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Skihids
Bullet Cluster
2065
|
Posted - 2013.09.14 22:32:00 -
[1] - Quote
Mobile and objective spawning fundamentally alters game play for the worse by eliminating strategic play.
The current hue and cry over the number of uplinks on the field means people recognize this issue. What many fail to realize is that the number is immaterial. Even one mobile spawn point completely disrupts the game. CCP has also recognized the game breaking nature of objective spawning in its removal from Domination mode.
Teleportation creates an unbreakable supply line to an objective which requires overwhelming force to dislodge. Normal attrition isn't effective as troops are constantly replaced. This in turn cheapens the value of a clone. The average player will be more reckless and opt to bleed out sooner because they can easily and quickly get back in the fight.
It replaces the vehicle transport function. There is no incentive to drive or fly when you can teleport. Once the initial deployment is made vehicular transport is superfluous. Adding a pilot incentive won't help without giving passengers a reason to ride.
It turns the CRU into a second rate spawn point that is frequently left in enemy hands in order to camp for easy kills. A CRU should be a critical asset, not a camping destination.
Drop Uplinks and objective spawning should be removed and CRUs should actually be loaded with a specific number of clones. The current CRU is just another rendering of the drop uplink. Despite the name it doesn't contain any clones, it simply acts as a spawn beacon just like the DU. This makes the ticket nature of clone count obvious which breaks immersion and compromises strategy.
Teams should covet spare clones and fight over CRUs just as hard as over objectives. In the future commanders should consider just where to place them on the battlefield. |
Bendtner92
Imperfects Negative-Feedback
1063
|
Posted - 2013.09.14 22:47:00 -
[2] - Quote
I fully agree with the removal of objective spawning. There's so many reason to not have it and I'm not going to do that here, this has been explained in countless other threads by several people. Seriously just do this change asap.
I don't quite agree with the removal of drop uplinks. I think they''ll be fine as a actual valuable tactical tool once changes have been done to them:
1) It is way too easy to just spam uplinks around an objective creating a situation where it's nearly impossible for the other team to take the objective. There needs to be something in place that prevents the mass use of uplinks around an objective.
2) Uplinks also have way too low a spawntime. There's no way you should be able to spawn in less than ten seconds when using uplinks, since these give you the ability to spawn directly on top of objectives if you place them there (unlike CRUs).
3) There's also the fact that logistics suits are being used as assault suits, which means that all these people are able to carry uplinks with no problem whatsoever. This situation makes points 1 and 2 a lot worse than they would be if assaults suits were better at their role than logistics sutis.
So to sum it up you shouldn't be able to spam as many uplinks as you want around an objective, uplinks should have a higher spawntime and the logistics vs assault suit situation needs to be fixed. |
Monkey MAC
killer taxi company General Tso's Alliance
459
|
Posted - 2013.09.14 22:49:00 -
[3] - Quote
Skihids wrote:Mobile and objective spawning fundamentally alters game play for the worse by eliminating strategic play.
The current hue and cry over the number of uplinks on the field means people recognize this issue. What many fail to realize is that the number is immaterial. Even one mobile spawn point completely disrupts the game. CCP has also recognized the game breaking nature of objective spawning in its removal from Domination mode.
Teleportation creates an unbreakable supply line to an objective which requires overwhelming force to dislodge. Normal attrition isn't effective as troops are constantly replaced. This in turn cheapens the value of a clone. The average player will be more reckless and opt to bleed out sooner because they can easily and quickly get back in the fight.
It replaces the vehicle transport function. There is no incentive to drive or fly when you can teleport. Once the initial deployment is made vehicular transport is superfluous. Adding a pilot incentive won't help without giving passengers a reason to ride.
It turns the CRU into a second rate spawn point that is frequently left in enemy hands in order to camp for easy kills. A CRU should be a critical asset, not a camping destination.
