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Prius Vecht
Red and Silver Hand Amarr Empire
160
|
Posted - 2013.10.20 12:21:00 -
[1] - Quote
Read this piece recently and agreed. http://dustmercs.blogspot.com/2013/10/sandbox-514-making-dust-matter.html#more
Uplinks in Dust are some of the most poorly designed items ever seen in a shooter. They are just too powerful and encourage spam rather than tactical gameplay.
I dont think they should show up unless I actually see one or its scanned, but 1) one uplink should be the max we can put down 2) they have to have a much higher CPU/PG drain. 3) preventing them from being too close to each other is a great idea. if I put one down within 50m of another the existing field should prevent it. 4) lower the amount of spawns 3 milita, 5 standard, 10 advanced and 15 proto.
hopefully they will really balance the cloak before adding it but it scares me looking how OP uplinks still are, so what else can be done to make uplinks better? |
Mregomies
The Unholy Legion Of DarkStar DARKSTAR ARMY
75
|
Posted - 2013.10.20 12:26:00 -
[2] - Quote
Meh... another qq thread |
Operative 1171 Aajli
Bragian Order Amarr Empire
626
|
Posted - 2013.10.20 12:31:00 -
[3] - Quote
Mregomies wrote:Meh... another qq thread
Meh, another person who doesn't understand the stupidity of hammer space. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
250
|
Posted - 2013.10.20 12:49:00 -
[4] - Quote
uplink spam is horrible. its not qq. |
Pent'noir
Algintal Core Gallente Federation
145
|
Posted - 2013.10.20 13:03:00 -
[5] - Quote
I love the spams, please spam some more, so I don't have to constantly be in my DL junk fit. They are a crucial asset. |
Tyjus Vacca
Valor Coalition RISE of LEGION
34
|
Posted - 2013.10.20 13:17:00 -
[6] - Quote
+1 uplink spam the worst. anyone know why they dont always show on the radar now? do u actually have 2 see them now? |
Reiki Jubo
Amarr Templars Amarr Empire
199
|
Posted - 2013.10.20 13:19:00 -
[7] - Quote
100% agree. uplinks need to be fixed. |
Sgt Buttscratch
R 0 N 1 N
915
|
Posted - 2013.10.20 13:50:00 -
[8] - Quote
I think for every uplink someone deploys, the WP spawn bonus should be slashed 1 UL = 25 WP 2 UL = 22 WP 3 UL = 19 WP 4 UL = 16 WP 5 UL = 13 WP 6 UL = 10 WP After 6 UL it should remain at 10 WP
Also after X amount of team uplinks deployed a message of "team quota reached" should appear |
Reiki Jubo
Amarr Templars Amarr Empire
199
|
Posted - 2013.10.20 14:02:00 -
[9] - Quote
Sgt Buttscratch wrote:I think for every uplink someone deploys, the WP spawn bonus should be slashed 1 UL = 25 WP 2 UL = 22 WP 3 UL = 19 WP 4 UL = 16 WP 5 UL = 13 WP 6 UL = 10 WP After 6 UL it should remain at 10 WP
Also after X amount of team uplinks deployed a message of "team quota reached" should appear
like where ur going but disagree with the premise of this. If we only get 2/3 nades the max no of drop uplinks should be 1. uplinks much more powerful than nades. i like separating them by number of spawns instead like the OP said. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
470
|
Posted - 2013.10.20 14:24:00 -
[10] - Quote
I'd be happy with a limit to uplinks by TYPE, rather than a hard cap. Rather than having, say, the maximum active number of all uplink types at the same time, like now, or having a hard cap on uplinks - three, for the purposes of the argument - across all uplink types, I'd be very happy with the ability to have only one type of uplink active at a time. |
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Dusters Blog
Galactic News Network
438
|
Posted - 2013.10.20 14:35:00 -
[11] - Quote
we are glad u liked the piece and we support this movement. uplinks are easily one of the more unbalanced mechanics in the game. you have to be careful with spawns. MAG, for example only allowed APCs as a mobile spawn and limited those to 4 per platoon of 64 soldiers. we are ok with anyone with an equip slot having a drop uplink but raise the cpu & pg, limit them to 1 and dont allow them within 50 yds of each other. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
213
|
Posted - 2013.10.20 15:10:00 -
[12] - Quote
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. |
Skihids
Bullet Cluster
2284
|
Posted - 2013.10.20 15:47:00 -
[13] - Quote
Uplinks keep the intensity of the battle up by spawning at the front.
