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Timothy Reaper
WASTELAND JUNK REMOVAL
478
|
Posted - 2013.10.21 12:43:00 -
[61] - Quote
Many of the 'fixes' I've seen in this thread aren't using the nerf bat, they're using a nail bat! I'm beginning to think that those making such suggestions either don't know what they're talking about or they just don't care, since they don't use uplniks.
Lowering War Points wouldn't make me stop using uplinks (points are points), and altering the amount of spawns to strictly adhere to a Standard/Advanced/Prototype setup would remove many of the strategic options made available by the different types of uplinks.
Personally, I'm in favor of making it so you have to space them out a bit; those who's only interest is padding their War Points and wallets wouldn't like having to stray far from the supply depot with a suit full of expensive uplinks. |
Skihids
Bullet Cluster
2292
|
Posted - 2013.10.21 12:51:00 -
[62] - Quote
DustMercsBlog wrote:Spkr4theDead wrote:DustMercsBlog wrote:might suggest you look at our recent retweets from our twitter account. we polled relevant players from the game that are veterans and have been major players in PC among other things. https://twitter.com/NewEdenGNNnot one suggested uplink spam was not a problem, NOT ONE. moreso many of the suggestions were the same Prius made in the OP. Because as I mentioned before, they're in NPC corps, and cannot understand having many spawns to choose from, instead of the point itself and CRU, along with a few scattered uplinks. The problem I run into in PC is having to quickly move my left stick to get to the MCC to call in another tank instead of spawning somewhere forward. They just don't understand it. the man leading your alliance seems to. as do most of the CPM. Uplinks may be your crutch but the same rationale failed horribly with tac ars and everyone could use those too. also, uplink spam promotes and supports zerging if anything.
So please articulate the way in which it destroys what particular tactic and why that is less desirable than the benefits they bring and the tactics that they introduce.
All I hear is a non-specific assertion that it "hurts tactics". Which tactics? Let's have a real discussion, not a witch hunt. |
Delta 749
Kestrel Reconnaissance
2195
|
Posted - 2013.10.21 12:56:00 -
[63] - Quote
Honestly if only to keep frame rate up after the enemy decides they need 30 uplinks within a 15 meter radius limiting how many can be in a certain proximity to each other should be considered |
Bright Cloud
Namtar Elite Gallente Federation
249
|
Posted - 2013.10.21 12:57:00 -
[64] - Quote
Horrible idea. Do we really want to go back to the days in the E3 build with chaos and nobody uses uplinks? Hell no they stay how they are. I would be more worried to be picked up by active scanners. Every decent squad has a logi that uses either advanced or proto scanners. Which means every 1 is highlighted up like a christmas tree. I know the power of tagging people up for a whopping 25 secs. It tells you where exactly the person is and in which direction he is looking at. Ever played COD black ops? Ever had the blackbird killstreak? Then you know how huge the advantage is to know the exact position from enemys. The active scanner affects the whole gameplay. It gives you to benefit of prefire around corners, cook grenades in time to throw them exactly where the enemy is and on Skirmish if you want to ninja hack you can check the proximity for hostiles. Oh and dont forget the +15WP for every kill a squadmate gets cause you scanned them down. Uplinks+scanners+nanohives= WP printing machines. |
Skihids
Bullet Cluster
2292
|
Posted - 2013.10.21 12:58:00 -
[65] - Quote
Delta 749 wrote:Honestly if only to keep frame rate up after the enemy decides they need 30 uplinks within a 15 meter radius limiting how many can be in a certain proximity to each other should be considered
That's not a tactical reason, and lag can be fixed without placing limitations on the spawns. |
Anarchide
Greedy Bastards
1257
|
Posted - 2013.10.21 13:01:00 -
[66] - Quote
Yeah, stop crying and clinging to CCP skirt; go out there and destroy them. Oh, right, it's not good for your KD/R! |
Delta 749
Kestrel Reconnaissance
2196
|
Posted - 2013.10.21 13:03:00 -
[67] - Quote
Bright Cloud wrote:Horrible idea. Do we really want to go back to the days in the E3 build with chaos and nobody uses uplinks? Hell no they stay how they are. I would be more worried to be picked up by active scanners. Every decent squad has a logi that uses either advanced or proto scanners. Which means every 1 is highlighted up like a christmas tree. I know the power of tagging people up for a whopping 25 secs. It tells you where exactly the person is and in which direction he is looking at. Ever played COD black ops? Ever had the blackbird killstreak? Then you know how huge the advantage is to know the exact position from enemys. The active scanner affects the whole gameplay. It gives you to benefit of prefire around corners, cook grenades in time to throw them exactly where the enemy is and on Skirmish if you want to ninja hack you can check the proximity for hostiles. Oh and dont forget the +15WP for every kill a squadmate gets cause you scanned them down. Uplinks+scanners+nanohives= WP printing machines.
