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Skihids
Bullet Cluster
2073
|
Posted - 2013.09.15 17:14:00 -
[31] - Quote
Monkey MAC wrote:
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?
You would have to place a short time limit on the uplinks to give them this property without letting them be used the way they are now. If you try to limit them by spawns they will just be tossed in greater numbers.
The timer would probably have to be on the order of 20-30 seconds, enough for someone to toss it and have the insertion team make the jump. Of course you'd have to be able to use the link without having died or it would be next to impossible to get your insertion team together. If you don't do that uplinks are useless for tactical insertion.
The reason they are used as regular supply lines is that people die randomly. |
broonfondle majikthies
Bannana Boat Corp
245
|
Posted - 2013.09.15 17:17:00 -
[32] - Quote
I'm not prepared to slog half way through the map just to get shot and repeat again. Uplinks are the only thing making the action tense and interesting. Without direct spawning it will be a constant search for the enemy with little actually happening. At best all you'd get is: capture objective wait for enemy to mass numbers they fail as you hold the ground and then a longer wait as they regroup and try another avenue which will also likely fail.
Even DS's only hold 1/3 of the team and you'll hold the depots so you'll just shoot them out the sky the moment they're in view. They'll loose too many on entry
Some of the most epic battles I've ever been in was because the enemy had uplinks so the pressure was constant and ever changing. |
Skihids
Bullet Cluster
2073
|
Posted - 2013.09.15 17:39:00 -
[33] - Quote
broonfondle majikthies wrote:I'm not prepared to slog half way through the map just to get shot and repeat again. Uplinks are the only thing making the action tense and interesting. Without direct spawning it will be a constant search for the enemy with little actually happening. At best all you'd get is: capture objective wait for enemy to mass numbers they fail as you hold the ground and then a longer wait as they regroup and try another avenue which will also likely fail.
Even DS's only hold 1/3 of the team and you'll hold the depots so you'll just shoot them out the sky the moment they're in view. They'll loose too many on entry
Some of the most epic battles I've ever been in was because the enemy had uplinks so the pressure was constant and ever changing.
That's the way I use them today. I use them to shape the battlefield to my team's favor and to keep the pressure on.
It's not simply a matter of dumping ten links down, it's a matter of careful placement across the front. Even then it takes a good team to take advantage of it. I've worked hard before and had the enemy roll over my team anyway. |
Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 17:57:00 -
[34] - Quote
Skihids wrote:Monkey MAC wrote:
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?
You would have to place a short time limit on the uplinks to give them this property without letting them be used the way they are now. If you try to limit them by spawns they will just be tossed in greater numbers. The timer would probably have to be on the order of 20-30 seconds, enough for someone to toss it and have the insertion team make the jump. Of course you'd have to be able to use the link without having died or it would be next to impossible to get your insertion team together. If you don't do that uplinks are useless for tactical insertion. The reason they are used as regular supply lines is that people die randomly.
Yes you would need static jump points, also you could add the interial dampner animation (or revived animation, same thing) to discourage use on the front line, different variations which sacrifice, number active to allow for a greater number of jumps would then be viable for behind the front line instant supply but the lack of active ones creates a bottleneck. I mean a proto with 75 jumps and short spawn time is a little ridiculous, don't you think!! |
Skihids
Bullet Cluster
2073
|
Posted - 2013.09.15 18:40:00 -
[35] - Quote
Monkey MAC wrote:Skihids wrote:Monkey MAC wrote:
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?
You would have to place a short time limit on the uplinks to give them this property without letting them be used the way they are now. If you try to limit them by spawns they will just be tossed in greater numbers. The timer would probably have to be on the order of 20-30 seconds, enough for someone to toss it and have the insertion team make the jump. Of course you'd have to be able to use the link without having died or it would be next to impossible to get your insertion team together. If you don't do that uplinks are useless for tactical insertion. The reason they are used as regular supply lines is that people die randomly. Yes you would need static jump points, also you could add the interial dampner animation (or revived animation, same thing) to discourage use on the front line, different variations which sacrifice, number active to allow for a greater number of jumps would then be viable for behind the front line instant supply but the lack of active ones creates a bottleneck. I mean a proto with 75 jumps and short spawn time is a little ridiculous, don't you think!!
