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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
39
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Posted - 2013.08.09 17:26:00 -
[1] - Quote
This would really help for team work and communication if you could say spawn in on uplink #1 or avoid uplink #3 it's being camped, especially when there are a LOT of uplinks like in PC battles.
FYI, they don't have to be numbers per say, use letters if you want to! Just something to differentiate them from each other. You could even tag them with the name of whoever put them down when your selecting it to spawn on.
EDIT: spelling fix! |
Oso Peresoso
RisingSuns
583
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Posted - 2013.08.09 17:35:00 -
[2] - Quote
its preferable to fix the root of the uplink-spam problem. And it is a problem, its not very fun gameplay. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
39
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Posted - 2013.08.09 17:42:00 -
[3] - Quote
Oso Peresoso wrote:its preferable to fix the root of the uplink-spam problem. And it is a problem, its not very fun gameplay.
True there is an uplink problem in PC, but even if there are only 2 or 3 active uplinks on a map which is a very reasonable number IMO having some way to easily differentiate between them would be very nice for a squad. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
1130
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Posted - 2013.08.09 18:00:00 -
[4] - Quote
I would say both
being able to distinguish uplink A from uplink B would be a move in the right direction
at the same time.. the uplink spam is contributing to the lag as it takes forever for them to load up (when they do) on the spawn screen and im sure all of them everywhere doesn't help the latency we experience all the time
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Jeremiah Wickels
D.A.R.K Academy D.E.F.I.A.N.C.E
8
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Posted - 2013.08.09 18:08:00 -
[5] - Quote
CHICAGOCUBS4EVER wrote:I would say both
being able to distinguish uplink A from uplink B would be a move in the right direction
at the same time.. the uplink spam is contributing to the lag as it takes forever for them to load up (when they do) on the spawn screen and im sure all of them everywhere doesn't help the latency we experience all the time
Also, if they would fix the problem where the screen is black for like 3 seconds after you spawn, it might cut down on the spawn camp death total. |
Sana Rayya
WASTELAND JUNK REMOVAL
73
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Posted - 2013.08.09 18:21:00 -
[6] - Quote
Not sure about numbering them, but it would help if the spawn icons/text on the spawn map were smaller so you could see which uplinks were short duration spawns. Also, color-coding the uplinks dropped by you & your squadmates would also be a nice feature - make them green or something. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
41
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Posted - 2013.08.09 19:06:00 -
[7] - Quote
Sana Rayya wrote:Not sure about numbering them, but it would help if the spawn icons/text on the spawn map were smaller so you could see which uplinks were short duration spawns. Also, color-coding the uplinks dropped by you & your squadmates would also be a nice feature - make them green or something.
Nice thought, I agree, it would be great to see your squads uplinks versus others with just a glance. |
Fire of Prometheus
DUST University Ivy League
65
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Posted - 2013.08.09 19:48:00 -
[8] - Quote
Sana Rayya wrote:Not sure about numbering them, but it would help if the spawn icons/text on the spawn map were smaller so you could see which uplinks were short duration spawns. Also, color-coding the uplinks dropped by you & your squadmates would also be a nice feature - make them green or something. +1 I ran into this problem today actually.
"Spawn in on th.....no not that one the oth...no the other one by D"
......it was a confusing moment for my squad mates |
Sana Rayya
WASTELAND JUNK REMOVAL
77
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Posted - 2013.08.09 19:54:00 -
[9] - Quote
I try to only drop "hot" uplinks that have 5 second spawns or less, so it's frustrating when other blueberries are dropping the 10 second uplinks and I have to juggle the spawns to find a fast one... |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
143
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Posted - 2013.08.10 00:01:00 -
[10] - Quote
Ares 514 wrote:Oso Peresoso wrote:its preferable to fix the root of the uplink-spam problem. And it is a problem, its not very fun gameplay. True there is an uplink problem in PC, but even if there are only 2 or 3 active uplinks on a map which is a very reasonable number IMO having some way to easily differentiate between them would be very nice for a squad.
To be honest if a proto uplink can drop maximum of 3, then there should be allowed out double that, not less. This will allow at least 2 logistics to drop their best uplinks to the max. 6 uplinks in a map is totally reasonable, especially if it's a skirmish (you can have one at each point (on a 5 point map) and then one left over for something else.
Any more than 6 uplinks is a bit overkill, more needs to be looked at with this problem though. The current mechanics are just too much of a flood and really quite ridiculous! |
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
275
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Posted - 2013.08.16 03:36:00 -
[11] - Quote
Gratz on getting your idea mentioned. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1484
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Posted - 2013.08.16 09:42:00 -
[12] - Quote
+1 to OP
CHICAGOCUBS4EVER wrote:I would say both
being able to distinguish uplink A from uplink B would be a move in the right direction
at the same time.. the uplink spam is contributing to the lag as it takes forever for them to load up (when they do) on the spawn screen and im sure all of them everywhere doesn't help the latency we experience all the time
I'm not sure this is accurate, at least not universally, as I have never experienced the phenomenon you describe. If you're seeing it and I'm not it leads me to believe the casual factor lays elsewhere.
