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Zaria Min Deir
Ancient Exiles
203
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Posted - 2013.10.22 11:07:00 -
[1] - Quote
Well, I think many of the people advocating making uplinks pretty much useless (by either limiting people to 1 active, making them take up even more cpu/pg than they do now, only being able to have 1 active link within a 100m radius... etc.) don't generally play with organized squads or teams, use uplinks themselves or even really play this game anymore (which is the case for many of the "vet" players quoted by the GNN twitter).
Speaking as a logi, and not a cal logi, an actual logi, I actually do think uplink spam is a problem. But not in the way many of you suggest. By spamming I'm referring to idiots who just want free warpoints and will drop a suit's worth of links in a cluster before switching to their actual combat suits. Or when people who will mindlessly drop a link right next to an active one in a good location, rather than finding a new spot. So yes, maybe some sort of a radius in which only one link can be active would be useful to stop this sort of behaviour, but 100m is ridiculous, even 50m is way too much. I'm talking more like 10m, maybe?
In my opinion there is absolutely no need to increase the cpu and pg requirements of the links, they are already a drain on a logi's suit (as someone who plays a lot of pc, I already have to sacrifice a lot to be able to always have links on my suit to be ready to drop more as needed, as that is the role I have chosen).
I don't run around in suits with 3 or 4 sets of links equipped, I have never considered to that to be particularly useful even at the beginning of matches, even though I know some people insist on doing that. In fact, one of the improvements to uplinks could be taking a look at the proto tier, I think maybe there just are too many different types of links? Allotek Stable, Ishukone Gauged are great, they are useful specialized variants, but maybe 3 different Imperial ones (+ 1 AUR version) is too much. Also, the AUR Carthum Abyss has always bugged me, there is no isk version of it... Maybe it could be replaced by the squad only variant, with fewer spawns but comparatively lowered fitting requirements, only 1 active allowed, that assault players would probably be happy to run (as the current proto links are "so hard to fit").
A team quota for active links would be bad as well, it would absolutely encourage spamming, certain type of people would just drop as many links as they could as they first spawn, and then no one else would be able to deploy any useful ones for the rest of the match. Now that is really only a problem in pub matches, which is probably all the OP has experience of anyway... In a PC match that shouldn't be a problem, and the thing about friendly fire is that it also applies to blue equipment.
I do agree that drop uplinks could do with some changes, but nothing nearly as drastic as some here seem to want. They are a working mechanic that is a part of this game, and effectively removing them from the game would certainly change the game, but I disagree with those that think it would be for the better. I already detest having to spend at least half of any pub matches running (or even driving) around these huge maps trying to find something to do, having to make my way across half the map every time I respawn would probably be the thing that would finally make me quit this game |
Zaria Min Deir
Ancient Exiles
203
|
Posted - 2013.10.22 12:23:00 -
[2] - Quote
Dusters Blog wrote:your problem is that the people who's opinions you are trying to disregard have played the game at the highest levels for the longest and have a history of making decisions for the games benefit.
you benefit from the current mechanics and thus are unable to be objective.
there is no substitute for movement in a shooter. the ability to get from point A to point B is the most important aspect after shooting skill. beating the opponent to a choke point and/or being able to setup a defensive position is a decided advantage as defensive war doesnt require tactics as much as reaction to the attacker.
this is true on COD sized maps, here in Dust will maps 4x the size of what we saw in MAG movement from the spawn to the critical area is even more important. the ability to respawn immediately at the chokepoint or objective is a different matter entirely. the advantage gained is incalculable. drop uplinks were poorly designed and have to be changed. "Decisions for the game's benefit" is also a very subjective point...
If you actually read my post (long I know), I didn't say uplinks needed no changes, I simply think starting with gradual changes instead of instantly changing the core gameplay drastically would be the way to go.
And you say I benefit from the mechanics? Yes, in the sense that I enjoy the fact that I can choose where to spawn (when playing with a decent team) and the added immediacy to the game play... With only 32 players on these large maps, the game would simply be rather boring if we could only spawn on CRUs. And yes, that is my personal opinion. When vehicles eventually get rebalanced to be more useful than they are at the moment, that will possibly help with this issue.
However, if you are trying to imply I am blinded by the the warpoints gained from using uplinks, sorry to say, I carried around a rep tool for all of Chromosome and used it a lot. Remember that time (if you played back then)? When back in the closed beta some idiots decided to abuse the rep mechanic to boost so much that CCP removed all WP gain for rep tools? For months? Didn't stop me from using rep tools. Removing all WP gain for uplinks wouldn't stop me from using them either. But maybe that's just me |
Zaria Min Deir
Ancient Exiles
203
|
Posted - 2013.10.22 13:13:00 -
[3] - Quote
Dusters Blog wrote: we both agree with change then, good. because all of what i mentioned about uplinks being one of the more poorly designed aspects of this game is true. the wp benefits arent the problem. its the ability to instantly appear in critical areas on 800m+ maps.
I agree there should be changes, I just don't necessarily agree with the changes you seem to want. It's a futuristic shooter, not a "realistic" one, so you should expect some of the mechanics to be different. The teleportation spawn mechanic is now part of the lore, removing it entirely would in my opinion be plain bad.
Now, saying things like limiting the numbers of links that can be carried and deployed, making you unable to deploy them near other spawn points, increasing spawn times, increasing the deployment time of the link etc. All of these are possible changes that might in some ways address what your problem with the current mechanic is.
You have to remember that people being able to "instantly appear in critical areas" is dependent on someone making it to that critical area and deploying that link. Currently, in some cases that is too easy, but I assure you that is not always the case. However, the mechanic, and link deployment to secure the advancement of your team, could certainly be made less "spammable". Like I mentioned, for instance link deployment could take longer. Both in the sense that you couldn't just drop it and instantly switch back to your weapon, and in the sense that the link would take longer to be usable. Say the deployment would require "programming" the link to that location (or whatever you'd want to explain it as, similar to the hack/vehicle recall animation). And/or once the link was down, it would become visible (for enemies to be able to take it out), but there would be a delay before anyone could actually spawn on it... There are many things that could be done to change the current mechanic without removing it entirely.
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