This turns them into jump-links rather than spawn points, though they could still be used to reinforce the front lines
What's to stop someone from tossing a jump-link to get another batch of soldiers to the front? |
Bright Cloud
Namtar Elite Gallente Federation
175
|
Posted - 2013.09.15 20:00:00 -
[36] - Quote
Monkey MAC wrote: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!! Yeah right CRU's... Sure im going to spawn on something thats beeing camped the whole day long and can be destroyed by a tank. No thanks i prefer my drop uplinks in tactical positions. And im not throwing away easy 1000WP on a domination match. Seriously people are only mad cause they didnt invested into proto uplinks which is in my opinion their fault not mine. Im not trading my drop uplinks for CRU's cause i can spawn on objective based game modes in 5 secs instead of 10 and on ambush its allways 3 secs regardless what uplink i use.
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Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 22:26:00 -
[37] - Quote
Bright Cloud wrote:Monkey MAC wrote: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!! Yeah right CRU's... Sure im going to spawn on something thats beeing camped the whole day long and can be destroyed by a tank. No thanks i prefer my drop uplinks in tactical positions. And im not throwing away easy 1000WP on a domination match. Seriously people are only mad cause they didnt invested into proto uplinks which is in my opinion their fault not mine. Im not trading my drop uplinks for CRU's cause i can spawn on objective based game modes in 5 secs instead of 10 and on ambush its allways 3 secs regardless what uplink i use.
You see I think this a problem, we have proto uplink so why bother with anything else? Hell why don't we just remove dropships? Uplinks are far better carry hardly any risk and dont need someone to pilot them?
As for camping cru's people do that with uplinks to you know! As for the guy I was discussing jump-links with, you need a timer longer than that of a cru, if the jump-link only has a dozen or half a dozen jumps available, you could use it as means of providing fast reinforcement to the front line, but you couldn't rely on them to push as they wouldn't bring in the troops fast enough!! |
Bojo The Mighty
Zanzibar Concept
1790
|
Posted - 2013.09.15 22:54:00 -
[38] - Quote
Removing objective spawning: Sure. (Just don't remove ground base) Removing Drop Uplinks: No, it definitely needs to have heavy limitations but probably a lower profile as well, to prevent spam but make it worth the haul to carry one and place strategically.
I understand Skihids that you of all people respect transportation and what not but that would only work if you removed all the turret installations too. Then we'd have to add them back but as purchasable and useable items. It's all very far down the line work. If we removed all of it, as you propose, DS would become one way taxis heavily, and be shot out of the sky by people jumping to the nearest turrets to counter the inevitable.
It's great but I'd say return to this after 1.5 when vehicle stuff gets reworked. I understand the need to bring supply lines to this game, after all once you have an objective, all you must do is spawn there rather than put effort into securing routes and what not. But wait until we see how vehicles turn out. If the DS gets worse, or LAVs too, then I'd turn this idea straight down since there would be no viable way to get to objectives. |
Monkey MAC
killer taxi company General Tso's Alliance
467
|
Posted - 2013.09.15 22:56:00 -
[39] - Quote
Bojo The Mighty wrote:Removing objective spawning: Sure. (Just don't remove ground base) Removing Drop Uplinks: No, it definitely needs to have heavy limitations but probably a lower profile as well, to prevent spam but make it worth the haul to carry one and place strategically.
I understand Skihids that you of all people respect transportation and what not but that would only work if you removed all the turret installations too. Then we'd have to add them back but as purchasable and useable items. It's all very far down the line work. If we removed all of it, as you propose, DS would become one way taxis heavily, and be shot out of the sky by people jumping to the nearest turrets to counter the inevitable.