Drop Uplinks and objective spawning should be removed and CRUs should actually be loaded with a specific number of clones. The current CRU is just another rendering of the drop uplink. Despite the name it doesn't contain any clones, it simply acts as a spawn beacon just like the DU. This makes the ticket nature of clone count obvious which breaks immersion and compromises strategy.
Teams should covet spare clones and fight over CRUs just as hard as over objectives. In the future commanders should consider just where to place them on the battlefield.
Drop uplinks don't need to be completly removed, but they need a drastic change, you shouldn't be able to carry so many, 3 at max, amount deployable cut to 2, and the absolute maximum from a single link is 12. It is designed to be a tactical insertion device, for use as way of allowing a squad to be inserted behind enemy lines, it needs to become this!!
As for spawning on a nulk cannon, yoh can remove it so long as more cru's are available!! |
Thurak1
Psygod9
173
|
Posted - 2013.09.14 22:53:00 -
[4] - Quote
i support this idea. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
360
|
Posted - 2013.09.14 23:00:00 -
[5] - Quote
i dont see objective spawning as a massive issue...
most ppl will normally spawn on the uplinks surounding the objective and only the objective if nothing else is left to spawn in on....
but im pretty sure that players hate being forced to run every where...
and the go buy lav phrase is pointless because lavs cost isk...
isk that could be used to buy much better things..like a gun..
crus r also useless after capturing the surrounding area and i would rather have them destroyed.. |
Bendtner92
Imperfects Negative-Feedback
1064
|
Posted - 2013.09.14 23:06:00 -
[6] - Quote
CLONE117 wrote:i dont see objective spawning as a massive issue...
most ppl will normally spawn on the uplinks surounding the objective and only the objective if nothing else is left to spawn in on....
but im pretty sure that players hate being forced to run every where...
and the go buy lav phrase is pointless because lavs cost isk...
isk that could be used to buy much better things..like a gun.. I'm not going to list reasons for the removal of objective spawning. This has been done countless of times in other threads.
There should be more CRUs placed around the maps to make sure people don't have to run from their bases or the other nearest objective all the time, but this also wouldn't make people spawn directly on objectives since these CRUs should be placed away from and/or between objectives and NOT almost on top of objective like most CRUs currently are.
Another thing is I really think that the current maps are designed for 48 player battles, if not even as much as 64 player battles. I really think that 32 players on the current maps are too little, and this actually makes us run more around the maps than we would if we had 48 or 64 player battles instead. |
Skihids
Bullet Cluster
2065
|
Posted - 2013.09.14 23:06:00 -
[7] - Quote
One uplink or a dozen, it's all the same.
If it's in a good spot the enemy will keep spawning in and prevent you from taking the objective.
Ten are just more obvious than one or two. |
Monkey MAC
killer taxi company General Tso's Alliance
459
|
Posted - 2013.09.14 23:07:00 -
[8] - Quote
CLONE117 wrote:i dont see objective spawning as a massive issue...
most ppl will normally spawn on the uplinks surounding the objective and only the objective if nothing else is left to spawn in on....
but im pretty sure that players hate being forced to run every where...
and the go buy lav phrase is pointless because lavs cost isk...
isk that could be used to buy much better things..like a gun..
crus r also useless after capturing the surrounding area and i would rather have them destroyed..
Well you see, if we make people have to run everywhere, those thag can afford will buy a fleet of lav's take speeders when they are realeased or dropships will become troop transports like they are meant to be!! |
CLONE117
Planetary Response Organization Test Friends Please Ignore
360
|
Posted - 2013.09.14 23:22:00 -
[9] - Quote
we also have the fact that currently still the team with the cru will have an easier time taking an objective...
u can go sneak around to the other side of the map and hack an objective with out worry...
having more crus would just mean it would be just one big nade spam and spawn kill fest....
the cru right now as it is is really just an annoyance factor as far as im concerned...
if some players want to camp an enemy cru and watch ll of the objectives turn red then that provides enough reason on why to destroy them...