Pull them without providing alternative transport and you will get a lot more redline matches. Dropships are the obvious replacement, but they won't be viable for months as vehicles are rebalanced.
The entire spawn mechanism needs to be reworked at the same time. Objective spawning needs to be removed and actual clones put in the CRUs to be fought over.
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
213
|
Posted - 2013.10.20 16:06:00 -
[14] - Quote
Skihids wrote:Uplinks keep the intensity of the battle up by spawning at the front.
Pull them without providing alternative transport and you will get a lot more redline matches. Dropships are the obvious replacement, but they won't be viable for months as vehicles are rebalanced.
Exactly. Be careful what you ask for. |
DustMercsBlog
Galactic News Network
84
|
Posted - 2013.10.20 16:23:00 -
[15] - Quote
obv I support the retuning of uplinks. for spawns would like to see the sky spawning kagehoshi mentions. instead of appearing around CRUs. |
Skihids
Bullet Cluster
2285
|
Posted - 2013.10.20 16:43:00 -
[16] - Quote
I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? |
Spkr4theDead
Red Star. EoN.
1088
|
Posted - 2013.10.20 16:55:00 -
[17] - Quote
Prius Vecht wrote:Read this piece recently and agreed. http://dustmercs.blogspot.com/2013/10/sandbox-514-making-dust-matter.html#moreUplinks in Dust are some of the most poorly designed items ever seen in a shooter. They are just too powerful and encourage spam rather than tactical gameplay. I dont think they should show up unless I actually see one or its scanned, but 1) one uplink should be the max we can put down 2) they have to have a much higher CPU/PG drain. 3) preventing them from being too close to each other is a great idea. if I put one down within 50m of another the existing field should prevent it. 4) lower the amount of spawns 3 milita, 5 standard, 10 advanced and 15 proto. hopefully they will really balance the cloak before adding it but it scares me looking how OP uplinks still are, so what else can be done to make uplinks better? The people on here have obviously never participated in PC.
The only thing that needs to be fixed about uplinks is we need at least one variant per meta level that is squad only. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
214
|
Posted - 2013.10.20 17:05:00 -
[18] - Quote
Spkr4theDead wrote:Prius Vecht wrote:Read this piece recently and agreed. http://dustmercs.blogspot.com/2013/10/sandbox-514-making-dust-matter.html#moreUplinks in Dust are some of the most poorly designed items ever seen in a shooter. They are just too powerful and encourage spam rather than tactical gameplay. I dont think they should show up unless I actually see one or its scanned, but 1) one uplink should be the max we can put down 2) they have to have a much higher CPU/PG drain. 3) preventing them from being too close to each other is a great idea. if I put one down within 50m of another the existing field should prevent it. 4) lower the amount of spawns 3 milita, 5 standard, 10 advanced and 15 proto. hopefully they will really balance the cloak before adding it but it scares me looking how OP uplinks still are, so what else can be done to make uplinks better? The people on here have obviously never participated in PC. The only thing that needs to be fixed about uplinks is we need at least one variant per meta level that is squad only.
That makes a lot of sense. It could be the specialist variant with lower fitting costs. If they ever get around to giving Logis bonuses for equipment (like a reduction to fitting costs) you could always increase the costs of the others and keep the squad ones where they are now for use by assaults. |
Obodiah Garro
Tech Guard RISE of LEGION
435
|
Posted - 2013.10.20 17:06:00 -
[19] - Quote
uplinks are fine, besides i just started using them and they make me a ton of WP
TL DR
STFU |
Spkr4theDead
Red Star. EoN.
