|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ren Ratner
Infinite Raiders
75
|
Posted - 2013.08.27 01:54:00 -
[1] - Quote
Drop uplinks are easily the most effective and exploitable piece of equipment. An uplink spammer can fit up to 4 different types of drop uplinks on one suit. IIRC, it's possible to fit 4 different uplinks capable of supporting 2 active uplinks. This means I can drop 8 uplinks on the battlefield before switching to my real Logi loadout.... OR I could switch to ANOTHER uplink spam fitting and proceed to drop even more uplinks. Then I can switch to a Nanohive spam fitting and litter the map with more WP machines.
Here's how CCP can fix this. Drop Uplink and Nanocircuitry skills should determine the maximum number of active uplinks/hives. Lvl 0 supports 1, Lvl 1 supports 2, Lvl 5 supports 6. Uplink spam is still viable at proto level without one merc being capable of dropping 20+ uplinks. |
Ren Ratner
Infinite Raiders
76
|
Posted - 2013.08.27 15:37:00 -
[2] - Quote
I disagree. In my opinion, 6 active uplinks per person is sufficient for a proto logi. 6 active uplinks is still uplink spam, and the team is still capable of supporting more than enough uplinks for ANY game type. The way uplinks currently function, spamming them seems to be more of an exploit than an intentional game mechanic. If it's working as intended, why can't I just fit 3 of the same variant?
I DO uplink spam. So I'm not simply attacking the method. I know for fact that ONE logi is capable of dropping more than 20 active uplinks at one time, that is ridiculous.
SP/ISK/CPU/PG costs are almost irrelevant for an uplink spammer. I use my spam fitting for the amount of time it takes me to place my uplinks, then I hit the nearest supply depot and I'm back in my main fitting. How much did those uplinks cost me? Even if I die and lose that suit, how much do I care? I haven't been short on ISK since I left academy and I make enough extra with my main to fund my tanker alt (so freaking expensive). The SP investment pays for itself in the same way that unlocking any proto level equipment does. Uplinks are "set it and forget it" WP machines. Alongside nanohive spam, any player should be capable of earning 1000+ WP without a single kill (this is with 3-6 active uplinks).
In my experience, 3 uplinks is more than sufficient for taking any objective. Littering an objective with 10+ uplinks is cheese. Nerfing this doesn't hit support classes nearly as much as you imply, or I wouldn't be supporting it. I'm a pure logi. I simply don't see this as a balanced feature of the game and I wouldn't miss it if it were gone because I only spend a portion of my time running deployment/supply lines. In a good squad, my repair tool and my AR are much more effective since we aren't constantly respawning.
You compare this to the (ridiculous) proposals of limiting the number of AR users in a match, I'd compare it to limiting the number of vehicles in a match.
I've never knowingly experienced this TACNET bug. Are you saying that uplinks just don't show up for some players? Is this a confirmed bug? Your post is the only one I've seen concerning it. |
Ren Ratner
Infinite Raiders
76
|
Posted - 2013.08.27 16:22:00 -
[3] - Quote
Maken Tosch wrote:They should put a proximity limit on the uplinks. For example, no two uplinks should be closer than 75 meters from each other. If someone places a new uplink that's too close to an already-established uplink, the new uplink gets destroyed or stays inactive until the old uplink runs out.
Mixed feelings about this one. I like that this would prohibit teammates from dropping their uplink on top of my already well positioned uplink, basically robbing me of WP. However, I think 75 meters is too much. It's difficult for me to judge 75 in game meters in my head, but players need to be capable of placing uplinks in reinforcement positions in case their forward uplink is destroyed.
Options like this...
http://www.dropuplink.com/slow-fast
and this...
http://www.dropuplink.com/tigers-mouth
should remain in the game.
Personally, I generally don't support the proximity limit idea. Here are some cons that ruin it for me.
One poorly placed uplink means mine is useless.
Uplink clusters provide strong deployment support to a small area, it's a good tactic.
It would be frustrating to be forced to eyeball the distance between your uplink and the nearest.
That's enough to kill it for me. |
|
|
|