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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!! |
|
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.
|
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. |
|
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. |
|
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...
|
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!! |
|
Bright Cloud
Namtar Elite Gallente Federation
177
|
Posted - 2013.09.16 22:23:00 -
[61] - Quote
Oh yeah now i get it. You want to get rid off uplinks so you can have all the fancy WP for spawns on your derpship when 1.5 comes out. How about this?
GTFO scrub. |
Monkey MAC
killer taxi company General Tso's Alliance
496
|
Posted - 2013.09.16 22:27:00 -
[62] - Quote
Bright Cloud wrote:Oh yeah now i get it. You want to get rid off uplinks so you can have all the fancy WP for spawns on your derpship when 1.5 comes out. How about this?
GTFO scrub.
How about you STFU scrub, up links are overused, and have only 1 drawback, the fitting cost! If your so obsessed about WP get your own dropship! |
Vesago Ghostcore
Rejected Clones
5
|
Posted - 2013.09.16 23:51:00 -
[63] - Quote
I agree with you all about the objective spawning.
In regards to drop uplinks, I think they are a vital part of the game. not to mention that they are extremely easy to destroy.
I really don't need CRU's.. their just another hack site for most or a target for a bored swarm/ forge gunner. |
Skihids
Bullet Cluster
2101
|
Posted - 2013.09.17 00:10:00 -
[64] - Quote
Vesago Ghostcore wrote:I agree with you all about the objective spawning.
In regards to drop uplinks, I think they are a vital part of the game. not to mention that they are extremely easy to destroy.
I really don't need CRU's.. their just another hack site for most or a target for a bored swarm/ forge gunner.
Apparently nobody else considers that easy or we wouldn't have that QQ thread about Logi easy mode.
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces
450
|
Posted - 2013.09.17 00:11:00 -
[65] - Quote
Skihids wrote:Mobile and objective spawning fundamentally alters game play for the worse by eliminating strategic play. ...
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.
- Uplinks are actually not that difficult to counter... it's called a good scout.
- Uplinks aren't always were you need it and so vehicle transport is always viable. Not to mention the fact that vehicle are able to fit mobile CRUs.
- Objective spawning gives purpose to capturing AND defending objectives. There have been times in domination where someone decides to allow the enemy to take the objective just so they can hack it back and gain another 100WPs. This is because the enemy won't be able to spawn there and so losing it will not be a real threat. (Not saying to bring objective spawning to Dom as that would be irresponsible)
- Your view on CRUs is sensible and the idea to give them a clone limit is interesting to say the least.
Uplinks are, in a way, a counter to AV. If the enemy is running FG and swarms than your vehicles will just be wasted. Infentry may be able to counter them once they get close enough but unfortunately they are killed off b4 they can. A scout equipped with uplinks helps the game by;
- Giving the scout a purpose.
- Adding another strategic element.
I mean think about it. If you are redlined and the enemy has destroyed the CRUs than you are F***** because you can't force them back (if you could then you wouldn't be redlined). Most likely they will destroy any vehicle you call in before it even hits the ground. Without a way to get out of the redline you are dead in the water no matter what tactics you use. Any real player will tell you that redlining is boring as hell. There is no challenge and the game as a whole starts to lose it's appeal. With uplinks, a skilled player can grant the team room to fight back.
`Sigh. Just another fun game of DUST. |
Skihids
Bullet Cluster
2101
|
Posted - 2013.09.17 00:20:00 -
[66] - Quote
Bright Cloud wrote:Oh yeah now i get it. You want to get rid off uplinks so you can have all the fancy WP for spawns on your derpship when 1.5 comes out. How about this?
GTFO scrub.
Honestly, the game would be a whole lot deeper. It would be far more effort and risk to perform a real transport rather than provide a magic teleport spell.
After all, the big complaint is that I'm rolling in the WPs after deploying a few uplinks and sitting back in my spawn. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1698
|
Posted - 2013.09.17 01:28:00 -
[67] - 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. That's a pretty thin assertion, would could just as legitimately say "CCP has also recognized the game breaking nature of installations by removing them from standard Ambush matches", or ""CCP has also recognized the game breaking nature of close quarters engagements by including large map spaces in their new maps".
Quote:Teleportation creates an unbreakable supply line to an objective which requires overwhelming force to dislodge. Or a flux nade and a bit of common sense
Quote: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. 1. Clones have an actual ISK market value, that value is not altered by method of deployment. 2. If you're talking about balance based of pub matches you're doing it wrong, I'll list if need be. 3. If we're going to remove things based on what the average player will do in this context we should start with KDR, again I'll happily elaborate on why. 4. As a Logi since closed beta I can say with confidence that people bleed out over their KDR more than "to get back in the fight", if not they wouldn't rage about having the chance to save ISK by being revived in a hot zone even if it cost them a couple more meaningless "death" stats.... even if that weren't true the current insta-bleed mechanics are so broad that revival is rarely possible, even leaving the painfully long animation sequence aside.