the way it is currently its hack the cru first..then hack the objective...if u go for the objective first...then while your trying to hack a random player can spawn on the objective and get a free easy kill...
its one reason for being a problem...
another is that if the enemy team owns the cru and the cru and they clustered up there..they can pretty much hold it for the entire match...
the objective spawning it self isnt really much of a problem...
since by the time u go to spawn onto an objective already being hacked u wont be able to spawn intime..
since most hacks take less than 10 secs..
and most spawns take around 10 secs.. |
Monkey MAC
killer taxi company General Tso's Alliance
461
|
Posted - 2013.09.14 23:27:00 -
[10] - Quote
CLONE117 wrote:we also have the fact that currently still the team with the cru will have an easier time taking an objective...
u can go sneak around to the other side of the map and hack an objective with out worry...
having more crus would just mean it would be just one big nade spam and spawn kill fest....
the cru right now as it is is really just an annoyance factor as far as im concerned...
if some players want to camp an enemy cru and watch ll of the objectives turn red then that provides enough reason on why to destroy them...
the way it is currently its hack the cru first..then hack the objective...if u go for the objective first...then while your trying to hack a random player can spawn on the objective and get a free easy kill...
its one reason for being a problem...
another is that if the enemy team owns the cru and the cru and they clustered up there..they can pretty much hold it for the entire match...
the objective spawning it self isnt really much of a problem...
since by the time u go to spawn onto an objective already being hacked u wont be able to spawn intime..
since most hacks take less than 10 secs..
and most spawns take around 10 secs.. Well you see if that would make uplink spam worse, they haven't got a cru so they just down all the uplinks they can, and when some hacks on obj they just spawn on a 3 sec 1 before you finish!!
Cru's need to remain they create lines, what needs to happen is remove objectve spawning and add more cru's like on the new maps!?
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Skihids
Bullet Cluster
2066
|
Posted - 2013.09.14 23:33:00 -
[11] - Quote
As long as there are uplinks there won't be any vehicular transport.
Teleportation trumps taking a car or bus.
If people want dropships to be transports you need to eliminate uplinks. |
Torneido Achura
Suicidal Business Inc.
38
|
Posted - 2013.09.14 23:46:00 -
[12] - Quote
I agree with objective spawn being removed, but DUs and CRUs need to stay. That would make for more interesting matches. All game modes would be benefited.
That being said DUs need a limit of 3 maybe 5 per side (look at how many mercs are per battle), and maybe just 1 or 2 CRUs like right now. And these two need some sort of request line, to prevent 10 or so players spawn at the same time, in resume put some sort of delay between player 1 and 2, just in these types of spawn. In addition DUs shouldnGÇÖt be able to be "assembled" near objectives, maybe 50 or more meters.
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Monkey MAC
killer taxi company General Tso's Alliance
461
|
Posted - 2013.09.14 23:57:00 -
[13] - Quote
Torneido Achura wrote:I agree with objective spawn being removed, but DUs and CRUs need to stay. That would make for more interesting matches. All game modes would be benefited.
That being said DUs need a limit of 3 maybe 5 per side (look at how many mercs are per battle), and maybe just 1 or 2 CRUs like right now. And these two need some sort of request line, to prevent 10 or so players spawn at the same time, in resume put some sort of delay between player 1 and 2, just in these types of spawn. In addition DUs shouldnGÇÖt be able to be "assembled" near objectives, maybe 50 or more meters.
Hmm I prefer to the highed cru count like on the new maps, it allows for a more dynamic battlefield, drop uplinks need serious changes, as it stands yuo assemble half a dozen and hey presto you get a personal cru the enemy can't hack,and it doesn't matter if you loose one a logi will drop 2 in its place.
Drop Uplinks use a very experimental wormhole technology, it is supposed to be a painful process, its not supposed to be used on the front line, unless to create a flanking opportunity. Its for off grid tactical insertion, it needs to become this!! |
Lightning Bolt2
SVER True Blood Public Disorder.
