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Paradrop drift
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Topic: Paradrop drift (Read 9450 times)
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PonySlaystation
EIR Veteran
Posts: 4136
Paradrop drift
«
on:
November 11, 2011, 08:28:49 am »
I understand that drift when paradropping is realistic but is it really better from a gameplay perspective?
I mean the advantage of paradropping is that you can drop anywhere on the map, so you can drop them on the side of the map in an enemy sector to capture it or harass the enemy behind their lines and backcap or drop them directly into combat just slightly behind your own units so that you get them there faster.
But currently that's not possible because the drift is so much that you cannot risk that they drop into enemy puma or ostwind. So what players do is that they just drop them far behind their own lines which takes even longer time than regular call-ins, so paradropping is not an advantage anymore.
«
Last Edit: November 11, 2011, 08:30:22 am by PonySlaystation
»
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Paradrop drift
«
Reply #1 on:
November 11, 2011, 08:41:31 am »
For once, I agree.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Paradrop drift
«
Reply #2 on:
November 11, 2011, 08:42:29 am »
the drift rly isnt THAT BIG!
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Unkn0wn
No longer retired
Posts: 18379
Re: Paradrop drift
«
Reply #3 on:
November 11, 2011, 08:57:11 am »
The drift is there not as a 'realism' factor but as a gameplay element. The ability to drop units anywhere on the map is extremely valuable. Drift adds a certain risk factor to that, by making you unable to precisely drop units where you want them. (Which with shorter deployment times would also give you the ability to quickly and too efficiently counter an enemy offense anywhere on the map)
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Paradrop drift
«
Reply #4 on:
November 11, 2011, 10:13:19 am »
But it's too much. It should be a few meters, not 50 meters.
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Jstek
Donator
Posts: 144
Re: Paradrop drift
«
Reply #5 on:
November 11, 2011, 11:00:53 am »
Drift is way too much. So much if you ever drop even near the edge of the map, your units drift off the map and die.
I would drop behind enemy lines and I would end up drifted right on top of them half a map over. Its pretty crap.
Your better off putting your airborn in a halftrack, they can get to the point of the map faster than the actual paradrop, which also makes paradroping a waste.
Also, nearlly all the airborn t3 and t4's do not work at all. Just FYI. If you though airborne suck on paper, just wait till you play them when you spend all your PP to unlock stuff that doesnt do anything.
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LeoPhone
Honoured Member
Posts: 0
Re: Paradrop drift
«
Reply #6 on:
November 11, 2011, 11:03:33 am »
Quote from: Jstek on November 11, 2011, 11:00:53 am
Drift is way too much. So much if you ever drop even near the edge of the map, your units drift off the map and die.
what are you talking about? lol.
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RikiRude
Donator
Posts: 4376
Re: Paradrop drift
«
Reply #7 on:
November 11, 2011, 11:09:40 am »
i agree drift is a bit too much. when i drop my units, even if it is on the edge of the map, which usually keeps them some what together, i still have found myself looking for units because i cant find them initially. this is especially a problem on smaller maps where you could have a stray unit falling right towards the enemy even though you paradropped that unit quite a ways away.
or maybe reduced drift should be made a T2 so it's more standard to get.
Quote from: Jstek on November 11, 2011, 11:00:53 am
Drift is way too much. So much if you ever drop even near the edge of the map, your units drift off the map and die.
also this ^ that's totally not possible. or are you being funny
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Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Smokaz
Honoured Member
Posts: 11418
Re: Paradrop drift
«
Reply #8 on:
November 11, 2011, 11:18:32 am »
Drift adds lol-factor to the game. I honestly have never made a bad drop, without it being caused by a bad decision or lack of a good prediction.
"Safe" drops really close to the action does not make sense or seem realistic.
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tank130
Sugar Daddy
Posts: 8889
Re: Paradrop drift
«
Reply #9 on:
November 11, 2011, 11:24:56 am »
reduced drift as a T2 would be OP.
Drift is fine.
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Paradrop drift
«
Reply #10 on:
November 11, 2011, 02:35:13 pm »
Quote from: tank130 on November 11, 2011, 11:24:56 am
Drift is fine.
Everyone just agreed that it was not. And if it's fine then how come everyone is dropping their para's far behind their own lines?
I just explained thoroughly why it's a bad implementation and your entire argument is "no"?
Quote from: Smokaz on November 11, 2011, 11:18:32 am
Drift adds lol-factor to the game. I honestly have never made a bad drop, without it being caused by a bad decision or lack of a good prediction.