0.02 ISK Cross |
Sana Rayya
WASTELAND JUNK REMOVAL
97
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Posted - 2013.08.16 15:43:00 -
[13] - Quote
I don't support any movement to reduce the number of currently deployable uplinks on a map. It is presently 400 uplinks (25 per person active at any time, x16 people) and needs to stay that way.
In reality, you'll probably see around 15-30 uplinks out at any given time in pubs. Not sure how extreme it gets in PC since I'm not involved in it yet.
Reducing the number to 10 or less would make it too easy to destroy them. Further, it would lead to competition of uplinks, therefore blueberries could technically use up all the available spawns with their crappy militia uplinks which is unfair to people who have skilled into them, and could potentially lose the battle due to long spawn times or bad spawn areas.
Also, imagine how easy it would be to AWOX your team by dropping the max number of uplinks at a supply depot deep in your redline? They would exist for the entirety of the game and could not be destroyed by friendlies or enemies, forcing your allies to spawn on them or the normal in-game spawnpoints. |
Poonmunch
DUST University Ivy League
194
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Posted - 2013.08.16 17:47:00 -
[14] - Quote
Ares 514 wrote:This would really help for team work and communication if you could say spawn in on uplink #1 or avoid uplink #3 it's being camped, especially when there are a LOT of uplinks like in PC battles.
FYI, they don't have to be numbers per say, use letters if you want to! Just something to differentiate them from each other. You could even tag them with the name of whoever put them down when your selecting it to spawn on.
EDIT: spelling fix!
Numbers might be better.
The objectives are all letters.
Munch |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
51
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Posted - 2013.08.16 18:06:00 -
[15] - Quote
Ares 514 wrote:This would really help for team work and communication if you could say spawn in on uplink #1 or avoid uplink #3 it's being camped, especially when there are a LOT of uplinks like in PC battles.
FYI, they don't have to be numbers per say, use letters if you want to! Just something to differentiate them from each other. You could even tag them with the name of whoever put them down when your selecting it to spawn on.
EDIT: spelling fix!
I just want to reiterate after further thought I really like the idea of putting the name of who dropped the uplink there when highlighted.... that way you can learn who does good uplinks and who drops them in **** places and avoid them in the future. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
635
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Posted - 2013.08.17 23:22:00 -
[16] - Quote
The uplinks are spammed because they are easy to detect.
Solution: make uplinks harder to detect so that placement is rewarded more than spam. |
Driftward
Subdreddit Test Alliance Please Ignore
388
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Posted - 2013.08.19 14:49:00 -
[17] - Quote
I posted about this in requests at somepoint last week, I'll toss a link here. The labeling of uplinks is of course a good standalone feature. But if we have to find the identifying label amidst the current sea of uplinks....might be harder to do than just give them numbers...Therefore, we need to fix the uplink spam.
I gave a couple of suggestions in my post and hopefully we can continue the discussion. In brief they are:
One, lower the profile (talking passive and active scanning here) of all uplinks. This rewards good placement instead of spam.
Two, only allow line of sight to let uplinks be seen within 5-10 m. This makes scanning more integral to finding enemy spawn points.
Three, stop allowing different types of uplinks to be thrown by a single person and all be active at the same time. Why should someone with only 1 or 2 levels in uplinks be able to drop 3+ uplinks and all be active on the field when someone with proto links can only drop 3? Again, let's reward skill advancement and good placement, not spam. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
203
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Posted - 2013.08.19 15:06:00 -
[18] - Quote
CHICAGOCUBS4EVER wrote:I would say both
being able to distinguish uplink A from uplink B would be a move in the right direction
at the same time.. the uplink spam is contributing to the lag as it takes forever for them to load up (when they do) on the spawn screen and im sure all of them everywhere doesn't help the latency we experience all the time
Being able to zoom much further in on the map would be a great help with being able to differ between the spawnpads. I think basically increasing how far in you can zoom would be the easiest ix to this problem and it would greatly increase the use of the map to. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
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Posted - 2013.08.25 04:09:00 -
[19] - Quote
Den-tredje Baron wrote:CHICAGOCUBS4EVER wrote:I would say both
being able to distinguish uplink A from uplink B would be a move in the right direction
at the same time.. the uplink spam is contributing to the lag as it takes forever for them to load up (when they do) on the spawn screen and im sure all of them everywhere doesn't help the latency we experience all the time
Being able to zoom much further in on the map would be a great help with being able to differ between the spawnpads. I think basically increasing how far in you can zoom would be the easiest ix to this problem and it would greatly increase the use of the map to. I would love this feature. |
Den-tredje Baron
the unholy legion of darkstar DARKSTAR ARMY
207
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Posted - 2013.08.25 18:05:00 -
[20] - Quote
More zoom together with numbered droppads would really help a lot. Can't count how many times i've chosen a droppad and then found out it was on the outside of the complex instead of the inside, while there was a droppad right next to it that then was inside.
So ability to zoom further in on the map and also have the different droppads on the field numbered would help greatly with making the right spawn choice on fx domination.
Maybe squad positioned droppads would also show green ?? |
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