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Leovarian L Lavitz
Better Academy.
525
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Posted - 2013.08.12 21:51:00 -
[1] - Quote
Make Drop Uplinks Self Destruct when the originating suit is swapped/destroyed.
What's the point in holding CRUs if uplinks are better? What's the point in vehicle Mobile CRUs when uplinks are better? I feel uplinks should be tied to the originating suit to make the decision to drop an uplink vrs taking the cru matter. |
Skihids
Bullet Cluster
1864
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Posted - 2013.08.12 21:55:00 -
[2] - Quote
Leovarian L Lavitz wrote:Make Drop Uplinks Self Destruct when the originating suit is swapped/destroyed.
There is already a varriant that acts that way. Go look it up. |
Leovarian L Lavitz
Better Academy.
525
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Posted - 2013.08.12 21:56:00 -
[3] - Quote
Skihids wrote:Leovarian L Lavitz wrote:Make Drop Uplinks Self Destruct when the originating suit is swapped/destroyed. There is already a varriant that acts that way. Go look it up. I know, I'm proposing that they all act that way. |
Skihids
Bullet Cluster
1866
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Posted - 2013.08.12 22:00:00 -
[4] - Quote
Ah, so you want to make it impossible for someone to use his own uplinks.
You also want a kill on any uplink deployer to give a DU kill bonus and negate all the effort expeded in placing uplinks in strategic locations.
No. |
Leovarian L Lavitz
Better Academy.
525
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Posted - 2013.08.12 22:02:00 -
[5] - Quote
Skihids wrote:Ah, so you want to make it impossible for someone to use his own uplinks.
You also want a kill on any uplink deployer to give a DU kill bonus and negate all the effort expeded in placing uplinks in strategic locations.
No. I'm looking for a way to make CRUs and mobile CRUs matter again verses the current uplinks. They are simply better. How would you improve the balance between them, Skihids? |
Killar-12
The Corporate Raiders
499
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Posted - 2013.08.12 22:07:00 -
[6] - Quote
Leovarian L Lavitz wrote:Skihids wrote:Leovarian L Lavitz wrote:Make Drop Uplinks Self Destruct when the originating suit is swapped/destroyed. There is already a varriant that acts that way. Go look it up. I know, I'm proposing that they all act that way. What if Uplinks have the # of Spawns per uplink Reduced? OR What if the uplinks cannot be placed in a certian distance from one another?
So MLT Uplink 3 spawns STD Uplink 5 spawns ADV 11 Spawns (2 squads) Normal PRO 15 Spawns (1 team) Special PRO Spawn that can deploy more people per uplink (30 spawns)
OR
MLT cannot be placed in 50 m of another Uplink STD cannot be placed in 40 m of another Uplink ADV cannot be placed in 25 m of another Uplink PRO cannot be placed in 15 m of another Uplink Special PRO Spawn can be placed anywhere the user pleases |
Kadar Saeleid
M.T.A.C Assault Operations Command
43
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Posted - 2013.08.12 22:12:00 -
[7] - Quote
I'd like to see a limit on the number of uplinks in an area. I don't think you should be able to have 15 uplinks in a 5x5 m area. They should cancel each other out if too close. |
Leovarian L Lavitz
Better Academy.
526
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Posted - 2013.08.12 22:13:00 -
[8] - Quote
Or perhaps a special uplink timer, so using uplinks takes more time than using a CRU. Do you place a strategic uplink for slower deployments, or use the CRU? |
Stephen Rao
Ahrendee Frontlinez Omega Commission
50
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Posted - 2013.08.12 22:13:00 -
[9] - Quote
Leovarian L Lavitz wrote:I'm looking for a way to make CRUs and mobile CRUs matter again verses the current uplinks. They are simply better. How would you improve the balance between them, Skihids? CRU's and (to a lesser extent) Mobile CRU's are infinitely more survivable then Drop Uplinks. I've used one Flux to take out 4 DU's simultaneously, whereas a CRU is a more reliable and permanent point of deployment.
Boom, difference and viability! |
Monty Mole Clone
Shiv M
37
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Posted - 2013.08.12 22:14:00 -
[10] - Quote
Leovarian L Lavitz wrote:Skihids wrote:Ah, so you want to make it impossible for someone to use his own uplinks.
You also want a kill on any uplink deployer to give a DU kill bonus and negate all the effort expeded in placing uplinks in strategic locations.
No. I'm looking for a way to make CRUs and mobile CRUs matter again verses the current uplinks. They are simply better. How would you improve the balance between them, Skihids?
you can flux any kind of uplink
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Promethius Franklin
DUST University Ivy League
159
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Posted - 2013.08.12 22:14:00 -
[11] - Quote
All this would do is make uplink deployment the role of dedicated redline dwellers, putting themselves at risk only long enough to spam their full capacity of uplinks again. |
Leovarian L Lavitz
Better Academy.
527
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Posted - 2013.08.12 22:19:00 -
[12] - Quote
New proposal for uplink balancing:
Positioning for Speed: Perhaps a special uplink timer, so using uplinks takes more time than using a CRU. Do you place a strategic uplink for slower deployments, or use the CRU? Or, you could make CRU spawns much faster?
