#61
Posted 04 June 2015 - 02:21 PM
Could someone explain to me why fixing the spawn locations and new generator mechanics aren't enough? Why do there have to be 108 damage aimbots flying across the map and staying for 12-16 seconds?
#62
Posted 04 June 2015 - 03:25 PM
Shredhead, on 04 June 2015 - 02:21 PM, said:
yuuuuuup. it's gonna be hilarious
Shredhead, on 04 June 2015 - 02:21 PM, said:
Because NKVA can't be the only ones doing it! DOHOHOHO
but let me be serious for a moment. we dont cheat we're just actual gods come to earth for the purpose of schooling people at mechwarrior.
#63
Posted 04 June 2015 - 03:57 PM
I think if something is going to stick around for 15 seconds and shoot at us we should be able to shoot back. If we destroy the dropship no more reinforcements. I'm sure the scrubs would start whining about that though and PGI would appease them by giving the dropships reflective armor so our shots start bouncing back at us.
#64
Posted 04 June 2015 - 04:12 PM
ThomasMarik, on 04 June 2015 - 03:57 PM, said:
I think if something is going to stick around for 15 seconds and shoot at us we should be able to shoot back. If we destroy the dropship no more reinforcements. I'm sure the scrubs would start whining about that though and PGI would appease them by giving the dropships reflective armor so our shots start bouncing back at us.
The ability to spawn camp garbage clanners before they spawn would be the ultimate victory, and waste a lot less time
#66
Posted 05 June 2015 - 05:21 AM
YCSLiesmith, on 01 June 2015 - 03:21 PM, said:
Dropship! I summon you! time to eject-kill Earth
i honestly can't wait to get everyone clumped together and voluntarily eject, summoning a dropship that will destroy the entire opposing team with magnificent alpha strikes to the rear torso (obviously piloted by notorious NKVA cheaters.)
Won't work. New drop zones set to be in more isolated spots. Now you have to enter the drop zone and yes you should take plenty of flak for that.
Step in the right direction.
ThomasMarik, on 04 June 2015 - 03:57 PM, said:
I think if something is going to stick around for 15 seconds and shoot at us we should be able to shoot back. If we destroy the dropship no more reinforcements. I'm sure the scrubs would start whining about that though and PGI would appease them by giving the dropships reflective armor so our shots start bouncing back at us.
Please read the road map more carefully. PGI has stated that they will be pushing back these spawn zones to isolated areas, You will need to enter said areas now.
#67
Posted 05 June 2015 - 05:14 PM
CainenEX, on 05 June 2015 - 05:21 AM, said:
The dropships have to fly in from somewhere and on at least a few of the maps they fly over the assault lane and already shoot people coming in on 'legitimate' attack runs. I bet it will work.
#68
Posted 08 June 2015 - 02:05 AM
YCSLiesmith, on 05 June 2015 - 05:14 PM, said:
Assuming they mess up the pathing, yeah. But hopefully they wont do that.
Also, liking your own posts isnt very classy.
#69
Posted 08 June 2015 - 02:49 AM
Widowmaker1981, on 08 June 2015 - 02:05 AM, said:
Assuming they mess up the pathing, yeah. But hopefully they wont do that.
Also, liking your own posts isnt very classy.
You are telling me you don't like what you post? Why would you post words you don't like that doesn't make any sense
#71
Posted 08 June 2015 - 09:23 AM
That sounded cool the first time I heard it, before I ever dropped in CW.
Now it just sounds ridiculous and stupid.
#72
Posted 10 June 2015 - 11:55 AM
#73
Posted 10 June 2015 - 12:22 PM
#74
Posted 11 June 2015 - 01:31 AM
That dropships are currently stupid about this really the main issue. If there are enemies within 400(?) meters that can't be pushed back, you should be able to abort the drop or drop in a different location.
I personally have no problems with dropship guns--that's close to lore. But, hitting mechs on the ground while screaming in for a drop is a bit "lolwut?" Dem dropship pilots can aim! Dropship laser damage should drop off precipitously or have a tough time holding aim unless they are hovering. In my view, a longer hover + greater LZ clearing damage would be sufficient to prevent most spawn camps. If you find yourself in a situation where 12 mechs are surrounding all the LZs already, something has gone horribly wrong with your game to begin with.
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