It's great but I'd say return to this after 1.5 when vehicle stuff gets reworked. I understand the need to bring supply lines to this game, after all once you have an objective, all you must do is spawn there rather than put effort into securing routes and what not. But wait until we see how vehicles turn out. If the DS gets worse, or LAVs too, then I'd turn this idea straight down since there would be no viable way to get to objectives.
Fair enough, hopefully CCP will do a good job!! |
Skihids
Bullet Cluster
2075
|
Posted - 2013.09.16 02:47:00 -
[40] - Quote
It can go either way, but I don't want to see CCP go half way.
Either keep uplinks working as they do today or pull them and rely on vehicles for transport, but don't cripple them and expect anyone to invest in them.
Today they keep combat fast paced as everyone spawns right back into the action. If that's what the majority wants I'm happy to oblige. In that case i don't want to hear carping about it. If instead people want a slower paced strategic game we can rely on vehicular transport. Likewise if we go that way I don't want to hear complaints about having to get a ride to the fight. Either you want a convenient spawn or you don't. Don't cry about the other team having one because you ARE the other team.
Just don't require me to keep a slot dedicated to a particular set of uplinks for the entire match. If you want that spawn convenience don't dictate how I can give it to you, or you might just find yourself walking.
Logistical players devote huge pools of SP in order to support their teams and for the most part don't get to enjoy shooting people in the face. Shaping the battlefield for you requires quite a bit of time and effort. They suffer significant losses when caught in an expensive fit and don't always get the effect they aim for when their blueberries are substandard.
Create onerous restrictions and they may well find the fun has gone out of the job. Nobody is forcing them to perform it, so you may find yourself walking. If you do I'm not interested your complaints. |
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Skihids
Bullet Cluster
2091
|
Posted - 2013.09.16 14:53:00 -
[41] - Quote
It appears that CCP will be eliminating deployed equipment upon a suit change, so let's just eliminate uplinks along with objective spawning.
Return the SP I sunk into uplinks and I'll spend it on dropships to transport. |
Monkey MAC
killer taxi company General Tso's Alliance
488
|
Posted - 2013.09.16 15:12:00 -
[42] - Quote
Skihids wrote:It appears that CCP will be eliminating deployed equipment upon a suit change, so let's just eliminate uplinks along with objective spawning.
Return the SP I sunk into uplinks and I'll spend it on dropships to transport. Have you got a source for this? |
Niuvo
The Phoenix Federation
495
|
Posted - 2013.09.16 15:38:00 -
[43] - Quote
Clearly something else needs to hurt when you kill someone, like you said, they can just spawn back on the ocean of uplinks or teleport to stop a hack. CCP, the harder the gameplay the better. |
Skihids
Bullet Cluster
2092
|
Posted - 2013.09.16 15:50:00 -
[44] - Quote
Monkey MAC wrote:Skihids wrote:It appears that CCP will be eliminating deployed equipment upon a suit change, so let's just eliminate uplinks along with objective spawning.
Return the SP I sunk into uplinks and I'll spend it on dropships to transport. Have you got a source for this?
Right here. |
ugg reset
Molon Labe. RISE of LEGION
386
|
Posted - 2013.09.16 16:17:00 -
[45] - Quote
Skihids wrote:As long as there are uplinks there won't be any vehicular transport.
Teleportation trumps taking a car or bus.
If people want drop ships to be transports you need to eliminate uplinks.
implying that you to kill yourself every time you want to get somewhere fast. cut DUs and all you will see are more redline games |
Skihids
Bullet Cluster
2092
|
Posted - 2013.09.16 16:21:00 -
[46] - Quote
ugg reset wrote:Skihids wrote:As long as there are uplinks there won't be any vehicular transport.
Teleportation trumps taking a car or bus.