1088
|
Posted - 2013.10.20 17:15:00 -
[20] - Quote
John Demonsbane wrote:Spkr4theDead wrote:Prius Vecht wrote:Read this piece recently and agreed. http://dustmercs.blogspot.com/2013/10/sandbox-514-making-dust-matter.html#moreUplinks in Dust are some of the most poorly designed items ever seen in a shooter. They are just too powerful and encourage spam rather than tactical gameplay. I dont think they should show up unless I actually see one or its scanned, but 1) one uplink should be the max we can put down 2) they have to have a much higher CPU/PG drain. 3) preventing them from being too close to each other is a great idea. if I put one down within 50m of another the existing field should prevent it. 4) lower the amount of spawns 3 milita, 5 standard, 10 advanced and 15 proto. hopefully they will really balance the cloak before adding it but it scares me looking how OP uplinks still are, so what else can be done to make uplinks better? The people on here have obviously never participated in PC. The only thing that needs to be fixed about uplinks is we need at least one variant per meta level that is squad only. That makes a lot of sense. It could be the specialist variant with lower fitting costs. If they ever get around to giving Logis bonuses for equipment (like a reduction to fitting costs) you could always increase the costs of the others and keep the squad ones where they are now for use by assaults. Gallente Logi bonus is -5% to PG and CPU of equipment per level. |
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Takahiro Kashuken
Red Star. EoN.
1480
|
Posted - 2013.10.20 17:17:00 -
[21] - Quote
Uplinks are fine for infantry
What about vehicle pilots? I can use a Logi DS with an inbuilt MCRU and have 20ppl spawn in it, do i get any WP? no
So how about infantry stop crying which obv works very well for them |
Varjac Theobroma Montenegro
M.T.A.C Assault Operations Command Lokun Listamenn
15
|
Posted - 2013.10.20 17:51:00 -
[22] - Quote
I have never had a problem with the number of links on the field. The problem is the players coming out of them and the support I have to fight them.
If you reduced the number of links on the field, you increase the proportion of wp one squad gets over time--only one place to spawn in. This may possibly lead to faster orbitals. Is that going to be better balanced? Some have mentioned limited space for links, but a scout could get his/her uplink down first before a logi and then null out equipment wp for said logi. To reiterate, suit x performs better than suit y at suit y's designed purpose.
In a match, I have been known to flank an enemy position and destroy 6+ links. I use flux nades and shoot the rest. I also carry a nano hive and can get more grenades. Although I die a few times, removing links doesn't take too long if you bide your time. In this same flank maneuver, I throw my own links to create a surge of players to help me.
I do agree though that there are certain high ground situations that make link removal extremely difficult, but future balance of aerial support may alleviate that high ground imbalance. As there is currently no way to approach a high ground area that has a single FG or swarm effectively.
Cause and effect are trully elusive components, but it seems that the question being proposed is really one of match making. For example: If you are fighting an equally scaled opponent then spawn location and link number should not have as much control over your death. If you are outnumbered it makes sense you should die. If you have more support then you should be able to push. A tactic may be to provide a distraction attack in order for one member to slip behind and start removing links. If your teamwork is better, then over time the opponent's links will not be in as an advantageous position. This has been my experience. So maybe lack of team work and lack of mirrored skills on each team plays a bigger role in this debate. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
255
|
Posted - 2013.10.20 17:59:00 -
[23] - Quote
Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations?
uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics. |
Prius Vecht
Red and Silver Hand Amarr Empire
167
|
Posted - 2013.10.20 18:07:00 -
[24] - Quote
Tolen Rosas wrote:Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics.
^THIS. It has destroyed all tactics..you win now by destroying their uplinks and spamming yours. |
Spkr4theDead
Red Star. EoN.