Quote: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. Dropships get spawns on them as well, WP pending. HAVs aren't primary transports, nor are LLAVs and basic LAVs are absolutely still used for transport, not as much sure but the players who specialize in LAVs are using the LLAVs anyway so there's no role loss.
Quote: 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.
When they're not destroyed at the start of the match... unless you mean pubs
continued in post 2 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1698
|
Posted - 2013.09.17 01:32:00 -
[68] - Quote
Quote: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. How and how? Give specific details, simply making the statement "X does Y" doesn't make it accurate or persuasive.
Quote: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. My squads certainly do know the value of CRUs, they're not treated as dismissible or throw away in any sense. They are tactical assets on the field which are either to be controlled or destroyed just like all other assets on the field, depot, cannon, vehicle, or Merc.
It sounds like you are trying to force blueberries to play the way you'd prefer to play, in essence to alter the game to constrain player action to match your sense of proper behavior. That's not the way a sandbox works, it doesn't improve the game and it's not really a way to enhance fun. If you don't like players not using tactics then run with your Corp/Alliance, if you're doing that and they don't understand tactics then either teach them or find a new place to be.
TL;DR - Heavy handed mechanical changes and constrains are poison in a sandbox.
0.02 ISK Cross |
ugg reset
Molon Labe. RISE of LEGION
387
|
Posted - 2013.09.17 14:04:00 -
[69] - Quote
Skihids wrote: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. baa |
Cross Atu
Conspiratus Immortalis Covert Intervention
1733
|
Posted - 2013.09.19 16:37:00 -
[70] - Quote
I keep hearing the assertion that removing spawn points and spawn point types, be they Uplinks, Objectives, or CRUs (depending on thread) would make the game "more tactical". What I have not been hearing in any of these several threads is a detailed description of how.
Perhaps I am missing something, perhaps my years away from FPS playing RTS, TTS, MMOs, and RPGs have distorted my perspective on this issue but I am honestly not seeing how this makes the game on balance more tactical.
Could those individuals supporting this stance please take the time to post up a detailed explanation regarding exactly how this would result in a net increase of tactical game play?
I'm not one of those guys who is unwilling to change my stance based on new information, but I currently see no compelling information supporting your stance, can you provide me with new data/perspective to persuade me otherwise? I am absolutely open to listing.
Cheers, Cross |
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Bendtner92
Imperfects Negative-Feedback
1080
|
Posted - 2013.09.19 17:08:00 -
[71] - Quote
Cross Atu wrote:I keep hearing the assertion that removing spawn points and spawn point types, be they Uplinks, Objectives, or CRUs (depending on thread) would make the game "more tactical". What I have not been hearing in any of these several threads is a detailed description of how. I believe objective spawning should be removed entirely. When you kill someone he shouldn't be able to just spawn back onto the objective, unless he has another spawnpoint present (Uplinks or mCRUs). Objective spawning cheapens the general gameplay and also promotes zerging as you then need to have a lot of bodies on an objective to take it, even if there's only a few guys defending it.
The recently (well, not so recently anymore I guess) added spawncloak also makes this somewhat worse, since people can now spawn in and look around while being cloaked (they also usually don't take any damage a second or so after moving), which makes it extremely hard to take an objective unless you outnumber them by several people. The spawncloak is a good thing because it does prevent Uplink and CRU camping to some extent, but it really cheapens objective spawning even more in my opinion.
Removing objective spawning will lead to a higher need for Uplinks or mCRUs close to objectives, or at least transport from other spawn areas to the objectives and would also spread the firefights a little out instead of all of them pretty much happening on top of objectives all the time.
The removal of objective spawning should come with the addition of more CRUs around the maps. The new maps in 1.4 actually do have more CRUs than the old ones, but I feel that they could add even more without a problem, if they decide to remove objective spawning. There should be a fair amount of base/stationary spawnpoints around the maps, but I don't think objective spawning should be among these spawnpoints.
CCP seems to have had decisions about this since they did decide to remove it for the Domination gamemode. I don't know why they limited it to Domination and not brought it to Skirmish as well, especially since Domination is pretty much just Skirmish with a single objective.
Objective spawning is the only thing I want removed. Uplinks should be rebalanced, but certainly not removed in my opinion. They're fine as something you can drop as close to objectives as you want, but something needs to be done about their low spawntime and mass use around objectives. |
Skihids
Bullet Cluster
2136
|
Posted - 2013.09.19 19:44:00 -
[72] - Quote
Trying to remove the enemy from an objective is like trying to empty a bucket of water with a sieve.
