach hills buildings ETC. please leave that aspect of the game alone. it is perfect the way it is. last thing a redliner needs is getting run over by LAV as soon as they deploy. |
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Spartan MK420
sephiroth clones D.E.F.I.A.N.C.E
2
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Posted - 2013.09.09 11:33:00 -
[21] - Quote
CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
Terrible Idea.
If i'm pushing the enemy away from our redline, then by this theory, it would have no personal game. And if I had no personal gain from doing it, odds are i'll just sit back and watch the blueberries get slaughtered.
If you have no personal gain FOR EACH AND EVERY KILL/ASSIST, then whats the point?
Oh sorry blueberry, I'm just going to let him shoot you in the face until I get out of the redline, as it doesn't effect my stats if i die before i get out there or not. I mean, I could run around in the red line border all day, popping in and out for a moment to get some kills, go back into the safe zone to die/run.
Sure it may "pave the way for points to be acquired", but face it, solving the solution in a manner like this would do nothing but worsen the situation.
1.) How about adding a timer to leave your red zone area from the time you spawn (1 minute or 2 minute max). 2.) Once you leave the redline area, you are UNABLE to return past the border. ( yea thats right, make **** as annoying as classic mario) 3.) Improve all the basic cover scattered around the maps edges. To give infantry coming into the arena more cover from long range weapons/vehicles. 4.) Nerf the max distance a mass driver shell/forge gun blast can travel without automatically dispersing.
And for those who can't kill a redline sniper, maybe you should think of alternative strategies, such as playing solitaire instead.
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Sorry Wrong Chat
United Pwnage Service RISE of LEGION
9
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Posted - 2013.09.13 11:05:00 -
[22] - Quote
Well, I never tried MCC Sniping.
I see from time to time mercs UPON the MCCs and sometimes they kill me, but in overall for me these snipers are easy goals to kill, mostly.
As a sniper I always check MCC and dropship flights and assume where my friends will pop up.
In the very first seconds it should not be possible to get mercs up on the MCC, so I can deal the enemiy action.
A problem is, when a merc enters the an ongoing battle delayed --> Then it is like the Auto-Deployment problem in Ambush-Mode.
In this case MCC Snipers could be a pain in the ass.
Sniping from INSIDE the MCC should be prohibited --> My idea is that arms and tools are disabled inside a MCC or if one a shot is made the merc gets a self (ricochet)-damage 20 to 40% of the normal damage.
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KenKaniff69
Fatal Absolution
948
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Posted - 2013.12.02 18:46:00 -
[23] - Quote
Sorry Wrong Chat wrote:Well, I never tried MCC Sniping.
I see from time to time mercs UPON the MCCs and sometimes they kill me, but in overall for me these snipers are easy goals to kill, mostly.
As a sniper I always check MCC and dropship flights and assume where my friends will pop up.
In the very first seconds it should not be possible to get mercs up on the MCC, so I can deal the enemiy action.
A problem is, when a merc enters the an ongoing battle delayed --> Then it is like the Auto-Deployment problem in Ambush-Mode.
In this case MCC Snipers could be a pain in the ass.
Sniping from INSIDE the MCC should be prohibited --> My idea is that arms and tools are disabled inside a MCC or if one a shot is made the merc gets a self (ricochet)-damage 20 to 40% of the normal damage.
The elephant ion the room is the head gltiching mechanic that allows invincibility while still being able to hit targets down range. CCP needs to fix this.
So about those vehicle locks...
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
111
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Posted - 2014.01.21 12:13:00 -
[24] - Quote
if you don't like the way redzones work, play ambush. Then try to hide from tank spam.
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
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Sinister Shadow 1
The Bloody Wolf Pack
0
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Posted - 2014.02.19 04:40:00 -
[25] - Quote
I'm a sniper , I find it hard to get into any area that is held by the other team when all they do is spawn camp. I find it very hard to get into a good place to snipe when the other team just spawn camps all the time , so my problem is solved when i can spawn somewhere safe . Then I can move to a place that isn't spawn camped and set up for combat. Perhaps this is why folks are sniping from the red zones, If you fix the spawn camp problem then perhaps you will fix the red zone sniping issue as well .
Live free & Kill Well
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NextDark Knight
Hellstorm Inc League of Infamy
237
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Posted - 2014.03.03 19:38:00 -
[26] - Quote
CCP LogicLoop wrote:
We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
This was such a awesome idea.. it died before it's time.
Another reason to hate the community when they think they should earn orbitals safely from there safety zone.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Kratek Heshan
King and Queens
21
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Posted - 2014.04.14 20:00:00 -
[27] - Quote
man more red line sniper issue and yeh a lot of snipers on top the mcc they hard to kill an orbital can only kill them i got shoot 10 times im looking for them they miss a shoot i saw the bullet air 5 snipers are on top mcc haha |
lunatis orrak
Band of The Hawkx Lokun Listamenn
17
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Posted - 2014.04.26 20:26:00 -
[28] - Quote
CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
Umm i dont think so then when someone high tails it for the redline in a tank or such you dont get your points for being a warrior and going back there to get them then theres the case of trolls and when someones losing just dipping in and out of the red bein. And why dont you just put a timer on the original spawn areas like the friendly say a minute at your mcc your dead after you leavethe area and come back the timer starts again where it let off the only bad thing about this is i could ssee e trolls having a field day back there make a cap for suicides in the redline three at most then kicked from game
CHUBBY CHASER FOR LIFE
!BEWARE MY FAT BULLDOGS!
The leash is not for your protection
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