|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1562
|
Posted - 2013.08.20 05:47:00 -
[1] - Quote
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.
Doing things to put a mechanical hard cap on uplinks deployed is bad practice as it unfairly burdens anyone who has actually skilled into, or fielded uplinks. From a use and value perspective this is the same as saying that ARs need to lock if they are brought within a given range of each other because while ARs are a valuable tactical asset to the team it gets ridiculous when a whole squad of them is spamming fire into one area.
There are a lot of players talking about how the support mercs, particularly those in logi suits, need to not compete with the assault role... while at the same time there are a lot of threads, sometimes containing the same people, advocating for nerfs and restrictions to the value and application of equipment. Whether intended or not this combination nerfs support play creating a trend which marginalizes roles that fall outside of the 'slayer' rubric. In short reducing game diversity, and if carried far enough the actual longevity of the game.
Find solutions to things which don't require mechanical hard caps or the creation of artificial/heavy handed 'walls' to player action and choice. This is a sandbox, a developing one as far as Dust is concerned but a sandbox nonetheless, solutions require less force and more eloquence to avoid losing that vital attribute.
0.02 ISK Cross
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1567
|
Posted - 2013.08.20 07:23:00 -
[2] - Quote
ALPHA DECRIPTER wrote: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 . Yes, thanks for clearing that up, all equipment. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1575
|
Posted - 2013.08.20 16:24:00 -
[3] - Quote
Kekklian Noobatronic wrote:Agreed.
Seeing 8-10 drop uplinks clustered together on a map is the most frustrating thing ever, expecially because of where they tend to get placed by tryhards(in areas with only specific access I.E. dropships).
Balance does not mean countering rock with rock. Right now the only counter is drop uplink spam on your team. And even that's hardly a counter. OBs, and flux nades both work wonders for me, though they are far from the only things that work, are you seriously suggesting that in a sandbox game the option to use deployable gear you've spent SP and ISK to access, in a location that is raised/hard to reach because you got there by using a transport asset which you spent SP and ISK to access, should be mechanically locked out?
If so that sounds rather like "everyone should play my way or not at all" which is not only outside the sandbox method but is decidedly bad game balance. Counters and options should exist within game first as much as possible not be based on gutting mechanics and options. To bring up an example from earlier in this thread liming uplinks mechanically in such a manner is the same as limiting ARs from functioning if you have friendly players too close to you. Those mechanical limits are actively taking the primary purpose of the item in question an artificially bottlenecking it to relieve players from having to actually address it in game more make effective efforts to counter a new/different in match meta.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1584
|
Posted - 2013.08.20 19:32:00 -
[4] - Quote
ALPHA DECRIPTER wrote: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 .
While having your team place uplinks as you describe can be irritating the proper fix for the overmap issues described would be a fix to the overview map display of uplinks not a mechanical kill switch on uplinks that devalues the SP invested into them.
Also balancing game mechanics/tactical utility of an item in game based on bothersome play styles in pub matches isn't a good way to go, almost nothing would be allowed in game if we started removing everything that a blueberry could use to be annoying
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1584
|
Posted - 2013.08.20 19:34:00 -
[5] - Quote
Sana Rayya wrote:The only thing that needs to be changed about uplinks is how they show up on the spawn screen. Currently the spawn circle and timers are too large and the text blends together/clutters up the map - shrinking them would make things a lot more clear. Additionally, color code uplinks that you and your squad drop - make them green. That way you can spawn in on your squad's links to earn WP.
Limiting what equipment you can use based on the actions/equipment used of other players is a slippery slope. As it stands the only limit of this kind is the vehicle limit and the reason for that is intuitive. With vehicles, at the very least you aren't able to call one in if the quota is reached, but with limits on equipment/weapons you'd be stuck in that you'd find out your stuff is useless only after you had equipped it, meaning lost ISK when you died. +1 to you Sana, very well said. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1584
|
Posted - 2013.08.20 19:35:00 -
[6] - Quote
Skihids wrote:I've got a very simple fix for blue team uplink spam, map zoom.
We've got now, but the max zoom is nearly the same as the default which makes it frustratingly useless.
Instead let us zoom way in and we can pick precisely the uplink we want to spawn on. Oh, and display the elevation so we know which one is on the tower top and which one is right next to it on the ground.
Don't like red team uplink spam? Go destroy them. +1 Good call on the zoom. |
|
|
|