As soon as you lift the sieve the water starts pouring back into the bucket. That was nowhere more apparent than in Domination witih its single bucket. The entire team surrounded the objective so gradual elimination had zero effect. You needed an orbital to clear it in one short moment in order to have any chance to get the hack, and even then the enemy was spawining back in before you finished.
There was no supply line you could cut. As long as the indestructable objective stood there it acted as a perfect spawn beacon.
That was why CCP removed objective spawning in Domination.
Drop Uplinks have much the same effect. They aren't indestructable like an objective, but the proto versions cut the spawn time to a mere three seconds. Placed on top of structures they are unreachable by infantry, or placed inside structures they are immune to orbitals. Place an uplink behind the front lines in a building and you have a perfect supply line, reinformcements just teleport in. Building tops are an issue with the older maps, but that's shifting to impregnable interiors with the new maps. The NULL cannons might be exposed to the open sky, but there are covered hallways connected to them.
It doesn't require large numbers in such a situation to equal the effect of objective spawning. It's certainly easier with large numbers as you don't have to expend as much effort to protect each one, but a good team can do well with fewer.
I guess it comes down to the question of how easy we want it to be to reinforce a position. Uplinks on both sides create the equivilant of trench warfare; a very narrow front with solid supply lines behind and intense fighting in between.
Personally I feel that leads to the zerg behavior that typified trench warfare. Yes it's intense, but is it tactical or fun in the long term? I think that is an important question.
Then there is the matter of CRUs and MCRUs:
Though the descrition states they contain clones to be animated, they currently as as spawn beacons. Taking or losing a CRU neither adds nor subtracts from your team's clone count. Instead you can chose to spawn on the CRU, an Uplink, or an objective with your last clone. Where does it come from then? It's simply a ticket, a count.
Putting clone bodies into a CRU would add significant depth to match play. Suddenly controling a CRU means something. It's your source of bodies. The enemy might chose to capture it or destroy it to deprive your side of clones. Chosing to spawn on the CRU decrements the number of remaining clones in the unit in the same way an uplink has a counter. Now it's a matter of strategy where you chose to reenter the battle.
Ambush OMS would be dramatically affected when a CRU dropped. MCRU's would have a lower clone count that might be replenished back at the base. Unused clone bodies might be captured or lost if a vehcile was hacked or destroyed.
MCC comanders would carefully consider where to place CRUs to balance the speed of deployment to the front vs. the risk of losing the unit.
But who would bother with CRUs as long as uplinks were available? If the enemy destroys an uplink they don't get your clones. If you use a single reanimation point in your MCC you can teleport anywhere on the map instead of being limited to walking out of the CRU. Uplinks are simply so much more versitile and risk free that you wouldn't deploy a single CRU if you were smart.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1738
|
Posted - 2013.09.19 19:56:00 -
[73] - Quote
Bendtner92, Skihids, thank you both for the thoughtful and thought provoking replies. I will be chewing over what you've presented and responding wtih some ideas, I'd like to get input on these concepts once I've fleshed them out enough to post.
Cheers, and +1 to you both, Cross |
Skihids
Bullet Cluster
2137
|
Posted - 2013.09.19 20:04:00 -
[74] - Quote
Cross Atu wrote:Bendtner92, Skihids, thank you both for the thoughtful and thought provoking replies. I will be chewing over what you've presented and responding wtih some ideas, I'd like to get input on these concepts once I've fleshed them out enough to post.
Cheers, and +1 to you both, Cross
Thanks for reading and considering my observations.
I am excited about DUST eventually becoming a RTS/FPS where the commander has real choices to make, and where there is a higher level of strategy and tactics required to win.
The intense combat of trench warfare is attractive when you don't have the rest of the elements necessary for real tactical play, but I'm afraid that if uplinks remain as they are they will trump any other option that requires real tradeoffs. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
367
|
Posted - 2013.09.19 20:43:00 -
[75] - Quote
objective spawning needs to stay....
the crus and other such stuff do in fact add some tactics into the game....and this is how t works...majority of both teams r focused on a single point heavy fighting going around...and crus on both sides of the lines.....
a single player can run off into the distance..
come back on the enemy side....sneak up onto the enemy cru..hack it....
then suddenly the other team gets pushed straight out of the objective since they no longer have a side and now must cluster up around the uplinks and spamm as many of them as possible if they want to keep it...
and doing this will result in lots of deathes for them,,,
because they would essentaily be spawn camped right at the objective.....
they could desperately try to hold onto it getting killed one by one..or they could spawn back and let the other team have the objective...
and come up with a tactic to retake the area.... ...
this is basically how domination works..
and now for skirmish....
objective spawning isnt a problem..
the cru is bad luck any ways for when uve captured an area....
having lots of them scattered randomly around the map it self would practically make the game less fun...
now objective spawning itself...
its fine for skirmish..
skirmish is played on a really big map...
