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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
294
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Posted - 2013.08.20 06:12:00 -
[1] - Quote
Cross Atu wrote:Just give hostile forces the ability to earn WP by destroying uplinks, then combine that with the upcoming bug fix for signal profile, and the fix for glitching links into solid objects. Throw in a dash of being able to hack enemy equipment and mix well with a use of Flux nades, server liberally.
1) all equipment, not just uplinks. 2) +1 for the entire comment.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
294
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Posted - 2013.08.20 06:34:00 -
[2] - Quote
ADAM-OF-EVE wrote:change the uplink from a tiny little box which is hard to see and kill to something a bit more obvious like a pillar/beacon of some sort. most of the spam isn't for usage purposes anyway but to confuse the enemy where they are and to make it impossible to kill them all before someone spawns in on another and drops more. if they were more obvious and can't be placed in tiny gaps etc then this allows enemy to kill them easier(when no one is about to stop them doing it that is) if they are not placed strategicaly
Pillar? Makes them easier to snipe I suppose. I destroying them grants WPs then snipers now have a new target. Good scouts would have an outrageously simple time taking these out if they were even more obvious(UI-wise) and that's not good as I, a scout, enjoy the mental challenge of weaving through the enemy undetected in search of placed equipment, destroying them, and making it out alive.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
294
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Posted - 2013.08.20 06:57:00 -
[3] - Quote
Sgt Kirk wrote:I don't have a viewpoint on the matter but just wanted to say that what you enjoy and what's good for the game are two separate things.
Was simply pointing out an interest of mine. If it's too easy to find a destroy equipment then there will be no point in placing them tactically if they are just gonna be taken out quickly anyway. That being the case, you would be better off creating mine fields of uplinks as it would take the enemy longer to take out all of them and that means an increased chance of spawning.
If they are harder to find then that increases the longevity of the uplink and therefore allowing it to be used to it's fullest.
Yes there is a difference between what someone enjoys and what's good for the game in some cases but also you must know that what's good for the game is that the game is enjoyable.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
299
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Posted - 2013.08.20 18:12:00 -
[4] - Quote
Zendeal wrote:What about the idea of Nanohives and Uplinks not persisting through death? Or that if you change suits at a supply depot to a suit without a valid uplink they dissapear?
Just an FYI, I believe people do it because of the decent amount of WP earned through uplink spam. Take any Logi suit and throw on 3 different types of uplinks (Requires 2 skill points invested). Militia Uplink, Stable Uplink and Standard Uplink. Drop your 3 down and profit... again, in skirmish or OMS you can even switch to a regular suit after the fact.
If they did not persist after death the uplink would be a more defensive equipment and would require more tactics when holding positions or pushing forward instead of drop, charge, repeat.
There is already a AUR only uplink that is destroyed when the user is killed. Has the fastest spawn time but only allows 6 spawns and I think (not sure) it is restricted to squad spawns.
I don't know of anyone that actually uses it though.
I would say restrict the uplinks to the first one placed. By that I mean if you have multiple types of uplinks, lets say MLT and STD, and you throw down a STD the game will register that you may only throw down 1. If you throw down the MLT next then the STD will be destroyed. This would discourage players from equipping multiple on a single suit and even if they switch they could still destroy there current uplinks by throwing down another (if you are lv5 on uplinks then you can have multiple suits, each with different uplinks, and just place, switch, place, switch, place, switch, etc. This would prevent that).
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
299
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Posted - 2013.08.20 18:25:00 -
[5] - Quote
SirManBoy wrote:Uplinks establish a point of entry and assault in battle, not unlike a beachhead. The more uplinks deployed, the stronger and more resilient the beachhead. If you don't like that your enemy has its talons in your territory then destroy the uplinks. Will it take you time and precious ammo to clear out multiple uplinks? Yes, and that's the point! Of course I'm making it difficult for you, it's my job as a logi. You people who constantly rail about this game's features and who want to remove every creative element of gameplay that makes Dust unique irritate me to no end.
If you don't like my uplink spamming, do something about it that doesn't involve a developer--kill me and my hives.
My gripe isn't the enemy spamming but my own team spamming. A teammate needed reps and I was on the spawn screen. I asked him where he was and when he told me I still couldn't find the right location to spawn as all I could see was blue pulses. I literally couldn't see were a single teammate was on the entire map! There are many ways to utilize an uplink;
Offensive = 3-4 at the target area to ensure the enemy stays pressured. Defensive = 1-2 on the way to the target area to ensure you have a fall back when the offensive uplinks are down. This keeps you from being redlined. Tactical = 2-8 at hard-to-reach vantage points to give your teams a way to out maneuver the enemy. This allows you to more easily flank the enemy and disperse there attacking forces.
It annoys me when 100% of the uplinks are offensive as it becomes far to easy to be flanked. If the enemy does it then I just run in with fluxes and destroy all of them. Since they have no defensive uplinks, they are quickly forced off the target area and eventually redlined.
I plan to get proto uplinks that allow me to place 3 at once. This will allow me to set up an uplink for all 3 tactics mentioned above.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
299
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Posted - 2013.08.21 07:25:00 -
[6] - Quote
Sgt Kirk wrote:Yeah all of my thoughts are in the mindset that uplinks are for the whole team.
Which I feel strongly that they will change that back to what it used to be.
I honestly hope they don't. Don't get me wrong, I get the value (more incentive to squad up) but I always place my uplinks with the whole team in mind. If we are redlined then I like to be able to single-handedly bring my entire team back into the fight (which I have done on occasion). Not for the WP but for the good of the team. (Until I cap I really don't care about WPs)
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
300
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Posted - 2013.08.21 07:36:00 -
[7] - Quote
Sgt Kirk wrote:Read more carefully. I said I hope they bring it back to team uplinks
DOH!!!
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
306
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Posted - 2013.08.22 03:02:00 -
[8] - Quote
SirManBoy wrote:IgniteableAura wrote:I feel the best solution to the uplink spam is to make it so only 1 uplink can be active per person, instead of the 8/merc as it is now. You can stack 4 different proto uplinks and all of them will be active. Even if only half of the team can do this at the start, that's 64 uplinks you have to deal with and it game breaking OP.
Uplinks win battles. Most times its a matter of whoever gets the most uplinks down the fastest who win.
I don't think the signal radius changes will help. Mostly because if one of the 10 uplinks that are in close radius get destroyed, you still have 9 more to get rid of before the spawns stop. Putting a cap on the total number that can be deployed will keep uplinks to a manageable level.
I do agree with the uplink jammer idea though. Would be nice. 1 active per person? Not a logi, are you? What you're suggesting would destroy a class, an entire way of playing this game. Thanks to suit changes, I am able to aid my team by laying down 13 proto uplinks in a battle at one time. Why would you choose a system that arbitrarily limits a way of playing the game and replaces it with a restrictive 1 merc, 1 uplink policy? You're telling me that you'd rather have the game allow 16 players of whatever skill level to deploy uplinks of variable effectiveness over allowing experts like me to truly shine and help my team with multiple uplinks? You're killin' me, Smalls...
As a scout, I completely agree with you.... to an extent. When I reach proto with uplinks I could pull this off as well but more then 8 uplinks from a single person seems a bit much. 1 uplink per person is an outrage I mean come on, aura, that's just nuts. I understand that you, like most people, hate the spam but I have been in matches were I was literally the only player on my team with uplinks of any kind. If I could only use one then it's obvious that my team would always lose.
`Sigh. Just another fun game of DUST. |
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