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Thread Statistics | Show CCP posts - 6 post(s) |
King Kobrah
SyNergy Gaming EoN.
1125
|
Posted - 2013.09.09 18:33:00 -
[151] - Quote
There needs to be a limit on the amount of uplinks deployed per squad
the strategy of "all 16 people run proto uplinks and drop them EVERYWHERE" is just stupid. |
Skihids
Bullet Cluster
2041
|
Posted - 2013.09.09 18:47:00 -
[152] - Quote
King Kobrah wrote:There needs to be a limit on the amount of uplinks deployed per squad
the strategy of "all 16 people run proto uplinks and drop them EVERYWHERE" is just stupid.
There's a compelling reason for it, establishing a beachhead.
It does two things:
1) Allows for rapid re-deployment 2) Helps keep everyone together and not trickle in where everyone is continuously outnumbered.
As long as nothing else takes its place DUs will be packed as tightly as the game and player skills/fittings allow.
i'm of two minds about the DU. As a dropship pilot I know they effectively replace me as a transport mechanism. Nobody wants to spawn and wait at the bus stop or taxi stand to get back to the fight. Once single link is placed close enough that is what will be used. Even one will kill my taxi business.
As a Logi I love them. Domination can yield hundreds of points if I don't have much competition. |
King Kobrah
SyNergy Gaming EoN.
1125
|
Posted - 2013.09.09 18:50:00 -
[153] - Quote
Skihids wrote:King Kobrah wrote:There needs to be a limit on the amount of uplinks deployed per squad
the strategy of "all 16 people run proto uplinks and drop them EVERYWHERE" is just stupid. There's a compelling reason for it, establishing a beachhead. It does two things: 1) Allows for rapid re-deployment 2) Helps keep everyone together and not trickle in where everyone is continuously outnumbered. As long as nothing else takes its place DUs will be packed as tightly as the game and player skills/fittings allow. i'm of two minds about the DU. As a dropship pilot I know they effectively replace me as a transport mechanism. Nobody wants to spawn and wait at the bus stop or taxi stand to get back to the fight. Once single link is placed close enough that is what will be used. Even one will kill my taxi business. As a Logi I love them. Domination can yield hundreds of points if I don't have much competition. No this basically boils down to zerg rush tactics..Died in combat near the objective? No problem, choose one of the 35 uplinks scattered around the map and throw yourself at the objective again!
There is no other game I can think of that allows deployment of infinite spawn points, and it's an obnoxious chore to run around shooting 350,000 uplinks during one PC match.
There needs to be a limit on uplinks so you actually need to use tactics and logic to place them, and not "LOL BLANKET THE ENTIRE MAP IN DROP UPLINKS" |
Ku Shala
Planetary Response Organization Test Friends Please Ignore
451
|
Posted - 2013.09.09 18:54:00 -
[154] - Quote
KEROSIINI-TERO wrote:Funny that you underlined the wrong parts of your own post. That is not correct. Militia, normal, hacked, advanced and proto links work the same.The same being: Pub games: Links are free for all. PC matches: Links are squad only. This is the correct answer! |
Flint Beastgood III
GunFall Mobilization Covert Intervention
118
|
Posted - 2013.09.09 19:01:00 -
[155] - Quote
Kage Roth wrote:CCP Wolfman wrote:Currently there is no setting on a droplink that would allow us to make it squad only. I will ask our QA to do some checking to see if some other factor is messing with their behaviour.
I would also really appreciate it if someone could collate the various issues you are having with them in a single post so I can look them over in one place.
Cheers :-) Basically I and others have run into games where we can only spawn at certain spawn pads. For me only remember running into it on skirmish maps. Basically I could see a number of available drop uplinks on the map and only be able to spawn at the points or one or two others (that I am guessing my squad had placed, but I haven't tested that. The problem seems to be spread to others as well as I have heard complaints on the forums about uplinks not being used except by squad members. Then in other games they would work as intended. I can't remember any other details that would help you at the moment.
My observations....