"Safe" drops really close to the action does not make sense or seem realistic.
Bullshit, way too many times have I seen units getting dropped into pumas or ostwinds and then the player raging because he placed the drop entirely elsewhere.
Safe drops made perfect sense. No one criticized it when there was no drift. The thing is also that it doesn't have to be "safe" drops, there can still be some drift, it's just that it's way too much currently.
«
Last Edit: November 11, 2011, 02:40:08 pm by PonySlaystation
»
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Jstek
Donator
Posts: 144
Re: Paradrop drift
«
Reply #11 on:
November 11, 2011, 04:25:31 pm »
Quote from: LeoPhone on November 11, 2011, 11:03:33 am
what are you talking about? lol.
Exactly as I said. Test it out. Jeez and I thought you guys test new builds before implementing.
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LeoPhone
Honoured Member
Posts: 0
Re: Paradrop drift
«
Reply #12 on:
November 11, 2011, 04:40:32 pm »
it's funny once jstek.
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EliteGren
EIR Veteran
Posts: 6106
Re: Paradrop drift
«
Reply #13 on:
November 11, 2011, 04:52:56 pm »
Quote from: Jstek on November 11, 2011, 04:25:31 pm
Exactly as I said. Test it out. Jeez and I thought you guys test new builds before implementing.
It. cannot. happen. When you drop units close to the border you get some seriously reduced drift, that's it.
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Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
puddin
EIR Veteran
Posts: 1701
Re: Paradrop drift
«
Reply #14 on:
November 11, 2011, 05:30:15 pm »
Quote from: PonySlaystation on November 11, 2011, 02:35:13 pm
Everyone just agreed that it was not.
So LEt me Get this Straight.... Your PonySlation XDictionary Deems the Word "EVERYONE" as the Following people
1.) Pony Slaystaion
2.) TheVolksinator
3.) RikkiRude
4.) Jstek
... 4 people Constitutes "Everyone"?
By Your Argument EVERYONE has Said Drift is Just fine
1.) Unknown
2.) Tank130
3.) SmurforNot
4.) LeoPhone
Soooo What happens when EVERYONE termanolgy has a tie?
I say its fine, your fucked!
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Puddin' spam
tm
Quote from: aeroblade56 on September 03, 2012, 04:46:14 pm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.
Quote from: nikomas on September 04, 2012, 03:59:27 am
Puddin' spam
tm
is soulcrushing... what's hard to understand about that?
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Paradrop drift
«
Reply #15 on:
November 11, 2011, 05:46:12 pm »
I also think current drift is fine.
Got to have a disadvantage for being able to drop at the front lines.
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Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
atgs and fireflies
Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
Mister Schmidt
Lawmaker
Posts: 5006
Re: Paradrop drift
«
Reply #16 on:
November 11, 2011, 06:13:47 pm »
Drift off the map and die? Actual fucking lol, because the earth is flat and they just fall off the edge
Didn't you guys know about this? Gliders also can be used as battering rams if you call a recon in first to pull it!
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and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
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tank130
Sugar Daddy
Posts: 8889
Re: Paradrop drift
«
Reply #17 on:
November 11, 2011, 06:35:42 pm »
Quote from: PonySlaystation on November 11, 2011, 02:35:13 pm
Everyone just agreed that it was not. And if it's fine then how come everyone is dropping their para's far behind their own lines?
ROFLMAO.....everyone just agreed?
If you want people to take you seriously in your discussions, try to be logical at least.
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RikiRude
Donator
Posts: 4376
Re: Paradrop drift
«
Reply #18 on:
November 11, 2011, 08:05:37 pm »
he's making us look bad
i think it should be slightly reduced, im not sure how it's even measured or gauged, so i really don't have a suggestion as to how it could be improved.
but imo it would be nice if it was reduced by like... 10-20%? or is it measured in in game meters? what does the T3 reduce it by?
If normal drift has a value of 10, and the T3 has a value of 0, I'd like to see normal drift at 7 or 8.
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Paradrop drift
«
Reply #19 on:
November 11, 2011, 10:56:57 pm »
Quote from: tank130 on November 11, 2011, 06:35:42 pm
ROFLMAO.....everyone just agreed?
If you want people to take you seriously in your discussions, try to be logical at least.
Not everyone, but most of the players here. Only the devs who never actually play the mod disagreed, like you.
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