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Get Rid Of Dropships Please


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#21 Leone

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Posted 19 September 2017 - 01:38 PM

@op, if your team's camping in the spawn an your getting killed 'cause they're not there to help, there's really not much you can do at that point. You gotta play aggressive an defend your drop zone to keep it from happening. That way, even if you die, the enemy still hasta get through the spawn campers to get to the drop ship. if you wait in your spawn an die there, it's already too late.

Also, once you respawned, if your teams getting overrun you can also pull out an take company command, moving your dropzone elsewhere before charging in to save those still dropping. I mean, you'd want them to come in an save you, right? And if you did change your drop zone you don't hafta worry bout losing the next mech without a chance to fight. It's how I've kept from being overrun in over a year.

So, to reiterate, be aggressive, an you'll always get your mech shot out from under you on your own terms.

~Leone.

Edited by Leone, 19 September 2017 - 01:39 PM.


#22 Grus

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Posted 19 September 2017 - 03:49 PM

And don't bring Lrm80 anything...

#23 Nothar

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Posted 19 September 2017 - 04:11 PM

Actually walk out of the mech lab we have been looking at for the last 4 years. Could be artistically unique for each map - instead of this primitive borderline lazy, 1980's quality spawn environment.

#24 Fake News

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Posted 19 September 2017 - 10:19 PM

View PostTVMA Doc, on 18 September 2017 - 12:03 PM, said:

Playing Faction lately and I've found that spawn campers are able to destroy mechs before they have finished that STUPIDLY SLOW dropship animation.

PLEASE remove that from the game. With certain groups you are lucky if you get ONE mech, then drop in 30% or lower mechs before you are released from the dropship.


that is the penalty exacted because you didn't git gud.

#25 justcallme A S H

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Posted 19 September 2017 - 11:34 PM

Lol and there it is...

#26 Grus

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Posted 23 September 2017 - 03:48 PM

*starts to chant* oh ver lords, oh ver lords, oh ver lords...

I just want to see the eggs.

#27 Commander A9

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Posted 23 September 2017 - 07:06 PM

Yeah, I'd prefer to be carried into battle on an aerial gunship rather than walk, thanks much.

That and let's say you get rid of dropships...what do you propose to replace them with? A single point of entry on the map at which the team deploys onto the field, like from some door that opens?

Guess what that gives you?

https://youtu.be/h5p5j_K0CsY?t=112

Edited by Commander A9, 25 September 2017 - 05:17 PM.


#28 Grus

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Posted 27 September 2017 - 11:56 AM

View PostCommander A9, on 23 September 2017 - 07:06 PM, said:

Yeah, I'd prefer to be carried into battle on an aerial gunship rather than walk, thanks much.

That and let's say you get rid of dropships...what do you propose to replace them with? A single point of entry on the map at which the team deploys onto the field, like from some door that opens?

Guess what that gives you?

https://youtu.be/h5p5j_K0CsY?t=112
or like the bases from Mech warrior Living Legends

#29 Xannatharr

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Posted 27 September 2017 - 12:14 PM

View PostGrus, on 27 September 2017 - 11:56 AM, said:

or like the bases from Mech warrior Living Legends


You mean the game that MWO killed? Posted Image

#30 naterist

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Posted 27 September 2017 - 12:18 PM

View PostXannatharr, on 27 September 2017 - 12:14 PM, said:


You mean the game that MWO killed? Posted Image


Can we just hand the reins over to wandering samuria? They did a good job, the pgi had to strong arm them into oblivion before they could see how ****** mwo turned out in comparison.

Hell that may be a legit idea, how much crowdfunding do we have to do to get the mw:ll team the cash to buy mwo? Its a win-win since pgi wants money, and the mw:ll team wants(wanted?) A legitametly good mw game.

#31 Grus

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Posted 27 September 2017 - 12:29 PM

View PostXannatharr, on 27 September 2017 - 12:14 PM, said:


You mean the game that MWO killed? Posted Image

It's not dead, was playing it just a few days ago with about 10 other people.

