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Old 2012-07-21, 05:58 PM   [Ignore Me] #16
Envenom
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Re: Regarding instakill via drop-pods


It's pretty damn funny the first time. But I could see it getting really stale fast.
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Old 2012-07-21, 06:10 PM   [Ignore Me] #17
Fenrys
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Re: Regarding instakill via drop-pods


Don't stop moving in a vehicle and you'll be fine.

It's a counter to tanks camping building exits, but it's also a threat to deployed gals. A cloaker squad lead just needs to get close to the enemy gal, then order his squad to spawn on him.

Last edited by Fenrys; 2012-07-21 at 06:23 PM.
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Old 2012-07-21, 06:18 PM   [Ignore Me] #18
Stardouser
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Re: Regarding instakill via drop-pods


I think you can see how silly drop pod bombing will be. Also, sphere of influence will protect defenders from being drop pod bombed by attackers but the reverse is not true(presumably). Even after the enemy has disabled your vehicle spawns you can use this to cheaply keep killing any enemy vehicles that get in among your base buildings.
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Old 2012-07-21, 06:18 PM   [Ignore Me] #19
Rivenshield
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Re: Regarding instakill via drop-pods


Originally Posted by Fenrys View Post
It's a counter to tanks camping building exits.
The counter is cloakers with things that go boom and lots of AV and aircraft flown in from other bases. Things that require teamwork.

This is an exploit and it's baloney.
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Old 2012-07-21, 06:30 PM   [Ignore Me] #20
Blackwolf
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Re: Regarding instakill via drop-pods


Originally Posted by Stardouser View Post
I think you can see how silly drop pod bombing will be. Also, sphere of influence will protect defenders from being drop pod bombed by attackers but the reverse is not true(presumably). Even after the enemy has disabled your vehicle spawns you can use this to cheaply keep killing any enemy vehicles that get in among your base buildings.
Personally I don't like the idea of sphere of influences. I'd rather see a guide light beacon similar to when an OS is called in PS1. You know it's coming and you can clear the spot and open fire on the target when he comes out. This makes the maneuver risky to balance out it's usefulness but doesn't force a restrictive rule on the battlefield that seriously dampens the feel of it being a battlefield.

Last edited by Blackwolf; 2012-07-22 at 07:54 PM.
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Old 2012-07-21, 07:14 PM   [Ignore Me] #21
Ranik Ortega
Staff Sergeant
 
Re: Regarding instakill via drop-pods


Drop pod insta kills are one of many issues i'm hoping the devs see the light on.

No way in hell is someone dropping in from space and being able to instant kill a vehicle in anyone fun for the people getting dropped on.
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Old 2012-07-21, 07:35 PM   [Ignore Me] #22
Azarga
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Re: Regarding instakill via drop-pods


I personally don't think that squad-spawning via drop-pod will be heavy exploitable even as it is now. Lots of options to limit possible exploits have already been proposed. I can throw in another.

It seems now drop-pods simply slam to the planet's surface. At full speed. Wow. That would definately destroy anything in it's pass. Perhaps even leave a crator. Put aside crators and stuff, it's still extremely hard impact. Okay, the drop-pod is not compressed into metal pancake - nanites give it strenght! But they don't, since devs said that drop-pods can be destroyed mid-air, so impact to the ground will outright destroy them. But what about squishy contents of this drop-pod? Well, it's sci-fi, so the soldier inside is protected by some nano-gel or something, which have to be removed before entering combat. Too complicated I think.

I think a little change to drop-pod's mechanic would be better.