217
|
Posted - 2013.09.15 00:45:00 -
[14] - Quote
Skihids wrote:Mobile and objective spawning fundamentally alters game play for the worse by eliminating strategic play.
The current hue and cry over the number of uplinks on the field means people recognize this issue. What many fail to realize is that the number is immaterial. Even one mobile spawn point completely disrupts the game. CCP has also recognized the game breaking nature of objective spawning in its removal from Domination mode.
Teleportation creates an unbreakable supply line to an objective which requires overwhelming force to dislodge. Normal attrition isn't effective as troops are constantly replaced. This in turn cheapens the value of a clone. The average player will be more reckless and opt to bleed out sooner because they can easily and quickly get back in the fight.
It replaces the vehicle transport function. There is no incentive to drive or fly when you can teleport. Once the initial deployment is made vehicular transport is superfluous. Adding a pilot incentive won't help without giving passengers a reason to ride.
It turns the CRU into a second rate spawn point that is frequently left in enemy hands in order to camp for easy kills. A CRU should be a critical asset, not a camping destination.
Drop Uplinks and objective spawning should be removed and CRUs should actually be loaded with a specific number of clones. The current CRU is just another rendering of the drop uplink. Despite the name it doesn't contain any clones, it simply acts as a spawn beacon just like the DU. This makes the ticket nature of clone count obvious which breaks immersion and compromises strategy.
Teams should covet spare clones and fight over CRUs just as hard as over objectives. In the future commanders should consider just where to place them on the battlefield.
this is absolutely needed, DU users should get their SP back for it and have the DU changed to a squad-only teleporter (lets say STD, go to overview if you're within 30M of it, you can wait 5 secs to TP, "flux" version where it's 50-80M with 10 sec TP time, and a 20M version where it's 2 secs to TP) it would be awesome for some nice squad-based relay uplinks, besides it would fit the description. |
Bendtner92
Imperfects Negative-Feedback
1066
|
Posted - 2013.09.15 00:59:00 -
[15] - Quote
1. Give Uplinks a 20 second spawntime. That's right, 20 seconds! For Standard Uplinks at least. I guess it would be fine for (some) Advanced and Proto Uplinks to have slightly lower spawntime, but not less than around 15 seconds on any Uplinks.
2. Implement something that prevents mass use of Uplinks in the same area. This could be a minimum distance between each Uplink, say about 50 meters from each other. If you deploy an Uplink within 50 meters of another it won't activate. It could be something entirely different as well, total team limit for example.
3. Make all classes viable. Scouts need to be viable. Heavies need to be viable. Assaults need to be viable. This way you get less people using Logistics suits, and thus less people will be carrying Uplinks (and other equipment) throughout a match, and the ones that do (Logis) will be extremely valuable to still have in the match.
4. No more objective spawning.
5. WP for mCRU spawns.
6. Remove/move all CRUs that are right on top of objectives and place more CRUs away and/or between objectives (This also applies to Supply Depots as well, but that's another case). You should only be able to spawn on/near an objective if your team has either an Uplink or a mCRU there.
7. Up the players in battle to at least 24 players on each team (might not be possible with current playercount though). Current maps are better designed for 48 or 64 player battles. I don't think the servers would melt if we had at least 48 player battles starting tomorrow. This would also solve the 6-man squads for a 16 player team issue because you could then have four full squads.
This would make the current Skirmish gamemode a huge improvement I think. Actual attacker vs defender gamemodes are still what we need, but this would improve Skirmish 2.0 by a lot.
Having transports would still be essential as you need to get people from objective to objective and running would take a while, and possibly even more than that for the slow suits. |
Synbot
Expert Intervention Caldari State
79
|
Posted - 2013.09.15 01:04:00 -
[16] - Quote
I highly agree with no objective spawning. |
Lightning Bolt2
SVER True Blood Public Disorder.
