Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Skihids
Bullet Cluster
1921
|
Posted - 2013.08.20 18:42:00 -
[31] - Quote
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. |
Marc Rime
Zumari Force Projection Caldari State
139
|
Posted - 2013.08.20 19:03:00 -
[32] - Quote
Only if every uplink can be used by everyone on the team (which is how it should be anyway). |
Sgt Kirk
SyNergy Gaming EoN.
1217
|
Posted - 2013.08.20 19:14:00 -
[33] - Quote
Marc Rime wrote:Only if every uplink can be used by everyone on the team (which is how it should be anyway). yes, that's the way it should be. |
Sana Rayya
WASTELAND JUNK REMOVAL
125
|
Posted - 2013.08.20 19:20:00 -
[34] - Quote
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. |
Sgt Kirk
SyNergy Gaming EoN.
1217
|
Posted - 2013.08.20 19:23:00 -
[35] - 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. ISK is always lost when you die? That's how this game works? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1584
|
Posted - 2013.08.20 19:32:00 -
[36] - 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 -
[37] - 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 -
[38] - 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. |
ugg reset
Molon Labe. League of Infamy
362
|
Posted - 2013.08.20 19:49:00 -
[39] - Quote
since links are squad specific how would this affect two different squads placing links in the same area? or different teams for that matter?
IMO the number of them on the maps isn't the real issue, that is a problem that the EMP orbital will counter with good effect . its the size of the icons. get to many in one place and you can't tell what is where. Give them a tiny icon and have that icon transform in to the current one while it is selected.
also take nano hives off the spawn in map. I'm a fresh clone coming onto the field, for now I don't need armor and I don't need amo, these icons are cluttering up my screen.
|
ugg reset
Molon Labe. League of Infamy
362
|
Posted - 2013.08.20 19:49:00 -
[40] - Quote
just had a thought for a new piece of equipment: uplink jammer large AOE that prevents uplink spawns until destroyed or times out (which ever is more fun) could be countered by M-CRUs since they don't rely on wormhole tech to function. WP granted whenever tears are shed by WP whoreing logis/afkers. |
|
Sgt Kirk
SyNergy Gaming EoN.
1217
|
Posted - 2013.08.20 19:52:00 -
[41] - Quote
ugg reset wrote:just had a thought for a new piece of equipment: uplink jammer large AOE that prevents uplink spawns until destroyed or times out (which ever is more fun) could be countered by M-CRUs since they don't rely on wormhole tech to function. WP granted whenever tears are shed by WP whoreing logis/afkers. Now that, is a grand idea actually. You should request specifically in a new thread. I'd be right behind you on that.
My biggest problem with uplink spam is that is reduces the significance of the mobile CRUs and SOON tm OMS CRU nodes on the field.
If jammers didn't affect the modules or nodes then this is perfect. |
Sana Rayya
WASTELAND JUNK REMOVAL
126
|
Posted - 2013.08.20 19:53:00 -
[42] - Quote
Sgt Kirk wrote: ISK is always lost when you die? That's how this game works?
Sorry, I should've been more clear with what I meant by that.
By limiting the effectiveness or putting hard caps on equipment, you're essentially making that equipment worthless or undeployable. Hence when you die it represents unfairly lost ISK since you were prevented from being able to use that equipment. It's not that you didn't use it - you COULDN'T.
Take the example of the vehicle cap. Right now, if there are too many vehicles present you can't call in another - sucks but it doesn't represent a loss of ISK since nothing is risked.
But what if you could call in your tank, only to find out when you're rolling into the enemy that your blaster won't work because there are too many blaster tanks currently on the field? And what if you couldn't recall your tank unless you went to a supply depot?
That's pretty much what it'd be like to roll in with equipment on a dropsuit just to find that you can't use it. Of course equipment is small scale compared to vehicles in terms of ISK and SP that is rendered meaningless simply because others on the team deployed theirs first. Still, this is a step in a wrong direction in a game that encourages you to specialize and make your character unique. If we wanted limits on classes/equipment then there should only be a select few classes allowed on the field at any time, from which one had to choose upon joining the game, a la Day of Defeat.
|
ugg reset
Molon Labe. League of Infamy
362
|
Posted - 2013.08.20 20:42:00 -
[43] - Quote
Sgt Kirk wrote:Now that, is a grand idea actually. You should request specifically in a new thread. I'd be right behind you on that.
I'll get on that. still working on my doors for under privileged LAVs post
Sgt Kirk wrote: My biggest problem with uplink spam is that is reduces the significance of the mobile CRUs and SOONGäó OMS CRU nodes on the field.
If jammers didn't affect the modules or nodes then this is perfect.
Here is where I disagree:
- like I posted before links are squad specific; only green dots can enter (baring the PTW hacked links) where CRU's and their mobil variants allow the whole team to form up together. my gut tells me that muti squad tactics will be a big deal in the future with team deploy for merc battles being hinted at SOONGäó (5/14/2020). To do the same with links would require at least one player from each squad to run links at all times.