I have found that when encountering this situation, if I wait and persist at trying to spawn on one of these "ghost" uplinks they suddenly disappear. This has been the case every time, which leads me to believe they are just dead links that are not being removed from map at point of destruction but are lingering somewhat. Maybe it is a side effect of another bug with uplinks. Could they be self destructing after failing to deploy? |
Baal Roo
Subdreddit Test Alliance Please Ignore
2544
|
Posted - 2013.09.09 19:58:00 -
[156] - Quote
King Kobrah wrote:Skihids wrote:King Kobrah wrote:There needs to be a limit on the amount of uplinks deployed per squad
the strategy of "all 16 people run proto uplinks and drop them EVERYWHERE" is just stupid. There's a compelling reason for it, establishing a beachhead. It does two things: 1) Allows for rapid re-deployment 2) Helps keep everyone together and not trickle in where everyone is continuously outnumbered. As long as nothing else takes its place DUs will be packed as tightly as the game and player skills/fittings allow. i'm of two minds about the DU. As a dropship pilot I know they effectively replace me as a transport mechanism. Nobody wants to spawn and wait at the bus stop or taxi stand to get back to the fight. Once single link is placed close enough that is what will be used. Even one will kill my taxi business. As a Logi I love them. Domination can yield hundreds of points if I don't have much competition. No this basically boils down to zerg rush tactics..Died in combat near the objective? No problem, choose one of the 35 uplinks scattered around the map and throw yourself at the objective again! There is no other game I can think of that allows deployment of infinite spawn points, and it's an obnoxious chore to run around shooting 350,000 uplinks during one PC match. There needs to be a limit on uplinks so you actually need to use tactics and logic to place them, and not "LOL BLANKET THE ENTIRE MAP IN DROP UPLINKS"
qfmft |
KEROSIINI-TERO
Seraphim Initiative..
720
|
Posted - 2013.09.09 20:23:00 -
[157] - Quote
skippy678 wrote:
When it says in the description of the hacked uplink usable by everyone...it means militia...thats why people were getting confused.
Maybe wolfman will get back and let us know which is right
Hacked links are not militia. Hacked used to have special functionality, tested last in late Chromosome. Since uprising, no longer. |
KEROSIINI-TERO
Seraphim Initiative..
720
|
Posted - 2013.09.09 20:25:00 -
[158] - Quote
Skihids wrote:I once laid six uplinks and changed suits only to find that every one of them disappeared from my radar.
They came back later after I respawned. I suspect it was part of the buggy behavior.
that's a different issue, you just don't always see your own links on minimap. |
Needless Sacermendor
Red Fox Brigade
449
|
Posted - 2013.09.09 20:29:00 -
[159] - Quote
KEROSIINI-TERO wrote:skippy678 wrote:
When it says in the description of the hacked uplink usable by everyone...it means militia...thats why people were getting confused.
Maybe wolfman will get back and let us know which is right
Hacked links are not militia. Hacked used to have special functionality, tested last in late Chromosome. Since uprising, no longer. I do remember reading a dev post (probably during Chromosome) saying hacked uplinks were the only ones that worked for the whole team ... part of the reason I've only ever used them. |
KEROSIINI-TERO
Seraphim Initiative..
720
|
Posted - 2013.09.09 21:41:00 -
[160] - Quote
Even though I'm a foremost speaker for uplink tactics and gameplay, I too agree that the link spam is terrible.
Bad things: - Total number virtually unlimited - Skill level not affecting number except ease of deploying more through SP (pro level) - Using different link types go around the limitations, forcing ppl to create separate fits for each link type to enable more links on field
If we are gonna discuss about having a better system, here's some
Possible improvements:
A) Make the skill level to set the hard limit on active links, per person. The max number being 3, no more. Otherwise there would still be too many. I don't like this possibility too much, though. Won't give too much specization option for linker logis - though it adds pressure on assault/scout valuable eq slots which is interesting. But then again it might force people into logis.
B) Team max limit on active links. This is the worst option as it brings such a random element in - too random. Your team has already max number out? Can't set new ones? You're screwed. Oldest disappeares (like now)? Which one disappeares? How do you now if you're maxed? Multiple dudes in large team setting links same time - chaos.