Instead of slamming into the ground straight from the orbit, drop-pods dramaticaly decrease their speed before impact. It's sci-fi, so f*ck parachutes and sh*t. Let's use something kewl, like directional explosion or something like that.
Infantry will still have to die, if they were lucky enough to be under drop-pod, and you will think twice where to land so that you don't kill your squadmates on the ground - adds little bit more planning and depth to squad-spawning. But tanks, anything with decent armor does not need to be destroyed instantly. This 'brake-explosion' is directional, but not focused, it has little to no armor-penetration. So the tank is hit by significantly slowed personal transport device, not human-filled orbital bullet.
Aircraft cought in the way of not yet slowed drop-pod are still destroyed (mosquito, etc) or take huge amount of damage (galaxy). Serves them right, I think, aircraft floating in one place deserves to be destroyed and laughed at.

Last edited by Azarga; 2012-07-21 at 07:40 PM.
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Old 2012-07-21, 07:46 PM   [Ignore Me] #23
Sledgecrushr
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Re: Regarding instakill via drop-pods


I think getting insta gibbed by a drop pod is a lesser threat by far than being lit up by an os.
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Old 2012-07-21, 07:46 PM   [Ignore Me] #24
Robotix
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Re: Regarding instakill via drop-pods


My biggest worry about this is people using drop pods as ghetto Orbital Strikes against deployed Galaxies. Just have the Infiltrator squad leader stealth over to an enemy Galaxy and start dropping pods on it.

No thanks.
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Old 2012-07-21, 07:53 PM   [Ignore Me] #25
Stardouser
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Re: Regarding instakill via drop-pods


Originally Posted by Sledgecrushr View Post
I think getting insta gibbed by a drop pod is a lesser threat by far than being lit up by an os.
Honestly, the lesser evil of all of it would be spawning on the ground next to your squad leader. That's the optimum choice; drop pods are just too exploitable and silly.

Lone wolves dying because the guy they were chasing spawned a squad member and they weren't running with a squad of their own isn't enough of a problem to outweigh it, and besides, there's just as good a chance he'll spawn with his back to you and you'll gun them both down.

As for the silliness argument, it's no sillier than endless troops running out of a galaxy and it's certainly less silly than drop pod bombing. And we'd still have SOI.
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Old 2012-07-21, 08:48 PM   [Ignore Me] #26
ParisTeta
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Re: Regarding instakill via drop-pods


There are many ideas to balance that, but does that help the gameplay?
Yes of course it would be realstic that getting hit by a droppod should have an effect, but hell it sucks gameplay wise, it happends so often already in the relaesed videos.

Droppod killing need to go!

Simple as that, there is no gameplay/flow reason to keep them.
Squad drop is bad enough, imagin a cloaker sneaking in, who is squad leader and then drop many troops in, instead of physicaly move them, which adds gameplay!
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Old 2012-07-21, 08:52 PM   [Ignore Me] #27
Stardouser
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Re: Regarding instakill via drop-pods


Originally Posted by ParisTeta View Post
imagin a cloaker sneaking in, who is squad leader and then drop many troops in, instead of physicaly move them, which adds gameplay!
Haven't heard of sphere of influence? That problem has already been addressed.
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Old 2012-07-21, 09:08 PM   [Ignore Me] #28
Ranik Ortega
Staff Sergeant
 
Re: Regarding instakill via drop-pods


Originally Posted by Stardouser View Post
Haven't heard of sphere of influence? That problem has already been addressed.
Not if you are doing it out in the field.
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Old 2012-07-21, 09:10 PM   [Ignore Me] #29
Stardouser
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Re: Regarding instakill via drop-pods


Originally Posted by Ranik Ortega View Post
Not if you are doing it out in the field.
Out in the field is different. Out in the field is not a cloaker sneaking into a base.
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Old 2012-07-21, 09:12 PM   [Ignore Me] #30
Ranik Ortega
Staff Sergeant
 
Re: Regarding instakill via drop-pods


Originally Posted by Stardouser View Post
Out in the field is different. Out in the field is not a cloaker sneaking into a base.
The problem is the same. One dude sitting out in the field can have people drop on him. A cloaker walking next to a tank should not give his squadmates the ability to instant kill tanks. No two ways around it.
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