217
|
Posted - 2013.09.15 01:08:00 -
[17] - Quote
Bendtner92 wrote: 3. Make all classes viable. Scouts need to be viable. Heavies need to be viable. Assaults need to be viable. This way you get less people using Logistics suits, and thus less people will be carrying Uplinks (and other equipment) throughout a match, and the ones that do (Logis) will be extremely valuable to still have in the match.
logis need a nerf combat-wise, a good one I heard is reduce the DMG they deal by 30%, or another make them sidearm only. either one of those will make the logi fit it's description (only fight when they have to) where it'll be harder to fight, and therefore not as effective in combat. they'll still be able to pull off insane tank but either way, they'll not be better than assaults at... assaulting! |
KEROSIINI-TERO
Seraphim Initiative..
734
|
Posted - 2013.09.15 02:17:00 -
[18] - Quote
How about a 'Base-spawn-only" Game mode? |
ladwar
Dead Six Initiative Lokun Listamenn
1596
|
Posted - 2013.09.15 02:40:00 -
[19] - Quote
lol... uplinks and objective spawns are OP now. next target the MCC is OP because you can't hurt it. |
Skihids
Bullet Cluster
2069
|
Posted - 2013.09.15 02:56:00 -
[20] - Quote
Heavy limitations on drop uplinks aren't the answer, that simply makes them not worth carrying.
If ten are too many then one is too many. |
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Mobius Kaethis
Molon Labe. RISE of LEGION
758
|
Posted - 2013.09.15 04:19:00 -
[21] - Quote
This is a well reasoned argument which I can do nothing but support. |
Skihids
Bullet Cluster
2071
|
Posted - 2013.09.15 14:24:00 -
[22] - Quote
ladwar wrote:lol... uplinks and objective spawns are OP now. next target the MCC is OP because you can't hurt it.
Being able to build and control your supply lines IS extremely critical in battle. That's precisely why you see heavy use of uplinks in PC.
People recognize that importance and come to the forums to complain that they don't like the power of uplinks to shape a battle. They generously "offer" heavy nerfs on uplinks as a solution rather than using existing counters such as flux grenades or requesting additional counter play.
The thing is even a handful of uplinks can have the same effect. Yes fifteen are an impressive display, but only marginally more useful than five. The true utility depends upon he user. The better the team the more it multiplies their power.
The conclusion is that complaints of "uplink spam" are really complaints of mobile spawning in general. They don't want it, or at least they don't want the other team to have it which amounts to the same thing. |
Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 15:08:00 -
[23] - Quote
Skihids wrote:ladwar wrote:lol... uplinks and objective spawns are OP now. next target the MCC is OP because you can't hurt it. Being able to build and control your supply lines IS extremely critical in battle. That's precisely why you see heavy use of uplinks in PC. People recognize that importance and come to the forums to complain that they don't like the power of uplinks to shape a battle. They generously "offer" heavy nerfs on uplinks as a solution rather than using existing counters such as flux grenades or requesting additional counter play. The thing is even a handful of uplinks can have the same effect. Yes fifteen are an impressive display, but only marginally more useful than five. The true utility depends upon he user. The better the team the more it multiplies their power. The conclusion is that complaints of "uplink spam" are really complaints of mobile spawning in general. They don't want it, or at least they don't want the other team to have it which amounts to the same thing.
We know supply lines are important to the battle, don't start your righteous crusade of "they want something changed, therefore they must all be whiny idiots" sit down and listen, drop uplinks shouldn't be so viable as to use them over
a vehicle mcru a cru A dropship from neareast spawn point
like the ar it has no drawbacks, its not meant for frontline purposes, its an off grid incursion point to allow a squad a access point without the need of a dropship. But when you can mm use them everywhere and anywhere then there is a problem, its hurting the vehicle use in this game.
Why use a dropship for anything more than a makeshift gunship? No one bothers getting a lift, because its quicker and easier to just spawn in at an adv uplink with a short spawn time. If you want MANAGE and MAINTAIN supply lines you should rely on more than a teleporter.