C) Squad limit. This shares some downsides with team limit, but possibly within acceptable amount. Acceptable because squads usually know each other and might be doing the same thing. There's a nice balance, you can get one: More links on field per team by creating more squads, but then again less people can use those specific ones and vice versa. |
|
Brush Master
HavoK Core RISE of LEGION
865
|
Posted - 2013.09.09 23:15:00 -
[161] - Quote
Great, uplinks have been glitchy since the beginning. I have done through testing of all uplinks before and they only allowed squads to spawn on them though in some public games others would sometimes be able to spawn on them. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
79
|
Posted - 2013.09.10 04:14:00 -
[162] - Quote
Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once? |
|
CCP Wolfman
C C P C C P Alliance
2180
|
Posted - 2013.09.10 08:16:00 -
[163] - Quote
We should be hotfixing the problems we found tomorrow if all goes well. |
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superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
83
|
Posted - 2013.09.10 09:04:00 -
[164] - Quote
skippy678 wrote:superjoe360x wrote:CCP Wolfman wrote:skippy678 wrote:Hey Guys I need help!
I have had several exchanges on the forums about who uses the uplinks (team/squad) and that there has been some sort of change going on with them.
I hve searched google and the forums and have literally found dozens of threads and hndreds of opinions but not one factual statement from CCP.
Can you guys please clear this up with everybody because many need to know.
I have proto uplinks for a reason and if you guys just went and made them squad only with out putting it in the patch notes or letting anyone know that would be pretty rude i think...just saying.
So Please Clarification on...
1. Who can use the uplinks that are deployed by me? team/ squad/ other squad or solo players?
2. Are there variations that do differt members of the team?
3. HaS CCP switched how the uplinks work recently...if so...when...and why didnt you tell us?
4. Is this problem with uplinks simply related to the inability to get my whole squad together in a battle together and "scotty is confused?
5. I have been testing this out and squad jumping to see what is lit and trying to figure this one out. If i jump out of my squad and lay uplinks do i continue getting the 25 points for the uplinks outside of squad?
6. Why is it called team spawn if its for your squad ? honestly this also works badley because simply getting the "team" chat to load to switch back to your squad takes almost 20 seconds sometimes which makes that idea bunk too....
Please CCP something officiall. I promise never to rant and rave again about the battle finder if you give me a good clear answer...
Thank you in advance
Skippy678 * Droplinks can be used by the whole team. No exceptions. * Not atm. * No, we've not made any changes to them in quite a while. * I don't think they would be related. * You should do because it isn't tied to the squad just to your team spawning there. * Because right now it can only do team spawn. We've been considering adding squad only versions or making droplinks exclusive to squads for a while now. Would like to hear your thoughts on that. Here it comes just wait for it....................I told you so. I think its clear that there is a glitch or something with dozens of these replies stating as such...including multiple people testing it...so touche...but I,m not sure its an "i told you so"... lol... I think tht this thread has made it very clear that th uplinks are not working properly? no? I agree they do not work properly. |
skippy678
F.T.U. DARKSTAR ARMY
91
|
Posted - 2013.09.10 14:25:00 -
[165] - Quote
CCP Wolfman wrote:We should be hotfixing the problems we found tomorrow if all goes well.
They were improved a bit yesterday .. but still some missing here and there ,,,thanks
|
BLACKSTAR AND TSUBAKI
SVER True Blood Public Disorder.
31
|
Posted - 2013.09.10 18:18:00 -
[166] - Quote
i saw a dev post from i think ccp logibro saying only hacked uplinks can be used by your whole team |
KEROSIINI-TERO
Seraphim Initiative..
724
|
Posted - 2013.09.10 19:46:00 -
[167] - Quote
BLACKSTAR AND TSUBAKI wrote:i saw a dev post from i think ccp logibro saying only hacked uplinks can be used by your whole team
Source? If it is what I remember it's way old, something like from change of 2012-2013. |
BLACKSTAR AND TSUBAKI
SVER True Blood Public Disorder.