1088
|
Posted - 2013.10.20 18:07:00 -
[25] - Quote
Tolen Rosas wrote:Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics. That in itself is a tactic, you just haven't had a good enough team to realize tactics yourself.
And uplinks unbalanced? LOL! Try tanking |
Spkr4theDead
Red Star. EoN.
1088
|
Posted - 2013.10.20 18:10:00 -
[26] - Quote
Prius Vecht wrote:Tolen Rosas wrote:Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics. ^THIS. It has destroyed all tactics..you win now by destroying their uplinks and spamming yours. Says the two guys in NPC corps. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
255
|
Posted - 2013.10.20 18:11:00 -
[27] - Quote
ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
255
|
Posted - 2013.10.20 18:14:00 -
[28] - Quote
Spkr4theDead wrote:Prius Vecht wrote:Tolen Rosas wrote:Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics. ^THIS. It has destroyed all tactics..you win now by destroying their uplinks and spamming yours. Says the two guys in NPC corps.
says the guy riding EONs nuts. but ur known as an OP whiner.......so I guess if u arent crying about it maybe I should reconsider. |
Reiki Jubo
Amarr Templars Amarr Empire
199
|
Posted - 2013.10.20 18:16:00 -
[29] - Quote
Tolen Rosas wrote:Spkr4theDead wrote:Prius Vecht wrote:Tolen Rosas wrote:Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics. ^THIS. It has destroyed all tactics..you win now by destroying their uplinks and spamming yours. Says the two guys in NPC corps. says the guy riding EONs nuts. but ur known as an OP whiner.......so I guess if u arent crying about it maybe I should reconsider.
ROFLMAO!!! |
Avallo Kantor
Paladin Survey Force Amarr Empire
207
|
Posted - 2013.10.20 18:18:00 -
[30] - Quote
Personally, I rather like the idea of droplinks, however I would agree with a notion that droplinks shouldn't be able to be placed too close together.
That said, the range between uplinks does not need to be extreme, perhaps only 10 - 15 meters, but just enough to prevent 5 uplinks from being placed all on top of each other. (For added tactical value, make the range apply to enemy uplinks and CRUs, and points)
if this code could be written, then perhaps another piece of equipment could be added, some EWAR, or a Uplink Scrambler. Using the (can't place uplink with X range of each other) value, the Scrambler would simply be something that could be placed to stop uplinks being dropped within a much larger range (say 20 - 40 meters depending on type) however would not stop uplinks Already placed. |
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Spkr4theDead
Red Star. EoN.
1089
|
Posted - 2013.10.20 18:19:00 -
[31] - Quote
Tolen Rosas wrote:Spkr4theDead wrote:Prius Vecht wrote:Tolen Rosas wrote:Skihids wrote:I'd like to know just what people object to when they say "Uplink spam".
What precisely is the issue that will get "fixed" by the proposed limitations? uplinks probly the most unbalanced part of this game still in and thats saying something. corps just spam uplinks around an objective and keep spawning there instead of using any tactics. ^THIS. It has destroyed all tactics..you win now by destroying their uplinks and spamming yours. Says the two guys in NPC corps. says the guy riding EONs nuts. but ur known as an OP whiner.......so I guess if u arent crying about it maybe I should reconsider. What does me being in R*S and part of the EoN alliance have to do with anything? |
Spkr4theDead
Red Star. EoN.
1089
|
Posted - 2013.10.20 18:20:00 -
[32] - Quote
Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. Why are you interjecting a weapon into a discussion about uplinks? |
Delanus Turgias
Subdreddit Test Alliance Please Ignore
149
|
Posted - 2013.10.20 18:33:00 -
[33] - Quote
Spkr4theDead wrote:Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. Why are you interjecting a weapon into a discussion about uplinks? Because they're worthless scrubs. If they really want to fix uplink "spam", the solution has nothing to do with the uplinks themselves and everything to do with the core gameplay. They're also trying to play an ad hominem argument by insulting your corporation, which we all know makes them totally correct.
