Driftward
Subdreddit Test Alliance Please Ignore
373
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Posted - 2013.08.13 21:27:00 -
[1] - Quote
I'm sure that I'll catch a lot of flack for saying this or requesting this, but that said I think the current mechanic isn't really very fun. It necessitates a single playstyle and forces a single tactic to counter it.
This is the uplink zerg.
You go in with your squad and everyone carries uplinks. Not just one type either. You load a logi up with three different uplinks, preferably those that you can have more than one active at a time. Upon, taking an objective you spam uplinks EVERYWHERE. It clutters the map and makes it impossible or very difficult to clear them all. Then, rather than being able to concentrate on killing reds and clearing the objective you have to split attention to uplinks and flux them all.
But as soon as you clear a patch....the uplink patrol just throws a couple more down and continue to spawn directly on the objective.
Without a massive effort and a lot of luck you can never remove an entrenched enemy.
Now don't get me wrong, that is a completely fair use of uplinks and tactically sound. It's just that the game isn't all that fun to play game after game with the same thing. You zerg rush with uplinks. First people there then control that objective. In domination that means game over.
If you don't use this tactic and the other team does....game over. and vice versa. With some wiggle room for large differences in skill.
Now to fix the issue.
My thought is to do three things.
One, lower the profile (talking passive and active scanning here) of all uplinks and make tiers where proto hasn't lowest profile and adv next and std has highest chance of being seen. The idea here being that then you wouldn't need to just zerg ALL the uplinks. You could throw one or two into corners and they would be relatively safe unlike the current state of affairs.
Two, allow line of sight to let uplinks be seen within 5-10 m. So that even non-eWAR personel could see and kill an uplink if they notice where people are coming from.
Three, stop allowing different types of uplinks to be thrown by a single person and all be active at the same time. It makes a militia logi with two levels in uplinks able to throw 3 active links at once, just the same as someone with proto uplinks. This promotes higher levels in uplinks and stems some of the flow of uplinks. It also would prevent someone throwing 10's of uplinks and them not being able to be found due to change #1 and 2.
Anyone else sick of the uplink hunt? |
Driftward
Subdreddit Test Alliance Please Ignore
375
|
Posted - 2013.08.14 02:35:00 -
[2] - Quote
I'm not requesting that uplinks be nerfed to oblivion. Merely that they require some work to get into and then require a bit more skill and forethought in placing. Like someone said, there are clever spots in all maps that you can place uplinks in that require just as much work to remove.
I like the mechanic of being able to come from unexpected angles, just not that it's impossible to remove a series of uplinks without orbital support.
Also, I envision that all uplinks will be less visible than currently, just that prototype and advanced will be even more difficult/lower profile than standard/militia version. That and a limit to a total of 3 uplinks of any type active at a time per person. |