33
|
Posted - 2013.09.10 21:15:00 -
[168] - Quote
KEROSIINI-TERO wrote:BLACKSTAR AND TSUBAKI wrote:i saw a dev post from i think ccp logibro saying only hacked uplinks can be used by your whole team Source? If it is what I remember it's way old, something like from change of 2012-2013.
no it was fairly recent i believe ..may be wrong but i do belive it was right after the update ill look some an c if i can find it |
Baal Roo
Subdreddit Test Alliance Please Ignore
2552
|
Posted - 2013.09.11 03:40:00 -
[169] - Quote
John Demonsbane wrote:Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once?
I understand that you currently find yourself getting a lot of warpoints from uplinks, and it's hard to hear others push for a change that hurts you personally. However, the reality is that not capping the total uplinks on the field in some way to somwhere in the range of 2 or 3 for each objective substantially effects gameplay in a negative way.
With a cap of say, 16 total per team, , we're still talking about 6 uplinks per objective on 5 point maps and 8 per objective on 4 point map. If you don't think that is enough uplinks, I don't even know what else to say. If you ask me, that's still way too many.
With that many uplinks on the field, every game mode is turned into a game of TDM. |
Rip The Dragon
The Southern Legion The Umbra Combine
0
|
Posted - 2013.09.11 04:20:00 -
[170] - Quote
me personally i like the idea of you can,t put a surtain amount of uplinks in surtain radius of surtain uplinks
eg say there group of 3 uplink with in a 4 metre radius you cant place one down for so many metres before u can make an other group down
lest this way to it lest space out the uplinks more then having 10 or so in 20 metre radius |
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CCP Logibro
C C P C C P Alliance
1688
|
Posted - 2013.09.11 09:50:00 -
[171] - Quote
Good news everyone!
Fix for this should be going out today. As always, if you're still having problems please report back and we'll get right on it. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
G Torq
ALTA B2O
223
|
Posted - 2013.09.11 10:11:00 -
[172] - Quote
CCP Wolfman wrote:We've been considering adding squad only versions or making droplinks exclusive to squads for a while now. Would like to hear your thoughts on that.
Please don't limit droplinks to squad-only. In public matches, especially with Scotty insisting on 2-3 squads vs 16 randoms, having squad-only droplinks will severely impact the solo-players in Domination. |
Win TheDay
the third day
3
|
Posted - 2013.09.11 10:38:00 -
[173] - Quote
As far as squad only drop links not sure that would work.
I would like to see squad members drop links as a different color so the War Points go to my squad. Then when we come in, we assist in contributing to our squads Orbital Strike points. We also would not have to worry about drop link placement, hoping your not in a wall, under stairs, etc.
Maybe squad members drop links could be green? |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
80
|
Posted - 2013.09.11 23:13:00 -
[174] - Quote
Baal Roo wrote:John Demonsbane wrote:Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once? I understand that you currently find yourself getting a lot of warpoints from uplinks, and it's hard to hear others push for a change that hurts you personally. However, the reality is that not capping the total uplinks on the field in some way to somwhere in the range of 2 or 3 for each objective substantially effects gameplay in a negative way. With a cap of say, 16 total per team, , we're still talking about 6 uplinks per objective on 5 point maps and 8 per objective on 4 point map. If you don't think that is enough uplinks, I don't even know what else to say. If you ask me, that's still way too many. With that many uplinks on the field, every game mode is turned into a game of TDM.
I'm having a little trouble with the maths here. How does a limit of 16 uplinks per team equal 6 per objective? Are you talking about both teams combined?
Anyway, like I said, the team cap isn't likely to reduce the spam much. The personal cap, like I outlined, would probably work better. I'm going to start a feedback thread specifically on this plan in the near future I think.
|
KEROSIINI-TERO
Seraphim Initiative..