If people want drop ships to be transports you need to eliminate uplinks. implying that you to kill yourself every time you want to get somewhere fast. cut DUs and all you will see are more redline games
People die quite frequently so they don't have to suicide. The vast majority of travel is by DU or objective spawning in Skirmish.
The people have spoken and this is what they want.
|
Reav Hannari
Red Rock Outriders
1298
|
Posted - 2013.09.16 16:33:00 -
[47] - Quote
I can see removing objective spawning. To secure the objective in Domination you need to spam uplinks but those are removable using flux grenades, mass drivers or whatever you have handy. If your side isn't actively removing those links then they will fail. Do the same thing for Skirmish.
I can also see changing most models of uplinks to die-with-owner but allow for a single-placement uplink model that can survive the deployers death. Basically, switch the current behavior of uplinks. |
Draco Cerberus
Hellstorm Inc League of Infamy
313
|
Posted - 2013.09.16 16:33:00 -
[48] - Quote
What? This is a really bad idea...I can think of 10 different reasons: 1. Uplinks provide WP for LOGIs and anyone else willing to carry them 2. Knowing where the enemy is going to spawn is OP 3. Variable spawn times is often a deciding factor in a match 4. Support your squad, drop an uplink 5. Support your team, drop an uplink 6. CRUS can be destroyed, leaving a team with the MCC and nothing else to spawn in 7. Only the enemy hates my Uplinks 8. Tactical spawning 9. I enjoy having the option to return to a link I place to support the team when/if I die to attack again, and again 10. Uplinks are easily destroyed, if you don't like it you can kill them with a nade or your primary weapon |
Lightning Bolt2
SVER True Blood Public Disorder.
220
|
Posted - 2013.09.16 16:43:00 -
[49] - Quote
the OP says he wants DUs removed... but in the thread he's defending them... such a troll! |
Skihids
Bullet Cluster
2095
|
Posted - 2013.09.16 17:03:00 -
[50] - Quote
Lightning Bolt2 wrote:the OP says he wants DUs removed... but in the thread he's defending them... such a troll!
I believe that DU's fundamentally alter the pace and play of a match.
I heard from those who wanted the fast pace of battle afforded by a mass of uplinks and was willing to entertain the idea that was what the majority of the population wanted.
However the successful effort to eliminate the majority of DUs in a match says otherwise. People simply don't want that style of play. It's clear that the people have voted against it. |
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Skihids
Bullet Cluster
2095
|
Posted - 2013.09.16 17:04:00 -
[51] - Quote
Lightning Bolt2 wrote:the OP says he wants DUs removed... but in the thread he's defending them... such a troll!
I believe that DU's fundamentally alter the pace and play of a match.
I heard from those who wanted the fast pace of battle afforded by a mass of uplinks and was willing to entertain the idea that was what the majority of the population wanted.
However the successful effort to eliminate the majority of DUs in a match says otherwise. People simply don't want that style of play. It's clear that the people have voted against it. |
Monkey MAC
killer taxi company General Tso's Alliance
488
|
Posted - 2013.09.16 17:30:00 -
[52] - Quote
Draco Cerberus wrote:What? This is a really bad idea...I can think of 10 different reasons: 1. Uplinks provide WP for LOGIs and anyone else willing to carry them 2. Knowing where the enemy is going to spawn is OP 3. Variable spawn times is often a deciding factor in a match 4. Support your squad, drop an uplink 5. Support your team, drop an uplink 6. CRUS can be destroyed, leaving a team with the MCC and nothing else to spawn in 7. Only the enemy hates my Uplinks 8. Tactical spawning 9. I enjoy having the option to return to a link I place to support the team when/if I die to attack again, and again 10. Uplinks are easily destroyed, if you don't like it you can kill them with a nade or your primary weapon
1. Logis have plenty of opportunities to get extra wp, this meant to be the kind of thing a scout carries!! 2. That's the the same with uplinks just follow the ljne of infantry poring out of, sit there with a shotgun, profit 3. Another problem, a match shouldn't be decided because someone see you hacking, suicides amd teleports to you 4. Support your squad get a dropship 5. Support your team get a mav (when released) 6. Uplinks can be destroyed leaving a team with the mcc and nothing else to spawn in 7. Only the friendlies dont like not having uplinks 8. Uplink Zerging 9. I enjoy having the option to create impromptu squads on the way to an objective 10. 50 uplinks are hard to kill when you its whack a mole for people spawning on them
Uplinks are all about the tactical insertion, putting them in places to take advantages of holes in the enemy defence, or even behind enemylines, its not meant to be a way of supplying the frontline!! |
CLONE117
Planetary Response Organization Test Friends Please Ignore
363
|
Posted - 2013.09.16 18:40:00 -
[53] - Quote
i doubt that players will kill them selves on purpose and lose a full proto suit....