Scanners wouldnt be half as bad if installations interfered with them at a range since that guy with a scanner is generally 150+ meters away sitting on his ass Hell they could even add some variety by keeping the long range ones for wide open scanning but being worse with installations and then have some shorter range ones that dont get any interference, at least then you can attempt to find the guy scanning inside if hes say 50 meters away and not 200 |
Delta 749
Kestrel Reconnaissance
2196
|
Posted - 2013.10.21 13:05:00 -
[68] - Quote
Skihids wrote:Delta 749 wrote:Honestly if only to keep frame rate up after the enemy decides they need 30 uplinks within a 15 meter radius limiting how many can be in a certain proximity to each other should be considered That's not a tactical reason, and lag can be fixed without placing limitations on the spawns.
Tell me where I said anything about limiting spawns or even limiting the total number of uplinks on a map, all I said was tweak it so you can drop dozens right next to each other and instead think a fraction of a second about your placement and not spamming
Hmm, thinking about placement, sounds tactical to me |
Anarchide
Greedy Bastards
1257
|
Posted - 2013.10.21 13:17:00 -
[69] - Quote
Clustered Hives and Uplinks is a gift from heaven to those who carry the Flux |
calisk galern
BurgezzE.T.F Public Disorder.
1112
|
Posted - 2013.10.21 13:21:00 -
[70] - Quote
the only problem i have with them is the sheer monstorous amount of lag caused by uplinks in pc.
it's not uncommon to get 15-25 uplinks in a given area with 5-20 nanohives, resulting in massive lag.
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Skihids
Bullet Cluster
2292
|
Posted - 2013.10.21 13:24:00 -
[71] - Quote
Delta 749 wrote:Skihids wrote:Delta 749 wrote:Honestly if only to keep frame rate up after the enemy decides they need 30 uplinks within a 15 meter radius limiting how many can be in a certain proximity to each other should be considered That's not a tactical reason, and lag can be fixed without placing limitations on the spawns. Tell me where I said anything about limiting spawns or even limiting the total number of uplinks on a map, all I said was tweak it so you can drop dozens right next to each other and instead think a fraction of a second about your placement and not spamming Hmm, thinking about placement, sounds tactical to me
You did not, but that is the claim/desire of this three and posting a request for restrictions is seen as support.
Placing five in a small area isn't useful, it's wasteful and just gives free points to the first red dot with a grenade. |
hgghyujh
expert intervention Caldari State
131
|
Posted - 2013.10.22 07:15:00 -
[72] - Quote
John Demonsbane wrote:The problem with the OP's narrow interpretation of the article (i..e, we need to nerf uplinks right now) is a lot of of other things need to be fixed before you change uplinks so dramatically. As it stands now it takes forever to get across these huge new maps. One orbital takes out your entire forward squad and you're done, nobody can get back to the front lines in time. You would need to massively buff dropships before you ever considered this: it's the only other way you could realistically move people quickly, but as they stand now its just too risky to move large groups that way. One assault forge can take out your whole squad in seconds.
I'm all for making them more specialized, there's no need for anyone but scouts or logi's to equip them and be throwing them around willy nilly, but a hard limit like 1 per person is crazy without a number of other fundamental changes. All that will do is penalize specialization and incentivize everyone to carry them. The logistics class would be crippled unless another way to gain WP is substituted. While they are definitely a crutch and can be abused, what I don't understand entirely is how they can be "unbalanced" by most definitions of the term. Can everyone not use them? (OK, other than heavies). It's not like a weapon where there are dozens of types intended for different uses and when weapon x is not only the best at it's own role, but also better than weapon y is at it's role, then you have imbalance since weapon x prevails over y in every situation. Uplinks fill a singular role in terms of player equipment, there is nothing to really balance them against. It's not quite like saying playing in an organized squad is unbalanced, but similar in that the mechanic is available to anyone without much in the way of sacrificing something else.
Anyway, a much more sensible change that could be done now is simply to make them not work within a certain distance of an installation (CRU, objective, supply depot) or eachother. That would reduce spam, reward placing them in strategic locations, and not prohibitively restrict mobility in the absence of other changes (i.e., dropships) that will clearly not be ready in 2013.
Actually I would like to see UL changed away from spawn points and turned into teleporters. you place one near a spawn and the other where you want to go. think nidas canals from starcraft except that you can to any UL your team has drop from any other. |
Gunnut88
US Military Gamers
8
|
Posted - 2013.10.22 07:36:00 -
[73] - Quote
No. Any nerfs to uplinks will further screw over scouts and make us even more irrelevant. The only thing I would support would be to make them scout only equipment. That would lessen the amount of spam and help give scouts a clearly defined role. |
Michael Arck
Anubis Prime Syndicate
1619
|
Posted - 2013.10.22 07:42:00 -
[74] - Quote
There is no way to nerf the user. The only good idea I read about uplink spam is having a certain radius that prevents uplinks from being so close to each other. Copycat uplinking, while it could be for the best intention, can be too much at times.