Something like this may be viable: Militia Uplink: 25s spawn in timer, and with bleed out wait, would be a 18s timer.
A proto uplink would be a 17 second wait, or 10 seconds with bleed-out timer finished. |
Killar-12
The Corporate Raiders
503
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Posted - 2013.08.12 22:20:00 -
[13] - Quote
Killar-12 wrote:Leovarian L Lavitz wrote:Skihids wrote:Leovarian L Lavitz wrote:Make Drop Uplinks Self Destruct when the originating suit is swapped/destroyed. There is already a varriant that acts that way. Go look it up. I know, I'm proposing that they all act that way. What if Uplinks have the # of Spawns per uplink Reduced? ORWhat if the uplinks cannot be placed in a certian distance from one another? So MLT Uplink 3 spawns STD Uplink 5 spawns ADV 11 Spawns (2 squads) Normal PRO 15 Spawns (1 team) Special PRO Spawn that can deploy more people per uplink (30 spawns) ORMLT cannot be placed in 50 m of another Uplink STD cannot be placed in 40 m of another Uplink ADV cannot be placed in 25 m of another Uplink PRO cannot be placed in 15 m of another Uplink Special PRO Spawn can be placed anywhere the user pleases
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Nocturnal Soul
Immortal Retribution
368
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Posted - 2013.08.12 22:21:00 -
[14] - Quote
nope but how about you get 10% less armor when you spawn on one like the description says |
Killar-12
The Corporate Raiders
503
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Posted - 2013.08.12 22:23:00 -
[15] - Quote
Nocturnal Soul wrote:nope but how about you get 10% less armor when you spawn on one like the description says And your shields regenerate 10% slower. |
Leovarian L Lavitz
Better Academy.
527
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Posted - 2013.08.12 22:25:00 -
[16] - Quote
Killar-12 wrote:Nocturnal Soul wrote:nope but how about you get 10% less armor when you spawn on one like the description says And your shields regenerate 10% slower. Random modules on the drop-suit are deactivated when spawning in on an uplink. Maybe your gun is damaged and is at 0/0, maybe one or two of your shield modules are burned out, perhaps your regulators etc may be malfuncting. I think it is an interesting mechanic. |
Killar-12
The Corporate Raiders
503
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Posted - 2013.08.12 22:26:00 -
[17] - Quote
Leovarian L Lavitz wrote:Killar-12 wrote:Nocturnal Soul wrote:nope but how about you get 10% less armor when you spawn on one like the description says And your shields regenerate 10% slower. Random modules on the drop-suit are deactivated when spawning in on an uplink. Maybe your gun is damaged and is at 0/0, maybe one or two of your shield modules are burned out, perhaps your regulators etc may be malfuncting. I think it is an interesting mechanic. Make it fast but risky, with better uplinks having less chance to malfunction. |
Leovarian L Lavitz
Better Academy.
527
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Posted - 2013.08.12 22:33:00 -
[18] - Quote
More ideas, anything that might buff the Mobile CRU or regular CRU and bring them into balance with the current Uplinks? Any changes to current uplinks that will bring Mobile CRUs and regular CRUs into line with them, making them a true part of any tactician's toolbox? |
ZDub 303
TeamPlayers EoN.
1621
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Posted - 2013.08.12 22:36:00 -
[19] - Quote
I still think, if you make uplinks squad based and CRUs/mCRUs team based.. you've pretty much solved the issue entirely.
It would also make it so that imperial drop uplinks are no longer the only ones worth running.
Calling in OMS depots and CRUs would also really help down the road. |
Killar-12
The Corporate Raiders
504
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Posted - 2013.08.12 22:38:00 -
[20] - Quote
Leovarian L Lavitz wrote:More ideas, anything that might buff the Mobile CRU or regular CRU and bring them into balance with the current Uplinks? Any changes to current uplinks that will bring Mobile CRUs and regular CRUs into line with them, making them a true part of any tactician's toolbox? MCRU's need to deploy out side the Vehicles if the vehicle is full Make it so People cannot spawn on objectives in skirmish
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Promethius Franklin
DUST University Ivy League
159
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Posted - 2013.08.12 22:39:00 -
[21] - Quote
Question,
What specifically are you trying to solve? You say CRU's are inferior, but what aspect of them makes them inferior to you? I think the issue can be better addressed by looking at that. |
Killar-12
The Corporate Raiders
504
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Posted - 2013.08.12 22:40:00 -
[22] - Quote
Promethius Franklin wrote:Question,
What specifically are you trying to solve? You say CRU's are inferior, but what aspect of them makes them inferior to you? I think the issue can be better addressed by looking at that. Immobility, longer wait to spawn in on, ease of detection. |
low genius
the sound of freedom Renegade Alliance
284
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Posted - 2013.08.12 22:41:00 -
[23] - Quote
say no to balancing until we have a full set of suits and vehicles. |
Leovarian L Lavitz
Better Academy.
