Regular PvP vs Construct PvP

13 posts · 2006-11-26 12:27:19 to 2006-12-24 09:48:26

#36300104513 11/26/2006 12:27:19 Regular PvP vs Construct PvP
I do not see why the Rules of Engagement should be different...but they are

Tired of people jumping in constructs so they become non hostile and screw up my attacks.
Also I'm tired of the safe zones sometimes not actually working (still getting shot / knifed at by the enemy).

I dunno...its just my two cents.
#36300104793 11/26/2006 18:56:07 Re:Regular PvP vs Construct PvP
this just happens because people learn the system and how to avoid certain things, like they know that in the construct they can hyperjump past the sentries get a few quick hits in to try and kill you and get out before they die, IMO they should raise the level of the sentries to 255 and give them a more advanced AI system to keep the "safe" zones really safe.
#36300105209 11/27/2006 07:28:14 Re:Regular PvP vs Construct PvP
yeah but those zones are supposed to be safe.. ie no pvp whatsever and also we are of the one mind when it come ot the annoying-

jump to block attacks cos my flag is gone tactic

, it should be fixed soon.
#36300105255 11/27/2006 08:19:04 Re:Regular PvP vs Construct PvP
Sentry AI is a good point.  Their chasing distance is too far.  Even IF one is taken out...it should at least give something more than 350i.  Not too sure if level 255 is necessary.  I mean one can take me down in about 3 hits.. 2 if the first one is that movement slowing down / rooting rifle attack.

Also I noticed in 01 (the same maybe in effect in 10) that the Zion outpost has a tactical disadvantage.  Unlike the other outposts, Zion's has this oil deric / windmill / something.  I've been knifed / sniped INSIDE my safety zone from campers.  I have nothing against campers, its just that the other outposts have wide open areas to them, and Zion is at a disadvantage.  They have longer distance than plain rifles, thats why Sentries don't get them up there.

I have also seen people (well...before the crew patch) been able to switch crews by jumping (thus becoming non hostile in mid air) and accepting.
#36300105428 11/27/2006 10:01:27 Re:Regular PvP vs Construct PvP

Safe zones are ineffective if the person standing in it is flagged for PVP.  Hostile players can shoot at them despite the zone.

During the old days of 01, there were no safe zones and the sentries were only level 50.  That lead to tremendous amounts of spawn-ganking once the Sentries were all killed.  Honestly I think the safe zones should be removed, but leave the sentries at their current level.  Also, their chase range should be limited to 100m from the proxy.

#36300106558 11/28/2006 10:52:12 Re:Regular PvP vs Construct PvP
I know on recursion...that safe zones do fail...I've spawned inside and been killed many times, without leaving the zone.  Also leaving and then reentering removes the flag for me visually, but I'm still flagged.

My point is is that its not consistent.  I've seen mervs exit and reenter their zone, and be unflagged / non hostile to me, while I'm somehow still flagged at zion base camp.


I do not know if Vector's "rules" make things different though..
#36300106566 11/28/2006 11:00:25 Re:Regular PvP vs Construct PvP
In Vector, you are always flagged, even in the safe zones. It's quite fun to have PvP battles and have the sentries come into play, or people hiding at their base being given a nice suprise attack.
#36300110122 12/02/2006 11:54:26 Re:Regular PvP vs Construct PvP
Ah...so they don't work at all in Vector.

*Gets a hammer and beats the Zion proxy in Recursion to work.
#36300117166 12/11/2006 07:32:10 Regular PvP vs Construct PvP
LtCmdr_Tsusai wrote:
I do not see why the Rules of Engagement should be different...but they are

Tired of people jumping in constructs so they become non hostile and screw up my attacks.
Also I'm tired of the safe zones sometimes not actually working (still getting shot / knifed at by the enemy).

I dunno...its just my two cents.

just type /pvp when you get into the construct, so if any enemy hits you, they'll become flagged so they'll be hostile when they jump SMILEY
#36300117459 12/11/2006 14:21:49 Re:Regular PvP vs Construct PvP

The jumping in the construct making you unflag is a known issue but I didn't realize that /pvp while in their would work around the issue.

Thanks Bloodwork.

#36300117484 12/11/2006 15:00:11 Regular PvP vs Construct PvP
BloodWork wrote:
LtCmdr_Tsusai wrote:
I do not see why the Rules of Engagement should be different...but they are

Tired of people jumping in constructs so they become non hostile and screw up my attacks.
Also I'm tired of the safe zones sometimes not actually working (still getting shot / knifed at by the enemy).

I dunno...its just my two cents.

just type /pvp when you get into the construct, so if any enemy hits you, they'll become flagged so they'll be hostile when they jump SMILEY

#36300118247 12/12/2006 13:01:32 Re:Regular PvP vs Construct PvP
I'll keep that in mind

*grins*
#36300127177 12/24/2006 09:48:26 Re:Regular PvP vs Construct PvP
Wh1t3Kn1ght wrote:
this just happens because people learn the system and how to avoid certain things, like they know that in the construct they can hyperjump past the sentries get a few quick hits in to try and kill you and get out before they die, IMO they should raise the level of the sentries to 255 and give them a more advanced AI system to keep the "safe" zones really safe.


  I do recall using sneak to get past the sentries on CS1.........

 Good times.... I got 1 sneak hack and 1 other hack in before they saw me and Pwned me SMILEY

Ninja!