Scrubs, please kill yourselves repeatedly. It's all you're good for. |
Tyjus Vacca
Valor Coalition RISE of LEGION
34
|
Posted - 2013.10.20 18:37:00 -
[34] - Quote
Spkr4theDead wrote:Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. Why are you interjecting a weapon into a discussion about uplinks?
because unbalance is unbalance whether its an item or weapon, bro. And please call me a scrub...dare you. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
218
|
Posted - 2013.10.20 18:37:00 -
[35] - Quote
Takahiro Kashuken wrote:Uplinks are fine for infantry
What about vehicle pilots? I can use a Logi DS with an inbuilt MCRU and have 20ppl spawn in it, do i get any WP? no
So how about infantry stop crying which obv works very well for them
That's lame and should be fixed. No reason for that to be different than other spawns. |
Spkr4theDead
Red Star. EoN.
1093
|
Posted - 2013.10.20 18:38:00 -
[36] - Quote
Tyjus Vacca wrote:Spkr4theDead wrote:Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. Why are you interjecting a weapon into a discussion about uplinks? because unbalance is unbalance whether its an item or weapon, bro. And please call me a scrub...dare you. Scrub
What now? |
Prius Vecht
Red and Silver Hand Amarr Empire
167
|
Posted - 2013.10.20 18:41:00 -
[37] - Quote
Spkr4theDead wrote:Tyjus Vacca wrote:Spkr4theDead wrote:Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. Why are you interjecting a weapon into a discussion about uplinks? because unbalance is unbalance whether its an item or weapon, bro. And please call me a scrub...dare you. Scrub What now?
pretty sure he's one of the best snipers in the game. He's saying he's not a scrub....not that he's going to come 2 ur house, idiot. |
Kushmir Nadian
Valor Coalition RISE of LEGION
312
|
Posted - 2013.10.20 18:45:00 -
[38] - Quote
Speaker you've been out in the sun too long or something.
Uplink spam (among many other things) one of the main reasons I barely play this game anymore. Came to the forums to see what people thought of the EVE Vegas info.
Sorry, no one with a brain thinks uplinks are operating as intended. The pure fail behind their design means cloaks will probably be the nail in Dust's coffin. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
220
|
Posted - 2013.10.20 18:46:00 -
[39] - Quote
Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced.
That's a specious argument at best. I mentioned this in my post. Weapons are a completely different thing, when one weapon does the job of multiple others, and better, that's unbalanced. When people stop using primary weapons and dual wield sidearms there's an obvious problem. When there's only the one kind of spawn mechanic that everyone can use equally, what exactly is it unbalanced against? Only spawning from the MCC? Good quality competitive squads use more than just assault class players. Should be we get rid of logis and heavies too? Just because winning teams use something doesn't make it inherently unfair. That's an idiotic defense of your point, it proves nothing. |
Spkr4theDead
Red Star. EoN.
1093
|
Posted - 2013.10.20 18:52:00 -
[40] - Quote
Prius Vecht wrote:Spkr4theDead wrote:Tyjus Vacca wrote:Spkr4theDead wrote:Tolen Rosas wrote:ur alliance leader says different. Mavado Noriega has even admitted how bad uplink spam is.
if u like it because it helps u win or get most of your points from it, fine. but right now ur the guy saying uprising flaylocks are balanced. Why are you interjecting a weapon into a discussion about uplinks? because unbalance is unbalance whether its an item or weapon, bro. And please call me a scrub...dare you. Scrub What now? pretty sure he's one of the best snipers in the game. He's saying he's not a scrub....not that he's going to come 2 ur house, idiot. Having a Charge and Thale's doesn't make you good. If he could get headshots with ADV rifles, then he could be considered good. |
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Prius Vecht
Red and Silver Hand Amarr Empire
167
|
Posted - 2013.10.20 18:53:00 -
[41] - Quote
ur talking about flawed logic? please check what u wrote..any class except heavies can use uplinks too. the same way anyone could use flaylocks. logic fail trying to correct others. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
221
|
Posted - 2013.10.20 19:23:00 -
[42] - Quote
Prius Vecht wrote:ur talking about flawed logic? please check what u wrote..any class except heavies can use uplinks too. the same way anyone could use flaylocks. logic fail trying to correct others.