just to spawn in on an objective that is already being hacked....
uplink zerging is pretty much the only thing that makes objectives hard to take...
majority of the time a player can sneak up to an objective hack the cru then take an objective while solo....
the over whelming force is essentialy caused by mass amounts of players spawning in on uplinks and the cru while the team defending the objective can be over whelmed quickly...if they dont set any ambush points/ killzones..
objective spawning cant realy be camped since u will spawn in random places at an objective..
this gives any1 spawning at an objective the ability to try to defend or run away and hack some other objective..
but with seeing how zerg tactics work so great on here objective spawning should stay...
most teams will rush for the center point then move ahead...
and if you r having trouble trying to take a certain objective then that mean that the other enemy objective dont have as many players spawning/ defending them which will allow your team to sneak around and hack those objectives and then completely swarm that one single objective...
all this idea would seem to do is create more redline matches...
and redline matches r the most annoying matches...
by the fact that there is nothing to really shoot at while the other team is redlined...
or if you r being redlined..then that means u pretty much have no chance at turning the battles around...
and so majority of your team when in that position will start sniping....
dropships r killed so easily its not funny..
and since turrets r now aggressive thats even much less reason to bring out a derpship..
at anytime other than the start of the match...
the cru can be destroyed but seeing how rendering distance is horrible on tanks now u will have to get in close just to see that large cru with a rail turret......
this really only makes skirmishes more annoying. since if we couldnt spawn on any of the objectives.
we would have to spawn from the redzone over and over again....
and run that same long distance to the first objective...
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Monkey MAC
killer taxi company General Tso's Alliance
493
|
Posted - 2013.09.16 18:50:00 -
[54] - Quote
CLONE117 wrote:i doubt that players will kill them selves on purpose and lose a full proto suit....
just to spawn in on an objective that is already being hacked....
uplink zerging is pretty much the only thing that makes objectives hard to take...
majority of the time a player can sneak up to an objective hack the cru then take an objective while solo....
the over whelming force is essentialy caused by mass amounts of players spawning in on uplinks and the cru while the team defending the objective can be over whelmed quickly...if they dont set any ambush points/ killzones..
objective spawning cant realy be camped since u will spawn in random places at an objective..
this gives any1 spawning at an objective the ability to try to defend or run away and hack some other objective..
but with seeing how zerg tactics work so great on here objective spawning should stay...
most teams will rush for the center point then move ahead...
and if you r having trouble trying to take a certain objective then that mean that the other enemy objective dont have as many players spawning/ defending them which will allow your team to sneak around and hack those objectives and then completely swarm that one single objective...
all this idea would seem to do is create more redline matches...
and redline matches r the most annoying matches...
by the fact that there is nothing to really shoot at while the other team is redlined...
or if you r being redlined..then that means u pretty much have no chance at turning the battles around...
and so majority of your team when in that position will start sniping....
dropships r killed so easily its not funny..
and since turrets r now aggressive thats even much less reason to bring out a derpship..
at anytime other than the start of the match...
the cru can be destroyed but seeing how rendering distance is horrible on tanks now u will have to get in close just to see that large cru with a rail turret......
this really only makes skirmishes more annoying. since if we couldnt spawn on any of the objectives.
we would have to spawn from the redzone over and over again....
and run that same long distance to the first objective...
