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#feedback

Edited by Xyjar: 10/21/2014 9:50:57 PM
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Xyjar

Bungie: Here are some GREAT locations for new kill timers / "kill volumes"

- Center floating area in Atheon battle, too many people go there and hide in Relic bubble away from supplicants. - All pillars in Atheon battle, people should be fighting supplicants face-to-face, hand-to-hand, man-to-man, mano-a-mano - Ten foot radius around all three confluxes in Templar battle, people tend to group around them which makes them too easy to defend. - Top area you jump down from in Templar battle. Sometimes people get some decent sniper shots from there, which is unfair. No place should really be usable for sniping. If it is, it means it's time for a kill timer. - All raised platforms in Nexus battle, and areas behind walls. Only the center area directly facing the Nexus should be usable (except by enemies, which are okay to use ALL PLAYABLE TERRAIN.) - Side areas in Valus battle on Mars. There are lots of pillars people use to dodge his missiles and bullets. Why would you let them dodge them? Similar to Nexus, only middle area terrain should be playable (except by enemies, obviously) - Have you noticed that roofed enclosed area in the back left of the Sepiks Prime battle? Too good of a place to hide from bullets, projectiles, and enemies. KILL TIMER that crap. - Archon Priest battle needs a kill timer in the entire ravine you enter from, as well as all floors of the cave area and metal platform thing. You won't believe how many times I've seen players use these areas as tactical advantage against enemy fire. - Mars strike with the tank needs a kill timer back behind where the tank is. Once you kill the other VIP Cabals, the kill timer should engulf that entire area to force players to actually go down and engage the tank in a way that is fair. - Fallen Walker in Sepiks Prime... the entire back area of this stage where players are out of range of the walker's firing range. A kill timer can't come fast enough. - In Crucible, I always see players camping on or near the Control points in that gametype. There definitely needs to be a kill timer here to push them away and get them more engaged in battle. The great thing about kill timers is you don't have to actually design good geometry, just make it look good, and then put kill timers in after the fact to make sure those annoying players don't go places you don't want. Designing good playable terrain from the start is way more work, so rather than designing cliffs or (non-invisible) walls/ceilings, just put kill timers and invisible walls/ceilings. This is the best of both worlds. The terrain/geometry gets to look "cool", but we don't have to worry about pesky players trying to actually explore this geometry. Please, if I missed any good kill timer opportunities, comment below with more good kill timer ideas/locations.

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