View Postnaterist, on 27 September 2017 - 12:18 PM, said:


Can we just hand the reins over to wandering samuria? They did a good job, the pgi had to strong arm them into oblivion before they could see how ****** mwo turned out in comparison.

Hell that may be a legit idea, how much crowdfunding do we have to do to get the mw:ll team the cash to buy mwo? Its a win-win since pgi wants money, and the mw:ll team wants(wanted?) A legitametly good mw game.
or just start a fundme account and buy both parties and make a better game.

But back on topic. OVERLORDS! http://www.sarna.net/wiki/Overlord

#32 Grus

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Posted 27 September 2017 - 12:35 PM

I would be even happier if us GB got http://www.sarna.net...(DropShip_class)

#33 Grus

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Posted 27 September 2017 - 12:40 PM

I could settle for this though http://www.sarna.net/wiki/Union-C

#34 YUyahoo

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Posted 27 September 2017 - 01:05 PM

Spawn campers and spawn camping is an issue, it has been from the start and is one of the main reasons I stopped playing faction play/community warfare a very long time ago. So how do you keep enemies from murderballing at your spawn and how do you keep teammates from cowering in the spawn? Well I read a few posts back an idea that the spawn points have a timer like out of bounds does (but the timer needs to allow for slower mechs to be able to move out of the zone as well maybe have the timer paused for motion if that is possible?) and the timer should be applicable for BOTH sides. So now what is to prevent the enemy for shooting people as they move through the dropzone? Well, maybe make the drop zone a "no fire into or out of" area. To protect the attackers from still beind ambushed as soon as they leave the dropzone there could be a limit on just how close the defenders can move outside of their base...but I am not sure how to give equal protect to defenders without keeping parts of their base "off limits" to attackers. I guess I'll have to give that part some more thought, but for now I think at least the out of bounds timer, map limit for defenders and/or "no fire zone" could help mitigate this continuing problem. Maybe a combination of the two would do the trick, a map limit for defenders and the timer/no fire into or out of for defenders spawn?

#35 50 50

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Posted 27 September 2017 - 04:52 PM

Seeing as the dropships arrive every 30 seconds, could try setting it so that if a mech has not moved from the drop point when the next dropship arrives, it gets taken away.

Would want to combine that with a function in the drop deck screen to 'ready up' so the same afk mech doesn't get dropped again.
And would then want to combine that with the ability to capture the dropzone so you don't have one team having to sit there and wait and wait.... and wait.
Reward the capture of the dropzone accordingly and end the match if there are no more defenders.

Ideally, we should have a mode with forward bases that can be fought over and captured/recaptured and allow players to deploy from these bases or the original DZ so there can be the option to fall back, or create tactical options to deploy from another location and move on a flank etc.

I don't feel that the quick play modes are quite setup to cater for this sort of thing and really might be better to treat them as 'single drops'. However it might be something we can request and work towards (hopefully)

#36 Commander A9

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Posted 27 September 2017 - 05:41 PM

When defenders use their spawn as a platform from which to fire sniper weapons and missiles...what do you expect the attacking side to do?

Sit there and take it?

#37 Rexxxxxxxxx

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Posted 28 September 2017 - 10:56 AM

We do we drop with such high heat levels?
This only hurts our ability to defend ourselves from spawn campers.

#38 LordNothing

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Posted 30 September 2017 - 05:11 AM

whenever there is a base they should instead of bring mechs in via dropship, they should just spawn in a hanger. it is a base after all. and dont say its not possible, i played that solaris map. hanger camping prevention should be accomplished with a bunch of ac20 turrets with range negaquirks. anyone within 100m of the door gets ganked. and to keep the spawners from hiding there, provide brutal camping angles near all the turrets the safest place to muster needs to be out of range.

Edited by LordNothing, 30 September 2017 - 05:14 AM.






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