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ZDub 303
TeamPlayers EoN.
1613
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Posted - 2013.08.12 18:55:00 -
[1] - Quote
Uplink spam is destablizing PC without a doubt.
The entire game mode revolves around spamming uplinks and explosives. |
ZDub 303
TeamPlayers EoN.
1615
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Posted - 2013.08.12 19:01:00 -
[2] - Quote
RKKR wrote:ZDub 303 wrote:Uplink spam is destablizing PC without a doubt.
The entire game mode revolves around spamming uplinks and explosives. Game MODE?
Semantics... point still stands, PC matches revolve entirely around spamming uplinks and explosives. |
ZDub 303
TeamPlayers EoN.
1615
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Posted - 2013.08.12 19:03:00 -
[3] - Quote
Knightshade Belladonna wrote:ZDub 303 wrote:Uplink spam is destablizing PC without a doubt.
The entire game mode revolves around spamming uplinks and explosives. There is a limit on how many can be present at once, and flux nades take them out effectively.
That limit is so high it effectively does not exist. |
ZDub 303
TeamPlayers EoN.
1615
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Posted - 2013.08.12 19:09:00 -
[4] - Quote
Zatara Rought wrote:ZDub 303 wrote:RKKR wrote:ZDub 303 wrote:Uplink spam is destablizing PC without a doubt.
The entire game mode revolves around spamming uplinks and explosives. Game MODE? Semantics... point still stands, PC matches revolve entirely around spamming uplinks and explosives. I disagree. Uplink placement is important but we win battles with only 1-2 massdrivers. Define explosives? Forge's? We only have 1 as well. Uplinks can we dropped by either side making destroying uplinks and uplink placement part of the metagame.
Explosives? Grenades mostly... You can't say every other PC match we play is just locus nade spam all over each objective! Its pretty bad.
Uplink placement is important only cause you need to to continue to swarm objectives. It makes the games more action packed, which is nice. But tactics? Meh... just pick and objective, flood it with uplinks and spam spam spam. |
ZDub 303
TeamPlayers EoN.
1615
|
Posted - 2013.08.12 19:14:00 -
[5] - Quote
BuTtHuRtPEepZ wrote:Thats the saddest part. Uplink spam has rendered tactics useless. uplink spam > tactics. Sadly, it has become a crutch to good corps. Ive played against a few good corps and went uplink chasing and completely demolished them simply bc they couldnt spawn on their uplinks.
That is my primary job in PC... lay down uplinks and run around destroying the enemies uplinks... When I don't see any around an objective I head to the hottest blue objective and go from there. |
ZDub 303
TeamPlayers EoN.
1616
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Posted - 2013.08.12 19:38:00 -
[6] - Quote
Zatara Rought wrote:
I did fail to factor in grenade spam. This is a separate problem only semi related to uplinks though. But even then ZDUB count the number of nade kills in the corp vid's I'm not so sure they're as prevalent as one might think, nade's do take some skill to cook and throw. Nade's should be nerfed IMO, they're just their own noob tube cept AV nades. But uplinks? Nah I like the uplink meta. I wish they'd decrease the map visibility of them back to chromosome levels, minus the glitchy invisible ones.
Would be better to count the amount of damage grenades do... Kills is only a small part of the picture, most of my deaths come from grenades knocking out my shields and then getting killed by a stray bullet.
I don't enjoy the uplink meta so much, but its not as bad as it used to be simply cause we've adapted... But remember our first battles against HS when we were in PFB? That **** was downright ********.
Removing team spawn from all uplinks is probably the only fix they would need, but would be nice if the meta was a little less reliant on uplinks than it is now.
Deployable CRUs would be a nice change too. |
ZDub 303
TeamPlayers EoN.
1617
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Posted - 2013.08.12 19:56:00 -
[7] - Quote
Zatara Rought wrote:Funkmaster Whale wrote:Zatara Rought wrote: I did fail to factor in grenade spam. This is a separate problem only semi related to uplinks though. But even then ZDUB count the number of nade kills in the corp vid's I'm not so sure they're as prevalent as one might think, nade's do take some skill to cook and throw. Nade's should be nerfed IMO, they're just their own noob tube cept AV nades. But uplinks? Nah I like the uplink meta. I wish they'd decrease the map visibility of them back to chromosome levels, minus the glitchy invisible ones.
Decrease the map visibility but put a hard cap of 3 active uplinks per person, same with nanohives. Uplinks are too rampant and, like a previous poster mentioned, make tactics worthless. The main "tactic" in PC is just: get high ground, uplink spam, kill enemy uplinks. Is it not? After that it's just who can explode the other team faster. As far as explosions, you guys were great to play against cause it was actually challenging and fun because I was dying to something other than a nade or MD. Minus the locus Nades, most of TP actually consists of good gunmen which makes it interesting. Ancient Exiles and Nyain San on the other hand... Talk about Mass Driver Brigade. Our game against them we ended up cloning them but the city was literally dominated by Nades and MDs. The killfeed was nothing but explosive weaponry. I've given up running ground in the city maps until I get my MD skilled up. You can't do anything against a squad of MDs running around flux + MDing everything in sight. When the tournament starts we'll see just how far corps are willing to go with the explosion spam. It 3 were the max then they shouldn't even have imperial drop uplinks. There would be no use for them in light of having allotek, guaged, and flux, unless they were made the only ones Team based, which currently is not the case. then we'd still have the same problem, TP's would just make 8 people drop 20+ proto links in the city instead of dedicating 2 people to the task and the rest purely to killing. You limit the meta, not evolve it. And it wouldn't even be well done. The spam of explosives is much more of an issue than drop uplinks ever has been. The hellstorm matches were rediculius but they also could have been avoided if people had destroyed them. We had people walk right past uplinks to hack an objective and it just didn't work.
Better solution would be to remove team spawning on uplinks in FW in PC altogether. That way we aren't forced to use imperial drop uplinks and the meta evolves into ensuring you have enough uplinks per squad, but too many just becomes irrelevant since only 6 people can ever spawn on them.
Diminishing returns on spam is the proper solution imho. |
ZDub 303
TeamPlayers EoN.
1618
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Posted - 2013.08.12 20:09:00 -
[8] - Quote
Zatara Rought wrote:The meta would just evolve to me or more switching between squads to drop 3 proto links per squad and then any on top of it is gravy.
Easy fix to that... uplinks self destruct when you swap squads. |
ZDub 303
TeamPlayers EoN.
1621
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Posted - 2013.08.12 21:32:00 -
[9] - Quote
Zatara Rought wrote:ZDub 303 wrote:Zatara Rought wrote:The meta would just evolve to me or more switching between squads to drop 3 proto links per squad and then any on top of it is gravy.
Easy fix to that... uplinks self destruct when you swap squads. Again you lead back to CCP having introduced uplinks with no purpose. What purpose would having imperial drop uplinks ever serve? Alloteks take up less room, guaged have more active, flux have less spawn time, and quantum have more spawn, imperials would be pointless. The fact that CCP introduced the amount of uplinks they did at proto level lease me to believe they were correctly antipcipating these sorts of tactics. I am against relegating logi's to only having 3 links on the field. This is simply absurd. All that this would encourage is 10 people running proto links, albeit in most likely less strategic areas. You get the same problem until you hard cap uplinks, which is a joke. Uplink spam is much better than having random spawns or team spawns on objective based maps like Halo when maps are this big.
That is a balancing issue that extends to proto nanohives as well, they should either be left alone and be the 'lower price' variant or should be reworked to be unique in their own way.
I didn't say anything about relegating logis to 3 links on the field, I said make them all squad based.
If you want the entire squad spamming uplinks and losing their slots for other equipment that should be a viable tactic. |
ZDub 303
TeamPlayers EoN.
1621
|
Posted - 2013.08.12 21:44:00 -
[10] - Quote
Zatara Rought wrote:ZDub 303 wrote:Zatara Rought wrote:ZDub 303 wrote:Zatara Rought wrote:The meta would just evolve to me or more switching between squads to drop 3 proto links per squad and then any on top of it is gravy.
Easy fix to that... uplinks self destruct when you swap squads. Again you lead back to CCP having introduced uplinks with no purpose. What purpose would having imperial drop uplinks ever serve? Alloteks take up less room, guaged have more active, flux have less spawn time, and quantum have more spawn, imperials would be pointless. The fact that CCP introduced the amount of uplinks they did at proto level lease me to believe they were correctly antipcipating these sorts of tactics. I am against relegating logi's to only having 3 links on the field. This is simply absurd. All that this would encourage is 10 people running proto links, albeit in most likely less strategic areas. You get the same problem until you hard cap uplinks, which is a joke. Uplink spam is much better than having random spawns or team spawns on objective based maps like Halo when maps are this big. That is a balancing issue that extends to proto nanohives as well, they should either be left alone and be the 'lower price' variant or should be reworked to be unique in their own way. I didn't say anything about relegating logis to 3 links on the field, I said make them all squad based. If you want the entire squad spamming uplinks and losing their slots for other equipment that should be a viable tactic. It wouldn't be any more of a viable tactic than a logi sacrificing his equip slots for his equips....respawn and you get the same equips you normally run. I didn't quote whale but answered his sentiment in the same post. So to your point Zdub I'd have 3 logi's one for each squad and the uplink spam stays the same. Sure they would have uplinks in different places around the obj's however better to uplink spam in the city regardless if a logi's squad is home point bound because covering your bases...
Not quite that simple anymore now though, yes you would bring 2-3 logis in... which is what you bring in PC in generally anyways, but now positioning of those uplinks changes the whole meta.
If you can wipe out the uplinks pertaining to a squad you can block their ability to spawn around an objective... right now.. as long as even a single uplink exists the entire team can continue to spawn on it. You need to think about where and how you are going to place those uplinks. Want uplinks on the tower with the forge sniper? Gotta bring his squad's logi not just any ol uplink.
It makes it where you need more teamwork, coordination, planning, and tactics when its squad uplinks only.
And if you want to have 3 logis dedicated to uplink spam, then that should be a viable tactic. As those logis are spamming uplinks and not doing anything else.
This also gives a reason for most of us to carry other uplinks instead of imperial. I can only run imperial and no other uplinks because they are the only team based links. This gives me the chance to be more creative with my fits and swap uplinks for the situation. |
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