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SirManBoy
Molon Labe. League of Infamy
157
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Posted - 2013.08.20 09:55:00 -
[1] - Quote
Suggestions like this make me realize that this community just doesn't get it. Uplink and nanohive spam is a legit strategy, especially when employed by players with L5 skills. Stop trying to water this game down and nerf EVERYTHING.
The only smart idea that I've seen in this convo is the suggestion about granting WP for destroying uplinks. That's actually quite a brilliant idea. |
SirManBoy
Molon Labe. League of Infamy
157
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Posted - 2013.08.20 18:07:00 -
[2] - Quote
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.
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SirManBoy
Molon Labe. League of Infamy
158
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Posted - 2013.08.21 09:45:00 -
[3] - Quote
Sgt Kirk wrote:ALPHA DECRIPTER wrote: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 . Read more carefully. I said I hope they bring it back to team uplinks
Aren't uplinks currently team-based? |
SirManBoy
Molon Labe. League of Infamy
158
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Posted - 2013.08.22 00:32:00 -
[4] - Quote
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... |
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