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Blake Kingston
Sinq Laison Gendarmes Gallente Federation
129
|
Posted - 2013.10.22 09:20:00 -
[75] - Quote
I'd just like it to be easier to wipe them out when someones gone and put them on a high ledge directly above an objective. Not like in a clever hiding spot - just above. Grenades are painful to try and use for clearing them (though I should try mass driver, see how that goes) |
Monkey MAC
killer taxi company General Tso's Alliance
852
|
Posted - 2013.10.22 11:04:00 -
[76] - Quote
Uplinks
A tactical spawn point, hmm, tactical. what qualifies as tactics these days?
My understanding of tactics is more than just flanking you enemy, its about logistics!
Supply lines, choke points, defensive structures and so forth. In terms of supply lines you need to support and supply troops and ammo to the frontline. So this perfect for uplinks you say, this is exactly what they do.
Yeah except how do you break the supply line? How do you cripple your enemy, you blow up the uplink you say. great where is it?
Oh its inside the enemy line with 5 guys streaming out a second, you can't stop them approaching because its a teleport. So the only way you can take care of the uplink is too assault the base. But we can't get in there to entrenched.
So starve them out . . . . . . .oh wait!
Its supposed to be a tactical spawn point, a way of getting an assult squad behind enemy lines, its the HALO jump of the future, not a supply line. The uplinks work in 16v16 fights, just!!
But imagine 64v64 fights, once you start to get to those sizes your supply shouldn't consist of magic! |
Reiki Jubo
Amarr Templars Amarr Empire
202
|
Posted - 2013.10.22 11:06:00 -
[77] - Quote
Michael Arck wrote:There is no way to nerf the user. The only good idea I read about uplink spam is having a certain radius that prevents uplinks from being so close to each other. Copycat uplinking, while it could be for the best intention, can be too much at times.
this^ |
KalOfTheRathi
Nec Tributis
840
|
Posted - 2013.10.22 11:06:00 -
[78] - Quote
Prius Vecht wrote: -- snip BS and QQ -- Who peed in your soup?
And why take it out on this game, Angry Birds has many more important issues for a Merc of your caliber.
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Zaria Min Deir
Ancient Exiles
203
|
Posted - 2013.10.22 11:07:00 -
[79] - 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 |
Mregomies
the unholy legion of darkstar DARKSTAR ARMY
83
|
Posted - 2013.10.22 11:14:00 -
[80] - Quote
KalOfTheRathi wrote:Prius Vecht wrote: -- snip BS and QQ -- Who peed in your soup? And why take it out on this game, Angry Birds has many more important issues for a Merc of your caliber. Finland mentioned! |
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Mregomies
the unholy legion of darkstar DARKSTAR ARMY
84
|
Posted - 2013.10.22 11:31:00 -
[81] - Quote
I had 8 uplink spam fittings but I deleted them... I use only 1 proto uplink nowdays. spamming is useless and I'm true logi... Proto Caldari logi . I rather start battle with scanner/hive(r)/protoDL fit than 3xDL. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
227
|
Posted - 2013.10.22 11:46:00 -
[82] - Quote
Found it. Cut/paste from another thread:
An intelligent way to impose caps on equipment drops that reward people for specializing in support roles:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you perhaps could reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP wh0re, I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler method but might not reduce the spam as much.
This solution can potentially reduce spam by limiting less specialized players to 1 or 2 uplinks out at a time, but avoids nerfing logis and scouts b/c they can simply skill into it and continue their support role more or less the same. |
Dusters Blog
Galactic News Network
451
|
Posted - 2013.10.22 11:57:00 -
[83] - Quote
Zaria Min Deir wrote: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
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. defenders also have the adv of choosing the best cover to fire from leaving attackers the open areas.
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. |
Zaria Min Deir
Ancient Exiles
203
|
Posted - 2013.10.22 12:23:00 -
[84] - 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 |
RydogV
Shadow Company HQ
475
|
Posted - 2013.10.22 12:44:00 -
[85] - Quote
A team quota combined with proximity restrictions seems an appropriate solution.
It seems lately a lot of players are intent on spamming uplinks to help them farm War Points. I could care less about that but it does clutter up the tactical overhead. You are also just feeding the other team War Points by giving them excess equipment to destroy that serves little purpose besides being redundant.
Proximity is cool because it should clean things up and curb waste at the same time. Personally, I would prefer to know if someone has already dropped an uplink close to where I planned on putting one. |
Dusters Blog
Galactic News Network
451
|
Posted - 2013.10.22 12:50:00 -
[86] - Quote
Zaria Min Deir wrote: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...
that is correct. at the same time I would invite u to check their records. these are the same people who foretold the flaylock disaster while still at fanfest.
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. |
Zaria Min Deir
Ancient Exiles
203
|
Posted - 2013.10.22 13:13:00 -
[87] - 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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Jadu Wen
Xer Cloud Consortium
13
|
Posted - 2013.10.22 13:17:00 -
[88] - 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. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.22 13:20:00 -
[89] - Quote
I think you're going to like this one folks. I haven't seen anything like it before. |
Dusters Blog
Galactic News Network
451
|
Posted - 2013.10.22 13:27:00 -
[90] - Quote
Zaria Min Deir wrote: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.
for the record have supported these from day 1 and love the lore. And your 'programming' of uplinks idea is solid. they simply cant continue in their current form. |
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