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bacon blaster
BIG BAD W0LVES Eternal Syndicate
135
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Posted - 2013.08.14 01:23:00 -
[1] - Quote
So, uplinks have way too much health for how spammable they are. 400 hp on some of them, but they can still be thrown out like candy. Really, they are stupid hard to kill, yet there are still dozens of them up. Really, go play a domi. Count them. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
279
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Posted - 2013.08.14 01:25:00 -
[2] - Quote
bacon blaster wrote:So, uplinks have way too much health for how spammable they are. 400 hp on some of them, but they can still be thrown out like candy. Really, they are stupid hard to kill, yet there are still dozens of them up. Really, go play a domi. Count them. Flux them? People spec into them to have that survivability on them. Stop crying |
BL4CKST4R
WarRavens League of Infamy
1056
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Posted - 2013.08.14 01:25:00 -
[3] - Quote
bacon blaster wrote:So, uplinks have way too much health for how spammable they are. 400 hp on some of them, but they can still be thrown out like candy. Really, they are stupid hard to kill, yet there are still dozens of them up. Really, go play a domi. Count them.
Seriously lol? Just melee it twice... |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
135
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Posted - 2013.08.14 01:44:00 -
[4] - Quote
FLAYLOCK Steve wrote:bacon blaster wrote:So, uplinks have way too much health for how spammable they are. 400 hp on some of them, but they can still be thrown out like candy. Really, they are stupid hard to kill, yet there are still dozens of them up. Really, go play a domi. Count them. Flux them? People spec into them to have that survivability on them. Stop crying
Flux your mom.
Also, I am ok with it being so durable, just not so spammable at the same time. Really, that's just nuts. They can make it utterly impossible to push a team off of an objective in domination, outside of being able to clear them all out with an orbital. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
617
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Posted - 2013.08.14 01:50:00 -
[5] - Quote
Uplinks should really have more health.
They need to be less detectable though, that way people don't spam them all the time. As in, only scouts should naturally be able to detect them, and you should have to use a precision enhancement module as either a medium or heavy suit to see them. |
Mobius Kaethis
Molon Labe. League of Infamy
480
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Posted - 2013.08.14 01:54:00 -
[6] - Quote
I-Shayz-I wrote:Uplinks should really have more health.
They need to be less detectable though, that way people don't spam them all the time. As in, only scouts should naturally be able to detect them, and you should have to use a precision enhancement module as either a medium or heavy suit to see them.
They don't need any more health but I am all for them being less detectable.
I'd also like to see them much more limited. Currently a player with proto uplinks can toss out a crazy number on his own. This should be curtailed. I'd like to see CCP change the way drop uplinks work so that each player can only have one active at a time. This would drastically alter the way PC and Domination battles are fought.
In summary, uplinks should be less detectable and less spamable. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
280
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Posted - 2013.08.14 02:02:00 -
[7] - Quote
bacon blaster wrote:FLAYLOCK Steve wrote:bacon blaster wrote:So, uplinks have way too much health for how spammable they are. 400 hp on some of them, but they can still be thrown out like candy. Really, they are stupid hard to kill, yet there are still dozens of them up. Really, go play a domi. Count them. Flux them? People spec into them to have that survivability on them. Stop crying Flux your mom. Also, I am ok with it being so durable, just not so spammable at the same time. Really, that's just nuts. They can make it utterly impossible to push a team off of an objective in domination, outside of being able to clear them all out with an orbital. Mom jokes? Ha cute. It's tatcis. Drop links can give you a win if used smart. If everyone drops one it will make it easier for you team to quickly enter the fight |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1407
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Posted - 2013.08.14 05:09:00 -
[8] - Quote
I just think that uplinks should have a 20m "dead zone" around them that stop any new uplinks that are dropped from activating.
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Thurak1
Psygod9
34
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Posted - 2013.08.14 05:20:00 -
[9] - Quote
Really guys come on. I think you can carry what 3 of them at a time? maybe 2 i cant remember. If there are a lot of them in 1 area its because either they re-supplied or someone else dropped them. Also getting a lot of hp's on a link requires SP's so they have earned that and the better uplinks cost more.
I see no good argument in this thread and i dont even use uplinks. I often kill them with my sidearm because i main is a forge gun not going to waste a forge round on uplinks.
I will admit that they are somewhat hard to hit but thats just because the game mechanics are crap and the uplinks are small. If you want to take out a bunch of uplinks in an area just drop a grenade works great. |
Tal-Rakken
DUST University Ivy League
56
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Posted - 2013.08.14 06:41:00 -
[10] - Quote
Thurak1 wrote:Really guys come on. I think you can carry what 3 of them at a time? maybe 2 i cant remember. If there are a lot of them in 1 area its because either they re-supplied or someone else dropped them. Also getting a lot of hp's on a link requires SP's so they have earned that and the better uplinks cost more.
I see no good argument in this thread and i dont even use uplinks. I often kill them with my sidearm because i main is a forge gun not going to waste a forge round on uplinks.
I will admit that they are somewhat hard to hit but thats just because the game mechanics are crap and the uplinks are small. If you want to take out a bunch of uplinks in an area just drop a grenade works great.
drop uplinks 101: each differently named drop uplink can be used, if you have the militia drop uplink bp and regular militia drop uplink equiped to your suit you'd be able to drop 1 of each.
now lets go through the multi drop uplinks:
ishukone guaged: 3 active imperial quantum: 2 active imperial flux: 2 active Allotek stable: 2 active imperial: 2 active 'void' imperial: 2 active P-13 quantum: 2 active N-11/A flux: 2 active 'dawnpyre' R-9: 2 active R-9: 2 active
so a proto logi suit with 4 equipment slots could put out a grand wopping total of 9 uplinks(ishukone guaged plus 3 of any of the others listed above) now you get 2-3 people with that setup..... |
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
271
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Posted - 2013.08.14 08:07:00 -
[11] - Quote
As a scout I am anxious to reach proto level so I can hold 3 uplinks (defense, checkpoint, attack)! Unlike most logis, I actually think b4 placing each uplink and, unless requested by squad, will never just place one out in the open or clutter an already spawn healthy area. The thought of reducing the active count back to 1 would completely throw away the whole point of me speccing into them. I'm aware of how tough uplinks can be (takes a full charge from nova knives sometimes) and that's why I keep Flux grenades on hand. My purpose in a game is to hack, provide safe and effective spawns, and clear the field of enemy equipment. And when I get in the zone, I will ignore my k/d entirely, run to a crowd of reds(Flux in hand), and start bombing the crap out of there gear while at the same time weakening the reds AND providing a temporary distraction.
Uplinks, Flux, and codebreakers. Nurf any of these and I quit.
`Sigh. Just another fun game of DUST. |
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