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Sgt Kirk
SyNergy Gaming EoN.
1197
|
Posted - 2013.08.19 23:34:00 -
[1] - Quote
Uplinks as we all know are a valuable asset to a team, but in all honesty it gets a bit ridiculous when there are 20 uplinks spammed everywhere.
I advocate a system that prohibits uplink staking within a given area by means of signal interference.
The tier and or type of uplink would determine it's signal radius, varying from a large signal radius (80-70m) to small signal radius (40-30m) . The numbers are up for change and were thrown in there just as an example.
The first uplink placed within an area would get first priority while if a second person wanted to lay down uplinks there would be an indicator when the uplink is readied if there is not within signal interference range.
Thank you for your time.
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Mobius Kaethis
Molon Labe. League of Infamy
596
|
Posted - 2013.08.19 23:41:00 -
[2] - Quote
This would be nice. It would make it easier to tactically spawn in an area rather than the random luck of landing on a good uplink in the mass of, seemingly, hundreds that we have now. |
Synbot
Expert Intervention Caldari State
0
|
Posted - 2013.08.19 23:45:00 -
[3] - Quote
I agree, and with Mobius. Strategically placed uplinks are obviously better than randomly, clustered ones. |
lithkul devant
Legions of Infinite Dominion
33
|
Posted - 2013.08.19 23:56:00 -
[4] - Quote
I agree with the message of the OP, but I think that the size of interferance for each type should be reduced by 10-15m otherwise for small maps you could have it where people decide to troll and completely screw a team just out of griefing. |
Cosgar
ParagonX
4369
|
Posted - 2013.08.20 00:03:00 -
[5] - Quote
I'd like to keep uplinks this obvious to scouts to make them more useful. |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
50
|
Posted - 2013.08.20 00:55:00 -
[6] - Quote
Are you saying it kills the other uplink, or merely supresses it?
If weaker uplinks were suppressed and can't be used (until the stronger ones were used up), that'd seem an interesting fix. Though still show the weaker ones on the map (perhaps with alpha, to show they aren't currently working at full strength) |
Auld Syne
Vherokior Combat Logistics Minmatar Republic
74
|
Posted - 2013.08.20 02:28:00 -
[7] - Quote
This is a grade A Idea. +1 |
Sgt Kirk
SyNergy Gaming EoN.
1205
|
Posted - 2013.08.20 02:54:00 -
[8] - Quote
Blake Kingston wrote:Are you saying it kills the other uplink, or merely supresses it?
If weaker uplinks were suppressed and can't be used (until the stronger ones were used up), that'd seem an interesting fix. Though still show the weaker ones on the map (perhaps with alpha, to show they aren't currently working at full strength) I'm saying that you can't place it down but I guess I could go with it being inactive until the first uplink runs out, not sure that's up for further discussion. |
Auld Syne
Vherokior Combat Logistics Minmatar Republic
74
|
Posted - 2013.08.20 05:31:00 -
[9] - Quote
I'd also like to throw in an idea. Indoor and out door(concealed) capable uplinks. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1562
|
Posted - 2013.08.20 05:47:00 -
[10] - 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
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
294
|
Posted - 2013.08.20 06:12:00 -
[11] - 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. |
ADAM-OF-EVE
Svartur Bjorn
212
|
Posted - 2013.08.20 06:19:00 -
[12] - Quote
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 |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
294
|
Posted - 2013.08.20 06:34:00 -
[13] - 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. |
Sgt Kirk
SyNergy Gaming EoN.
1206
|
Posted - 2013.08.20 06:46:00 -
[14] - Quote
ALPHA DECRIPTER wrote: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 . 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. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
294
|
Posted - 2013.08.20 06:57:00 -
[15] - 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. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
106
|
Posted - 2013.08.20 07:10:00 -
[16] - Quote
Sgt Kirk wrote:Uplinks as we all know are a valuable asset to a team, but in all honesty it gets a bit ridiculous when there are 20 uplinks spammed everywhere.
I advocate a system that prohibits uplink stacking within a given area by means of signal interference.
The tier and or type of uplink would determine its signal radius, varying from a large signal radius (80-70m) to small signal radius (40-30m) . The numbers are up for change and were thrown in there just as an example.
The first uplink placed within an area would get first priority while if a second person wanted to lay down an uplink there would be an indicator when the uplink is readied if it is not within signal interference range.