729
|
Posted - 2013.09.12 23:19:00 -
[175] - Quote
Thanks CCP for fixing (I assume the fix worked, I haven't tested)
Gotta say, it's kinda funny and sad at the same time how that uplink thing was easily fixable unintended behaviour, but it was there for over six months... |
skippy678
F.T.U. DARKSTAR ARMY
91
|
Posted - 2013.09.13 02:19:00 -
[176] - Quote
John Demonsbane wrote:Baal Roo wrote:John Demonsbane wrote:Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once? I understand that you currently find yourself getting a lot of warpoints from uplinks, and it's hard to hear others push for a change that hurts you personally. However, the reality is that not capping the total uplinks on the field in some way to somwhere in the range of 2 or 3 for each objective substantially effects gameplay in a negative way. With a cap of say, 16 total per team, , we're still talking about 6 uplinks per objective on 5 point maps and 8 per objective on 4 point map. If you don't think that is enough uplinks, I don't even know what else to say. If you ask me, that's still way too many. With that many uplinks on the field, every game mode is turned into a game of TDM. I'm having a little trouble with the maths here. How does a limit of 16 uplinks per team equal 6 per objective? Are you talking about both teams combined? Anyway, like I said, the team cap isn't likely to reduce the spam much. The personal cap, like I outlined, would probably work better. I'm going to start a feedback thread specifically on this plan in the near future I think.
I would say different people play different rolls and capping an individual s uplinks would be like saying only 4 AR's per match, or only 4 tanks a round ( I have been spammed by everything in this game...tanks...dopships,grenades... should we limit these items too because sometimes there is too many?....never gonna happen...
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
80
|
Posted - 2013.09.13 03:42:00 -
[177] - Quote
I'm totally fine with no caps, don't get me wrong here. I love me some uplinks. However, I think that a lot of people will continue to ask for a nerf, so I'd rather drive that bus than get hit by it! |
Baal Roo
Subdreddit Test Alliance Please Ignore
2567
|
Posted - 2013.09.13 20:10:00 -
[178] - Quote
skippy678 wrote:John Demonsbane wrote:Baal Roo wrote:John Demonsbane wrote:Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once? I understand that you currently find yourself getting a lot of warpoints from uplinks, and it's hard to hear others push for a change that hurts you personally. However, the reality is that not capping the total uplinks on the field in some way to somwhere in the range of 2 or 3 for each objective substantially effects gameplay in a negative way. With a cap of say, 16 total per team, , we're still talking about 6 uplinks per objective on 5 point maps and 8 per objective on 4 point map. If you don't think that is enough uplinks, I don't even know what else to say. If you ask me, that's still way too many. With that many uplinks on the field, every game mode is turned into a game of TDM. I'm having a little trouble with the maths here. How does a limit of 16 uplinks per team equal 6 per objective? Are you talking about both teams combined? Anyway, like I said, the team cap isn't likely to reduce the spam much. The personal cap, like I outlined, would probably work better. I'm going to start a feedback thread specifically on this plan in the near future I think. I would say different people play different rolls and capping an individual s uplinks would be like saying only 4 AR's per match, or only 4 tanks a round ( I have been spammed by everything in this game...tanks...dopships,grenades... should we limit these items too because sometimes there is too many?....never gonna happen...
Slippery slope fallacy.
Besides, vehicles are already capped, so there is a precedent. |
SirManBoy
Molon Labe. RISE of LEGION
214
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Posted - 2013.09.13 20:19:00 -
[179] - Quote
No equipment type deployment caps! Not now, not ever! |
Skihids
Bullet Cluster
2062
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Posted - 2013.09.13 20:32:00 -
[180] - Quote
Allowing objective or mobile spawning AT ALL changes the game.
Don't bother quibbling about the specific numbers, they will be used in the quantity required to achieve the effect of creating an unbreakable supply chain for the defenders. Improve the two R's of repping and resurrection and you will require fewer, make them easier to find and you need a few more. The number will self adjust to get the desired effect.
You would have to totally eliminate drop uplinks if you want to be able to chip away at a defender's position. As long as you can tuck an uplink in a place inaccessible from the front door the defender will be able to spawn back into the fight.
If the uplinks are accessible you can always toss a flux to clear a huge swath of land. It matters not if there is one or five in the radius of the flux, all are gone. |
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