527
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Posted - 2013.08.12 22:44:00 -
[24] - Quote
Killar-12 wrote:Promethius Franklin wrote:Question,
What specifically are you trying to solve? You say CRU's are inferior, but what aspect of them makes them inferior to you? I think the issue can be better addressed by looking at that. Immobility, longer wait to spawn in on, ease of detection. Hackability. |
Killar-12
The Corporate Raiders
504
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Posted - 2013.08.12 22:49:00 -
[25] - Quote
low genius wrote:say no to balancing until we have a full set of suits and vehicles. Doesn't make a difference in this regard. |
Promethius Franklin
DUST University Ivy League
159
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Posted - 2013.08.12 22:58:00 -
[26] - Quote
Killar-12 wrote:Promethius Franklin wrote:Question,
What specifically are you trying to solve? You say CRU's are inferior, but what aspect of them makes them inferior to you? I think the issue can be better addressed by looking at that. Immobility, longer wait to spawn in on, ease of detection. Immobility of CRU's is what gives drop uplinks a point to exist. Mobile CRU's not withstanding, but I see those so rarely that they almost don't factor in. If they gave WP's and dropships were more desirable mobile CRU's would become an issue that resolves itself.
I can see the spawn wait being increased, but it can't and won't incentivise CRU use as the location of the spawn outweighs the spawn timer unless the 2 are close enough that you may question why you would have placed the uplink at that location.
Ease of detection on the other hand seems to favor CRU's. Enemy CRU's can and do disappear on the hud at ranges lower than uplinks, so I don't see the issue there.
Leovarian L Lavitz wrote:Hackability. This is a part of the inherent nature on structure CRU's. Changing this means a rework of how CRU's function, not an issue with uplinks. Also, mobile CRU's are not hackable either. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
660
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Posted - 2013.08.12 23:37:00 -
[27] - Quote
Leovarian L Lavitz wrote:
Speed trade for strategic deployment: Something like this may be viable: Militia Uplink: 25s spawn in timer, and with bleed out wait, would be a 18s timer.
A proto uplink would be a 17 second wait, or 10 seconds with bleed-out timer finished.
Intersting concept to change it entirely opposite! This might help, but not resolve.
Quote:What if Uplinks have the # of Spawns per uplink Reduced?
Won't help in dealing with uplink spam. Only would make it more necessary to have plenty of them.
Quote:What if the uplinks cannot be placed in a certian distance from one another?
This is good! The distances need some work tho.
Possible, might help a bit but not too much. |
Skihids
Bullet Cluster
1870
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Posted - 2013.08.13 17:03:00 -
[28] - Quote
Technically uplinks aren't a replacement for CRUs, they are wormhole targets that you push an already activated clone through.
Lore wise anyone using an uplink has to be reanimated inside a CRU of some type first. To my knowledge CCP hasn't stated where this and the wormhole generator resides, but my guess would be the warbarge as it also needs wormholes to get the RDV's down to the planet's surface in a single second or less.
There is absolutely no explanation for spawning on an objective as there are no clones there nor are there any wormhole targets. For that matter the random spawning in ambush also has zero explanation.
You would want to address the whole spectrum of spawning issues if you wanted to balance spawning.
DU's would be slower because you need to reanimate in a CRU, then get shoved through a wormhole. Random spawning in ambush would take longer than either because you would need to get reanimated on the warbarge, then shoved through a wormhole that terminates in some random place in the atmosphere (since you can't precisely target the endpoint without the uplink) and fall the rest of the way.
Or you could simply ignore physics and lore and use the immersion breaking "It's a video game so it just works that way" excuse. |
Jake Bloodworth
DUST University Ivy League
75
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Posted - 2013.08.13 17:15:00 -
[29] - Quote
Leovarian L Lavitz wrote:Skihids wrote:Ah, so you want to make it impossible for someone to use his own uplinks.
You also want a kill on any uplink deployer to give a DU kill bonus and negate all the effort expeded in placing uplinks in strategic locations.
No. I'm looking for a way to make CRUs and mobile CRUs matter again verses the current uplinks. They are simply better. How would you improve the balance between them, Skihids?
Pretty sure CRU's and Mobile CRU's have "slightly" higher EHP. I would have to check in game though just in case I'm wrong. I haven't played in a couple days. Are flux grenades destroying all the CRU's in range of their blasts? |
Zero Notion
Red Star Jr. EoN.
193
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Posted - 2013.08.13 17:16:00 -
[30] - Quote
Uplink spam is annoying and doesn't utilize uplinks in a way that promotes strategic or tactical use, rewarding WP's for pretty much nothing in many cases (not always).
I think an inherent penalty should exist when two or more uplinks are set in close proximity of one another; the spawn timer increases, the number of clones they can spawn decreases while the chances for them to appear on the radar and map increase. The further apart, their signature profile is significantly lowered, spawn timer and clone counts remain the same. I'd say 10 meters would be reasonable. This, over time and with experimention, would promote more diverse use of uplinks.
How about uplinks performing better the nearer they are to a functioning CRU (within a 25 meter radius)? Say a 5% boost to spawn time.
I'd love to be able to hack uplinks, too. |
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