Thank you for your time.
With one change I really like this idea, it would make uplinks much more useful.
The change is this, higher spawn speed uplinks have priority over lower spawn speed uplinks.
Example: -Player1 puts a militia uplink down, two people spawn from that uplink -Player2 tosses another uplink 2m from the first players uplink, Player2's uplink is an advanced uplink with 30.5% speed increase. This up link would "destroy" player1's uplink when it activates. -Player1 goes back and tries to put another uplink down but is denied because there is a "better" uplink already in the area.
The problem becomes how a player knows when they are with in range of another uplink and if that uplink is better than the one they are about to drop. I do like the idea, but my concern is added complexity (If its not a complex mind Frack, you must not be in the EVE universe) and possible server lag this increase data could cause. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1567
|
Posted - 2013.08.20 07:23:00 -
[17] - 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. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
651
|
Posted - 2013.08.20 08:04:00 -
[18] - Quote
Honestly, there should just be more CRU's in skirmish, and the objectives spread out into the map more instead of being in the center. Also, getting rid of objective spawning would help too. The reason why Domination makes it an uplink frenzy is because there's only one objective, and the CRU's are not in between on on the way to any objectives.
But yes, having uplinks and equipment less detectable by normal dropsuits would be nice. Scouts should be the only ones that can detect them, unless you're using precision modules. Also, the icons should be much smaller on the minimap. |
Kekklian Noobatronic
Goonfeet Top Men.
304
|
Posted - 2013.08.20 08:15:00 -
[19] - Quote
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. |
Galvan Nized
Deep Space Republic Top Men.
213
|
Posted - 2013.08.20 09:34:00 -
[20] - Quote
Like the signal interference idea but agree that it has to smaller radius.
On the flip side I want an "anti-uplink" equipment. It could have the increased radius that was originally suggested (maybe even larger?) but adds time to respawn timer. Maybe like 2x for std up to like 5x for proto. This would encourage the use of higher uplinks but give a way to combat uplink spam but not kill them entirely.
I'm sure we could come up with lots of ideas for a spawn "scrambler." |
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SirManBoy
Molon Labe. League of Infamy
157
|
Posted - 2013.08.20 09:55:00 -
[21] - 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. |
Auld Syne
Vherokior Combat Logistics Minmatar Republic
74
|
Posted - 2013.08.20 10:07:00 -
[22] - Quote
SirManBoy wrote: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. You're in Molon Labe, AKA Ex. Planetary Response Organisation. All you guys know how to do is spam and zerg meatshields so this comment does not surprise me. |
XxGhazbaranxX
Bannana Boat Corp
286
|
Posted - 2013.08.20 11:50:00 -
[23] - Quote
I honestly don't understand why people hate uplink spam. If they have em they can use em. Anyways to each his own. I let my brother get to the devil in his own way. I do like the idea of a radius to the drop uplinks and that stronger ones suppress weaker ones till the stronger ones are used up. I have proto uplinks and am so used to only having to wait 5 seconds to spawn that when a blueberry puts an uplink next to mine to leach off my points I get angry. Not because that Blueberry is obviously a war point wh*re but because they made me wait more than 5 seconds to spawn. Worse when they put it right next to my imperial flux drop uplink with a 3 sometimes 4 second spawn time after they spawn on it in a carefully selected, scout reachable only area. |
Zendeal
Horizons' Edge Orion Empire
17
|
Posted - 2013.08.20 13:43:00 -
[24] - Quote
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. |
G Torq
ALTA B2O
202
|
Posted - 2013.08.20 14:36:00 -
[25] - Quote
Reducing the number of uplinks is too simple!
Instead, let the "interference" cause the uplinks to become slower >:] |
Cross Atu
Conspiratus Immortalis Covert Intervention
1575
|
Posted - 2013.08.20 16:24:00 -
[26] - 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 |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5494
|
Posted - 2013.08.20 17:22:00 -
[27] - Quote
I support this |
SirManBoy
Molon Labe. League of Infamy
157
|
Posted - 2013.08.20 18:07:00 -
[28] - 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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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
299
|
Posted - 2013.08.20 18:12:00 -
[29] - 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
|
Posted - 2013.08.20 18:25:00 -
[30] - 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. |
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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.
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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. |
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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.
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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.
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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. |
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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
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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. |
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