Well objective spawning is really here nor there in my argument, its more the change to du, dont forget dropships will probably be buffed in .5!! |
Skihids
Bullet Cluster
2097
|
Posted - 2013.09.16 18:59:00 -
[55] - Quote
1.5 will bring WP's for dropship transport and should make the dropship capable of making the trip without being destroyed.
If you keep objective and DU spawning nobody will wait at the taxi stand for the dropship ride.
With those gone dropship pilots can finally act as the troop transports that every infantry player claims is their main mission when they complained about the dropship being used as an attack ship.
It would be rather hypocritical of the player base to be so adamant about dropships being for transport and then turn around and demand spawn mechanisms that obviate the need for that transport. |
Monkey MAC
killer taxi company General Tso's Alliance
493
|
Posted - 2013.09.16 19:00:00 -
[56] - Quote
Skihids wrote:1.5 will bring WP's for dropship transport and should make the dropship capable of making the trip without being destroyed.
If you keep objective and DU spawning nobody will wait at the taxi stand for the dropship ride.
With those gone dropship pilots can finally act as the troop transports that every infantry player claims is their main mission when they complained about the dropship being used as an attack ship.
It would be rather hypocritical of the player base to be so adamant about dropships being for transport and then turn around and demand spawn mechanisms that obviate the need for that transport.
Amen!! |
ugg reset
Molon Labe. RISE of LEGION
386
|
Posted - 2013.09.16 19:12:00 -
[57] - Quote
Skihids wrote:ugg reset wrote:Skihids wrote:As long as there are uplinks there won't be any vehicular transport.
Teleportation trumps taking a car or bus.
If people want drop ships to be transports you need to eliminate uplinks. implying that you to kill yourself every time you want to get somewhere fast. cut DUs and all you will see are more redline games People die quite frequently so they don't have to suicide. The vast majority of travel is by DU or objective spawning in Skirmish. The people have spoken and this is what they want.
sounds like pubmatchproblems to me.
democracy is when two wolves and a sheep vote on what's for dinner ~Darth Vador |
Skihids
Bullet Cluster
2097
|
Posted - 2013.09.16 19:38:00 -
[58] - Quote
ugg reset wrote:Skihids wrote:ugg reset wrote:Skihids wrote:As long as there are uplinks there won't be any vehicular transport.
Teleportation trumps taking a car or bus.
If people want drop ships to be transports you need to eliminate uplinks. implying that you to kill yourself every time you want to get somewhere fast. cut DUs and all you will see are more redline games People die quite frequently so they don't have to suicide. The vast majority of travel is by DU or objective spawning in Skirmish. The people have spoken and this is what they want. sounds like pubmatchproblems to me. democracy is when two wolves and a sheep vote on what's for dinner ~Darth Vador
I would characterize this more as fifteen sheep and one wolf voting that everyone is supposed to eat grass and the shepherd (CCP) enforcing that decision. |
Skihids
Bullet Cluster
2098
|
Posted - 2013.09.16 20:01:00 -
[59] - Quote
If we get dropship proxy chat I can inform everyone where we are going and what objective we are attacking.
There are so many good things that can come from eliminating objective spawns and uplinks. |
Monkey MAC
killer taxi company General Tso's Alliance
493
|
Posted - 2013.09.16 20:04:00 -
[60] - Quote
Skihids wrote:If we get dropship proxy chat I can inform everyone where we are going and what objective we are attacking.
There are so many good things that can come from eliminating objective spawns and uplinks.
Proxy chat in general would be nice, would give more immersion!! |
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