The uplink is the equivelent to a Sub-Orbital Jump just without the mess, not a barracks!! |
drake sadani
Tacti-corp
91
|
Posted - 2013.09.15 15:29:00 -
[24] - Quote
forget about upgrading scouts thats not going to happen class changes now are just going to muddy the water.
when a player using the DU is killed his DU explodes ,
after 4 uses the DU explodes .
limit to one DU per fit .
make them fragile to so if four are together and a mass driver round goes off next to them . thats it they explode
problem solved |
Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 15:55:00 -
[25] - Quote
drake sadani wrote:forget about upgrading scouts thats not going to happen class changes now are just going to muddy the water.
when a player using the DU is killed his DU explodes ,
after 4 uses the DU explodes .
limit to one DU per fit .
make them fragile to so if four are together and a mass driver round goes off next to them . thats it they explode
problem solved
Bit harsh don't you think? Also suit changes can happen all the time, and lets be honest the only suits in the right place are the assaults! ! |
Skihids
Bullet Cluster
2073
|
Posted - 2013.09.15 16:55:00 -
[26] - Quote
Monkey MAC wrote:Skihids wrote:ladwar wrote:lol... uplinks and objective spawns are OP now. next target the MCC is OP because you can't hurt it. Being able to build and control your supply lines IS extremely critical in battle. That's precisely why you see heavy use of uplinks in PC. People recognize that importance and come to the forums to complain that they don't like the power of uplinks to shape a battle. They generously "offer" heavy nerfs on uplinks as a solution rather than using existing counters such as flux grenades or requesting additional counter play. The thing is even a handful of uplinks can have the same effect. Yes fifteen are an impressive display, but only marginally more useful than five. The true utility depends upon he user. The better the team the more it multiplies their power. The conclusion is that complaints of "uplink spam" are really complaints of mobile spawning in general. They don't want it, or at least they don't want the other team to have it which amounts to the same thing. We know supply lines are important to the battle, don't start your righteous crusade of "they want something changed, therefore they must all be whiny idiots" sit down and listen, drop uplinks shouldn't be so viable as to use them over a vehicle mcru a cru A dropship from neareast spawn point like the ar it has no drawbacks, its not meant for frontline purposes, its an off grid incursion point to allow a squad a access point without the need of a dropship. But when you can mm use them everywhere and anywhere then there is a problem, its hurting the vehicle use in this game. Why use a dropship for anything more than a makeshift gunship? No one bothers getting a lift, because its quicker and easier to just spawn in at an adv uplink with a short spawn time. If you want MANAGE and MAINTAIN supply lines you should rely on more than a teleporter. The uplink is the equivelent to a Sub-Orbital Jump just without the mess, not a barracks!!
I never called them whiny, and I think we are in basic agreement on the issue.
One of my points is that MCRUs, CRUs, and dropships are all rendered obsolete with uplink teleportation.
In it's inception Star Trek writers invented the transporter because the shuttle craft wasn't available for filming. The problem was that the transporter was simply too powerful and would serve as the answer to far too many plot lines. They then had to creatively break it and nerf it to make more stories. I think that's where we are at in DUST.