- Links are fragile and can be taken out by a solo merc with little effort depending on location (location location) as well as the aforementioned EMP orbital strike that can clear the field (or a hearty chunk of it) of deployable equipment. CRUs have staying power, posing a significant challenge for a joe blow merc to destroy, and more often than not requiring a squad to hack them if defended.
|
KEROSIINI-TERO
Seraphim Initiative..
672
|
Posted - 2013.08.20 23:02:00 -
[44] - Quote
That's one of the best ways to reduce uplink spam. Few open questions still: - Would you know your link is too close only by spending one link? - What else could it be? - Would only blue links limit other blue links, or would red links do the same? - If reds limit other links, is it good gameplay to have a 'rush-to-get 1st link into area'? It might. - One other big question is the range of the uplink denial (there could also be a longer ranged link denial generator) |
KEROSIINI-TERO
Seraphim Initiative..
672
|
Posted - 2013.08.20 23:03:00 -
[45] - Quote
ugg reset wrote: like I posted before links are squad specific; only green dots can enter (baring the PTW hacked links)
That hasn't been the case for ages. |
Sgt Kirk
SyNergy Gaming EoN.
1219
|
Posted - 2013.08.20 23:54:00 -
[46] - Quote
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. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
299
|
Posted - 2013.08.21 07:25:00 -
[47] - 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. |
Sgt Kirk
SyNergy Gaming EoN.
1221
|
Posted - 2013.08.21 07:35:00 -
[48] - Quote
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 |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
300
|
Posted - 2013.08.21 07:36:00 -
[49] - 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. |
XiBravo
TeamPlayers EoN.
174
|
Posted - 2013.08.21 08:46:00 -
[50] - Quote
Bump Also war points for destroying enemy equipment and/or the ability to hack it for your own team. |
|
SirManBoy
Molon Labe. League of Infamy
158
|
Posted - 2013.08.21 09:45:00 -
[51] - 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? |
zibathy numbertwo
Nox Aeterna Security
17
|
Posted - 2013.08.21 12:54:00 -
[52] - 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 strategically
They already are placed strategically, I have a hard time finding them sometimes but they're not invisible. They would be too easy to destroy if they were a pillar. If they were glaringly obvious they would lose functionality, or at least potency. Their hitbox and size is good the way it is. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
8
|
Posted - 2013.08.21 15:13:00 -
[53] - Quote
Really good thread...some nice ideas for tweaks and equipment.
My vote...
1) Small radius around uplinks (15 m) where only one uplink can be active or perhaps some steeper form of penalty such as percentage of shields depleted upon spawn in a saturated uplink environment (energy distortion perhaps?) 2) WP for destroying uplinks and nanohives (around 10pts)...this is a small but key component of the game if you are playing to win the match and not just work your K/D ratio. 3) Uplink Jammer is a great idea for equiping. Low Tiers jam everything; high tiers only jam enemy
|
IgniteableAura
Pro Hic Immortalis League of Infamy
93
|
Posted - 2013.08.21 15:41:00 -
[54] - Quote
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. |
SirManBoy
Molon Labe. League of Infamy
158
|
Posted - 2013.08.22 00:32:00 -
[55] - 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... |
John Demonsbane
Unorganized Ninja Infantry Tactics
72
|
Posted - 2013.08.22 02:07:00 -
[56] - 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.
Oh hell no! I was about to say "I'm a logi and I approve this thread" until this nonsense popped up again. I'm all for reducing spam to a certain extent, believe it or not, because, like others have said, I run the good links and take the time and risk to put them in strategic locations, I don't need a bunch of blueberrys spamming crap ones all over the map so nobody knows which is which. I'd say I'm in favor of:
1) Points for destroying enemy hives: A no-brainer! Very valuable tactic, often risky, should absolutely be rewarded.
2) A radius around active links where no other links can go. Should be small though, maybe 10m. I propose the radius should be determined by the hive being dropped, not the one already down, better link = smaller radius, and the better hive wins as far as suppression. Drop a proto hive on top of a std one and std goes dormant.
3) Perhaps lower level hives could be made squad only, with ADV or higher being team spawns. I'm not sure if that encourages good links or discourages crap ones more, but either way is good.
4) I could get into a jammer; makes sense, would be interesting to skill into... I like the idea of std ones being blunt instruments that jam anything, blue or red, and ADV only jamming enemy links. Rewards thought and specialization.
5) In the short term, I also think that links should be less visible, like they were pre-uprising. I see no reason why a big, fast-moving LLAV is invisible on the radar from 2 feet away but links light up like a christmas tree. I think this alone would reduce the spam some b/c if they are less easy to find/destroy there is less reason to drop dozens of them.
But no way should we be limited to 1, 2, even 3 links a person! I spent the damn ISK, I put all the SP into it, I get sniped all the time trying to put links in the most strategic locations, I'm keeping my damn links! |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
306
|
Posted - 2013.08.22 03:02:00 -
[57] - 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. |
Jadu Wen
Xer Cloud Consortium
14
|
Posted - 2013.10.22 13:37:00 -
[58] - 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. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |