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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Anarchide
Greedy Bastards
375
|
Posted - 2013.08.12 21:18:00 -
[61] - Quote
**Sigh**
Whatever menaces you'll face on the battlefield, you have to constantly adapt your tactics, find counters, choose offensive of defensive actions in real-time. You have to be prepared for everything you can expect ...and more!
If your house gets flooded, you can't just whine about water being OP!
You have to plan ahead, find solutions and be able to apply them.
Work your butt out a little.
Efficient use of gear and tactics shouldn't be automatically greeted by a nerf request. |
Skihids
Bullet Cluster
1864
|
Posted - 2013.08.12 21:19:00 -
[62] - Quote
Aardicus wrote:I hate how weapons in this game spam 'bullets'. CCP should really look into fixing this.
Nerf this weapon, nerf that weapon!
Nerf exploives, nerf vehicles!
Nerf this equipment!
AR 514 Forever! |
BuTtHuRtPEepZ
Raging Pack of Homosapiens
80
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Posted - 2013.08.12 21:20:00 -
[63] - Quote
Anarchide wrote:**Sigh**
Whatever menaces you'll face on the battlefield, you have to constantly adapt your tactics, find counters, choose offensive of defensive actions in real-time. You have to be prepared for everything you can expect ...and more!
If your house gets flooded, you can't just whine about water being OP!
You have to plan ahead, find solutions and be able to apply them.
Work your butt out a little.
Efficient use of gear and tactics shouldn't be automatically greeted by a nerf request.
i didnt ask for a nerf. |
Zatara Rought
TeamPlayers EoN.
770
|
Posted - 2013.08.12 21:25:00 -
[64] - Quote
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. |
ZDub 303
TeamPlayers EoN.
1621
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Posted - 2013.08.12 21:32:00 -
[65] - 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. |
BuTtHuRtPEepZ
Raging Pack of Homosapiens
81
|
Posted - 2013.08.12 21:38:00 -
[66] - Quote
uplink spam -> capture all objectives -> base camp rest of game.
"wow, [insert corp] is so good!"
mfw
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Zatara Rought
TeamPlayers EoN.
770
|
Posted - 2013.08.12 21:39:00 -
[67] - Quote
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 concerning 3 links per person on the field in the same post I quoted yours, hope this is sufficient clarity.
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... |
SirManBoy
Molon Labe. League of Infamy
147
|
Posted - 2013.08.12 21:41:00 -
[68] - Quote
Uplink and nanohive spamming is fun and strategically beneficial, especially when you're littering the field with proto level stuff. Stop trying to have everything nerfed and neutered, jerks; I'm sick of your constant crying over EVERYTHING that makes rhis game unique. Take your boring, cookie cutter asses back to COD. |
ZDub 303
TeamPlayers EoN.
1621
|
Posted - 2013.08.12 21:44:00 -
[69] - 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. |
BuTtHuRtPEepZ
Raging Pack of Homosapiens
81
|
Posted - 2013.08.12 21:47:00 -
[70] - Quote
SirManBoy wrote:Uplink and nanohive spamming is fun and strategically beneficial, especially when you're littering the field with proto level stuff. Stop trying to have everything nerfed and neutered, jerks; I'm sick of your constant crying over EVERYTHING that makes rhis game unique. Take your boring, cookie cutter asses back to COD.
because laying spawn points everywhere so you can capture all the bases and then spawn camp later is "unique" |
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Leovarian L Lavitz
Better Academy.
525
|
Posted - 2013.08.12 21:50:00 -
[71] - Quote
Make uplinks self-destruct when the deploying suit is killed. |
Promethius Franklin
DUST University Ivy League
158
|
Posted - 2013.08.12 22:06:00 -
[72] - Quote
Leovarian L Lavitz wrote:Make uplinks self-destruct when the deploying suit is killed. I'm already running lower tier guns and HP mods to fit better equipment while having some survivability, do I really need another disincentive to being in the front supporting my squad and/or risking solo action to place uplinks in flanking locations? I mean really, if they did this I'd just run all uplink fits, spam away then hide out of danger till enough popped to justify replacing them. |
Skihids
Bullet Cluster
1866
|
Posted - 2013.08.12 22:07:00 -
[73] - Quote
Leovarian L Lavitz wrote:Make uplinks self-destruct when the deploying suit is killed.
This is a bad suggestion and you should feel bad for making it.
This essentially means anyone who deploys uplinks for his team then has to cower in the corner so he doesn't get shot.
Selfish players already equate logis with personal servants who are supposed to follow around and tend to their every need. Now you want to force them to hide from all danger in order to keep their equipment on the field.
Stop thinking AR-514 and embrace other play styles. |
Greasepalms
Ahrendee Mercenaries EoN.
167
|
Posted - 2013.08.12 22:17:00 -
[74] - Quote
I think it should offer somekind of disadvantage when compared with CRU spawns.
IIRC, the uplink's description mentions something along the lines of it's users suffering excruciating pain as wells as being exposed to high levels of radiation. As such it should, say, reduce one's stamina pool or some other kind of health condition. |
superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
45
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Posted - 2013.08.12 23:16:00 -
[75] - Quote
Lets nerf the dang uplinks then. The mass drivers and scrambler rifles. Actually nerf everything. Just leave these guys ARs alone please. For god sakes how are we supposed to play AR 514. |
Scheneighnay McBob
Bojo's School of the Trades
2948
|
Posted - 2013.08.12 23:20:00 -
[76] - Quote
People are saying mass drivers are spamming in PC.
From the videos I've seen, uplinks are spammed, not MDs. Can't even make anything out on the mini map because there's just a big blob of uplinks. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
228
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Posted - 2013.08.12 23:24:00 -
[77] - Quote
BuTtHuRtPEepZ wrote:Its everywhere and its really annoying. its god's will. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
193
|
Posted - 2013.08.13 01:41:00 -
[78] - Quote
Zatara Rought wrote:Bazookah Tooth wrote:Apparently you can 16 up at any given time by a team (16 people, 1 uplink each) so if you were playing a game where everyone had an uplink it would seem very spam like. Or a crazy coincidence. The count also resets after you pop one, so they can always drop another. Plus people who have specialized can have more then one up at a time. I feel your pain. Domination turns into an uplink fest all over the one cannon. Lol so I made a militia fit scout uplinker and joined the fun.
My idea of a fix would be a limited amout for the whole team but I'm sure someone will yell at me for mentioning it.
-bazookah
(HMG for life) My God I love when people make ignorant assertions like this. Yes uplink spam. I can drop 9 proto links on my favorite PC fit. And then when I die I come in with allotek proto and drop 2 more. That's 11 by myself. All proto. Welcome to my nightmare, it's my job, and you won't win with uplink spam if you face a good team.
I feel your pain. |
Funkmaster Whale
0uter.Heaven EoN.
227
|
Posted - 2013.08.13 01:50:00 -
[79] - Quote
Make uplinks act as a 2-way teleporter. |
Jadu Wen
Xer Cloud Consortium
14
|
Posted - 2013.10.22 13:42:00 -
[80] - Quote
You should check out this thread on Using Radiation Zones to Curtail Drop Uplink Use. I think it's a novel way to recondition but not force players to discontinue uplink spam of objectives. Plus it creates a system for highly dynamic play. |
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