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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? |
Forlorn Destrier
Bullet Cluster
1386
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Posted - 2013.08.13 22:24:00 -
[2] - Quote
Sounds like it is working as the players want it to work.
Also, CCP has publicly gone on record as saying that players will find creative ways to use items in game that they didn't plan for, and often these result in unexpected gameplay that adds new depth to the game. Further, CCP likes when this happens, and has refused to change things like this in the past.
An example in Eve of this was the introduction of stasis webifiers and using them to slow the max speed of ships, allowing them to get into warp faster because they only have to reach 75% of max speed to enter warp.
I see this as the same situation, and I'm perfectly ok with this. The numerous uplinks allow me to attack from any direction, and push the assault. By the same token, if the reds do this, then I am promised a more epic fight.
As to your idea of signatures, they are all too visible as it is. They all show up on the map, so I don't think changing the profiles to make some more visible is a good idea - if anything the profiles should be reduced some.
All people can see them if you have height and/or line of sight and they are withing range of the mini map.
As for the third - maybe, but at the same time, no. I don't think this would help the flow of battle - now you are just running around like crazy.
Clearly, I like having a lot of spawn choices, and like the fact that I can be swarmed by reds if I"m not careful. I respectfully disagree with your post and ideas. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
184
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Posted - 2013.08.13 23:04:00 -
[3] - Quote
Would also say leave it as it is. yes seeing tons of droppads being thrown in domination does get annoying. But i've found out that this really forces you'r team to push as one. Do that murder the enemies not one at a time but all at once and then rid them of their droppads and get your own into position. Several maps also got very sneaky positions for pads to be put in. it's not always best to have all your pads around or right next to the objective. Also i know this is the counter everything but orbitals are actually quite good at ridding pads of the field.
A way to counter this a bit is by opening all orbitals to the players of instant matches. Right now we only get the lazer orbital, while in chromo we had the hybrid orbital. I personally have never seen the EMP orbital but with it's bigger radius than any of the others and EMP effect versus equipment this would be perfect for ridding the field of pads though not killing the players (only their shield so kind of close to dead ) |
Ferindar
The Malevolent Monkey Militia
23
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Posted - 2013.08.13 23:47:00 -
[4] - Quote
I would like a few tweaks to the uplink spam, personally. In some matches where I go CQCing, the uplinks can make it difficult to see anything on radar when the enemy or even your team spams the entire map with uplinks. Also consider that Uplinks are pretty much Fire and Forget WP machines. If you cover the map with them, you'll be getting a steady flow of warpoints from them being used until your team clears out the area and frustrates the other team into just saying Eff it and afk the rest of the match.
I personally would like to see a bit of limiting with Uplinks, say no more than 3 per person. This can still have a team effect of covering an area to cover their teammates off the radar, but also prevents that one logi guy with four different types of uplinks creating a vast web on his own, then swapping out at a supply depot to his killing/real logi suit.
While on the subject of Uplinks, could we also get a fix to those uplinks that get stuck under the floor, to where grenades and direct fire don't hurt them, but people can spawn on them no problem? |
Meeko Fent
Seituoda Taskforce Command Caldari State
577
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Posted - 2013.08.13 23:49:00 -
[5] - Quote
I think its fine.
Annoying. But so is that Fly in your ear.
If you don't like it, squish it. Or in this case, have your team cover you as you Flux the Uplinks. |
RydogV
Shadow Company HQ
269
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Posted - 2013.08.13 23:52:00 -
[6] - Quote
I honestly prefer the way uplinks functioned during the Beta. They were relatively unnoticed unless you were in close proximity of them and visible for a split second when someone spawned in. Of course now Active Scanners should also pick them up if sweeped.
This allowed for some element of infiltration in the game because a sneaky scout could get behind enemy lines and open up a new front. Especially useful when a team is being red-lined.
As it stands now, throwing down an Uplink pretty much gives your position away immediately so there is not way to be stealthy on the flanks. So now teams have resorted to what the OP described...just mass spamming of Uplinks with the hope that one or two can survive and provide an entry point for reinforcements.
I don't think that anything needs to be done regarding how many types of Uplinks can be carried/deployed. I think if they just revert back to the way Uplinks were detected in the Beta, then players will not feel the need to spam them. I am sure most would rather carry other types of equipment and will, knowing there is a better chance and Uplink will last longer. And bringing in the infiltration aspect will reintroduce another dynamic to game-play. One that has been lacking IMO. |
Nocturnal Soul
Immortal Retribution
385
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Posted - 2013.08.13 23:55:00 -
[7] - Quote
Hey you know that harrible after affect you should get when spawning on a uplink oh wait it doesnt exist who knew |
Driftward
Subdreddit Test Alliance Please Ignore
375
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Posted - 2013.08.14 02:35:00 -
[8] - 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. |
Jadu Wen
Xer Cloud Consortium
14
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Posted - 2013.10.22 13:41:00 -
[9] - 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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