|
Bright Cloud
Namtar Elite Gallente Federation
174
|
Posted - 2013.09.15 17:00:00 -
[27] - Quote
Removing or crippling drop uplinks? Are you out of your minds? It took like a year and a half to get people actually using those damn things. Its not out of control, its working as intended. I have seen the horror of the E3 spawn camping with tanks. That marked me for life to use drop uplinks and prevent redline situations and give me a edge over the enemy. And changing the spawn timers on advanced-proto uplinks sounds stupid as hell. They allready take very high CPU+PG to fit on a dropsuit. And you forget that the game would slow down drastically if we would remove drop uplinks from the game in combination with removed objective spawns. Seriously do you keep want to walk to the objective after each death? Well i prefer to spend my playtime shoting the enemy, not walking to the objective for 10 minutes. |
Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 17:02:00 -
[28] - Quote
Skihids wrote:Monkey MAC wrote:Skihids wrote:ladwar wrote:lol... uplinks and objective spawns are OP now. next target the MCC is OP because you can't hurt it. Being able to build and control your supply lines IS extremely critical in battle. That's precisely why you see heavy use of uplinks in PC. People recognize that importance and come to the forums to complain that they don't like the power of uplinks to shape a battle. They generously "offer" heavy nerfs on uplinks as a solution rather than using existing counters such as flux grenades or requesting additional counter play. The thing is even a handful of uplinks can have the same effect. Yes fifteen are an impressive display, but only marginally more useful than five. The true utility depends upon he user. The better the team the more it multiplies their power. The conclusion is that complaints of "uplink spam" are really complaints of mobile spawning in general. They don't want it, or at least they don't want the other team to have it which amounts to the same thing. We know supply lines are important to the battle, don't start your righteous crusade of "they want something changed, therefore they must all be whiny idiots" sit down and listen, drop uplinks shouldn't be so viable as to use them over a vehicle mcru a cru A dropship from neareast spawn point like the ar it has no drawbacks, its not meant for frontline purposes, its an off grid incursion point to allow a squad a access point without the need of a dropship. But when you can mm use them everywhere and anywhere then there is a problem, its hurting the vehicle use in this game. Why use a dropship for anything more than a makeshift gunship? No one bothers getting a lift, because its quicker and easier to just spawn in at an adv uplink with a short spawn time. If you want MANAGE and MAINTAIN supply lines you should rely on more than a teleporter. The uplink is the equivelent to a Sub-Orbital Jump just without the mess, not a barracks!! I never called them whiny, and I think we are in basic agreement on the issue. One of my points is that MCRUs, CRUs, and dropships are all rendered obsolete with uplink teleportation. In it's inception Star Trek writers invented the transporter because the shuttle craft wasn't available for filming. The problem was that the transporter was simply too powerful and would serve as the answer to far too many plot lines. They then had to creatively break it and nerf it to make more stories. I think that's where we are at in DUST.
So let us together propose how uplinks should be used, then how positives and negatives on how the uplinks can be shaped to fit this role!!
I personally think an uplink is about a form of tactical insertion, and under the grid method, its something you give to a scout to drop in enemy terriroty, when a dropship cant make it there, or would make to much noise!! What do you think an uplink should be?
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Skihids
Bullet Cluster
2073
|
Posted - 2013.09.15 17:03:00 -
[29] - Quote
drake sadani wrote:forget about upgrading scouts thats not going to happen class changes now are just going to muddy the water.
when a player using the DU is killed his DU explodes ,
after 4 uses the DU explodes .
limit to one DU per fit .
make them fragile to so if four are together and a mass driver round goes off next to them . thats it they explode
problem solved
See, that's basically a call for the elimination of uplinks. It makes them nearly useless and therefore a huge waste of an equipment slot. Slots are expensive and nobody is going to fit that link. |
Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 17:05:00 -
[30] - Quote
Bright Cloud wrote:Removing or crippling drop uplinks? Are you out of your minds? It took like a year and a half to get people actually using those damn things. Its not out of control, its working as intended. I have seen the horror of the E3 spawn camping with tanks. That marked me for life to use drop uplinks and prevent redline situations and give me a edge over the enemy. And changing the spawn timers on advanced-proto uplinks sounds stupid as hell. They allready take very high CPU+PG to fit on a dropsuit. And you forget that the game would slow down drastically if we would remove drop uplinks from the game in combination with removed objective spawns. Seriously do you keep want to walk to the objective after each death? Well i prefer to spend my playtime shoting the enemy, not walking to the objective for 10 minutes.
This would be combated by the addition for extra cru's the new maps are a very good example of how the cru's become a forward drop point, how you need cru's both next and around an objective, how the cru's become more of an assest then just a few extra wp for hacking it!! |
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