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Stamping Out The Rambos.


OriKlein
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My good friend has come up with an idea.

Solution: make all affinity from kills and abilities being distributed in 30 meters radius from console/pod while timer is ticking. If some player is killing 100 meters away from objective, he will not get affinity, but those who stay in 30 m radius from objective would get affinity from his kills. Even better if all loot drops, which occured outside of this radius, would be teleported inside near the objective.

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Rambo Rhino still smash with Jat Kittag.

 

Rambo Rhino still spray and pray with M60 Gorgon Wraith.

 

Rambo Rhino still does something with his pistols.

 

Long story short is once you get to 30.1 meters away you're #*($%%@ and people wont like that.

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if you don't like playing with a certain playstyle then simply disconnect and find a new game or learn to solo and don't deal with other players in general at least until the reputation system is added to the game there is no way to stop with this kind of playstyle that wont piss off the fanbase unless its community driven if you group 4 door heroes in one match then they will fail the mission from that one prodman that slips through and they will slowly learn not to do it

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I would definitely want to argue specifics like range, and probably would say BONUS XP rather than no XP outside that range... but... Yeah I'll +1 it. Some kind of mechanic that links XP with proximity would be good.

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I would definitely want to argue specifics like range, and probably would say BONUS XP rather than no XP outside that range... but... Yeah I'll +1 it. Some kind of mechanic that links XP with proximity would be good.

concur

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Well what if there's a pack of mobs glitched far far away? We won't get XP for killing them because they're not moving/glitched and not near the objective.

Hm. Yes, we should get exp for abusing glitches, shouldn't we? Excellent point. Make sure to tell DE about needing more rewards for glitch abuse.

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I would definitely want to argue specifics like range, and probably would say BONUS XP rather than no XP outside that range... but... Yeah I'll +1 it. Some kind of mechanic that links XP with proximity would be good.

This. OP has a good idea to it, but sometimes me and my friends do rambo in specific spawn points as form of strategy on defense missions. 

So I agree with Vkhauns idea more.

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This idea has been suggested before.  It no doubt will again.  It would need warnings for the person doing the killing when they don't get xp, so that they know they need to be closer to the objective.

 

The one downside would be with a split up a party.  Not in the doorway hero sense, but if you're running something like a Mobile D and the package carrier has raced ahead of the rest of the group.  Then the rest of the group would be fighting the regular mobs, not the ones spawned to attack the objective, and not get xp for them, through no fault of their own.  That could be gotten around though by making it a flag on mobs that only gets set when the mobs are spawned to attack the objective.

 

Well what if there's a pack of mobs glitched far far away? We won't get XP for killing them because they're not moving/glitched and not near the objective.

And?  The mission is to defend the objective.  Besides, that usually only happens with a single mob, which is not a big deal.  Even with multiples, you'll more than make up this rare loss with the gain from the wannabe doorway heroes being on a leash.

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How is it abuse of a glitch when an enemy refuses to move from it's spawn?

Enemies that don't move from their spawn point do not fight back, nor take vast quantities of skill and ammunition to kill. You walk up, stab them in the back of the head, and move on with your life. They're trapped and unable to do anything. We shouldn't get xp for killing them. It's literally a free kill.

 

They should not be a reliable source of anything.

 

It's glitch abuse, it's just understandable under the circumstances--you cannot progress without it.

 

Consider: What if you had no limit on enemy kill requirements, but could choose to kill only ones that were glitched at their spawn point? The action doesn't change, it's just the scenario in which you're taking it that has. It's obviously glitch abuse then.

 

Whether you accept that or not, the point remains: They're immobile opponents that you're worried will no longer give loot or xp. Why should that worry anyone?

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