and when players focus on certain areas of the map normally both team are there fighting each other...
one team could have taken the objective while the other team would have taken the cru near it....
and so both team would be swarming over the same objective...
now to go into details...
the team holding the cru is pretty much at an advantage when they hold it at the objective..
the other team that holds the objective would have to either use lots of force to dislodge the dug in enemy position at the cru or destroy the cru it self...by using an easily counterable hav....
but since most players wont bother to get a tank out and blow it up..it puts the cru holders at the advantage in the short term....
the other thing about why objective spawning should stay is as simple as this....
why the hell would any 1 want to waste isk on a stupid weak lav or dropships just to move around the map only to get blown up by some player with av out?...
its a big waste of isk...the dropships are primarily used as an elevator for snipers or player who want to place a few uplinks down....
why should a player in a slow moving heavy suit be forced to WALK across the entire map only to be sniped while out in the open moving towards an objective?
that spawning on objectives is there so incase u get killed by something u can respawn with your team and function as reinforcements...
clearing out an entire objective is as easy as spamming all those grenades....
or grabbing a tank and mowing any1 who trys to spawn in....
a team can get swarmed by the attackers and overwhelmed pretty fast...
while hold up inside a building.. and gathering outside that same building would be the rest of the enemy team which have already set up several killzone areas that prevent from leaving the objective...so the players defending the objective almost nearly have no choice but to make last stand...
where most of the time it results in an objective being hacked and the team defending it dead...
but there is that chance where they could successfully defend and push the enemy team out away from the objective and turn the battle around into their favor.. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1739
|
Posted - 2013.09.19 20:46:00 -
[76] - Quote
Here is the promised follow up.
Objectives - Within the context of the new maps, and provided the changes to CRUs are also adopted I can see the value to removing direct objective spawning. Bendtner92 points out how this could spread the firefight out over more of the map as opposed to 'pooling' it primarily in predetermined locations and I have to agree that would be a benefit to play.
CRUs - Adding a specific finite clone bonus to each CRU would be a great step. I had not encountered this idea before but the implications of it provide a lot of traction for the value of CRUs, giving increased cause to fight for, hold, or destroy these assets. I'd lean towards also making CRUs more durable as part of this process but, again using the research lab sockets/maps as a template, if the number were increased sufficiently that might also do the trick. The idea solution is likely a balance between increased durability and increased numbers. CRUs shouldn't be prohibitively tough to take out for a HAV, nor should they be so common that their onboard clone totals have to be scaled at too low a number.
mCRUs - Assuming the upcoming addition of WP for spawns from these I'd leave mCRUs as is. They may need further polish as the other changes settle in but I would hold off on making those changes until actual field data shows that to be needed.
Uplinks - I'm still firmly of the view that Uplinks should neither be removed from the game, nor their deployment further capped or limited. However, Skihids makes some salient points regarding how the new Dom mode functions compared to the old Dom mode. The solution in my view is to give Uplinks the "nanohive treatment" and scale back their spawn time reductions. The could also undergo a bit of "tiericide" and have their attributes refocused such that number of spawns on the link, and spawn time reduction are in a relationship closer to zero sum.
I would hesitate to make substantive changes to uplinks until after patch 1.5 however as the new WP rewards for destruction of deployed equipment combined with the new WP from use of active scanners will have an impact on what/how much change is called for and it is, in my view, preferable to observe those implications first hand rather than base changes on conjecture.
Additional thoughts - There are some under used tools already in place which should also be employed. While I have witnessed the 'zerg push' described by the prior posters and do acknowledge that sometimes the current mechanics give incentive to blob warfare, it is in my experience not a black and white situation. Fits run with optimizations for speed, stealth, and hacking can quite effectively steal and objective out from under grouped defenders and allow small fire teams to cut them down and hold the point/location in question without the need for zerging. This practice isn't terribly common, and as per my above I can see how some changes are called for even in light of these alternate options, but the presence of alternatives is real even in the current game state, and in point of fact I have done what I am describing as recently as this week in Skirm, Dom, FW and PC game modes.
Cheers, Cross |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
80
|
Posted - 2013.09.19 21:50:00 -
[77] - Quote
Why not have a counter to DU? Some kind. Of EMP or EW module or device that you set up that blocks DU in a certain range.
Upon deployment the device frys DUs, so get a few war points for each one. If you want your uplinks in then these devices become a target as well...have to destroy it (get war points for destroying it) and re-seed your uplinks.
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Jadu Wen
Xer Cloud Consortium
14
|
Posted - 2013.10.22 13:28:00 -
[78] - Quote
You should check out this thread on Using Radiation Zones to Curtail Drop Uplink Use. I think it's a novel way to recondition but not force players to discontinue uplink spam of objectives. Plus it creates a system for highly dynamic play. |
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