I did read it. Read it twice when I edited it to make sure it was accurate. I'm still waiting to hear what uplinks are unbalanced against. Flaylocks were unbalanced against mass drivers, for example. Reading comprehension fail. Again, attacking the argument of others without offering alternatives is not actually an argument. I'm done with this thread unless one of you trolls can come up with a coherent argument. This is an abject waste of my time. |
Spkr4theDead
Red Star. EoN.
1093
|
Posted - 2013.10.20 20:17:00 -
[43] - Quote
John Demonsbane wrote: How about you come up with an idea to make them more useful? "Uplinks are stoopid and I want moar SP for killing" is not a solution.
Incidentally, if whomever that was IS "one of the best snipers in the game" (or perhaps his alt is at least, tough guy, daring people to call him a scrub, how else is spkr supposed to interpret that, lol), what is his beef with uplinks? He wants people to have to run across open plains to be easy targets?
I think you hit the nail on the head. |
Spkr4theDead
Red Star. EoN.
1093
|
Posted - 2013.10.20 20:19:00 -
[44] - Quote
Prius Vecht wrote:ur talking about flawed logic? please check what u wrote..any class except heavies can use uplinks too. the same way anyone could use flaylocks. logic fail trying to correct others. Every class can use a flaylock, Thale's or Duvolle TAR. Should it be nerfed so that only Logis can use the flaylock, snipers the Thale's, and assault the Duvolle TAR?
What exactly is your problem with forward spawns? |
Prius Vecht
Red and Silver Hand Amarr Empire
167
|
Posted - 2013.10.21 00:03:00 -
[45] - Quote
nothing unless being able to spawn right on the objective on a 400m map second only to gun game when it comes to winning. It needs to be toned down so that tactics can better evolve.
like that Dust wont let people spawn on top of friendlies like BF but letting people drop 3 uplinks in target area almost just as bad. |
Skihids
Bullet Cluster
2287
|
Posted - 2013.10.21 05:12:00 -
[46] - Quote
I see that the thread has been derailed and nobody articulated precisely what problem is caused by "uplink spam" that any of these suggested limitations solve.
All I've heard is "I don't like them for some unspecified reason, so do X to them."
We can't begin to discuss the merits of any of these proposed changes if we don't know the issue it's supposed to fix, much less if we agree that the issue is really a problem.
Uplink placement IS a tactic. As a Logi I shape the battle by strategic placement of my uplinks. I decide where the front line is by where I put them, and that is often a decisive factor in the tide of battle. That takes much more time, risk, and thought than throwing a few in a pile and should be rewarded. |
DustMercsBlog
Galactic News Network
84
|
Posted - 2013.10.21 09:32:00 -
[47] - Quote
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/NewEdenGNN
not one suggested uplink spam was not a problem, NOT ONE. moreso many of the suggestions were the same Prius made in the OP. |
Chilled Pill
Pro Hic Immortalis
231
|
Posted - 2013.10.21 10:09:00 -
[48] - Quote
Nothing frustrates me more than going against a team with uplinks in places where only dropships can get to. |
Spkr4theDead
Red Star. EoN.
1100
|
Posted - 2013.10.21 10:54:00 -
[49] - Quote
Prius Vecht wrote:nothing unless being able to spawn right on the objective on a 400m map second only to gun game when it comes to winning. It needs to be toned down so that tactics can better evolve.
like that Dust wont let people spawn on top of friendlies like BF but letting people drop 3 uplinks in target area almost just as bad. Yeah, spawning on someone with today's technology is balanced, but spawning on a teleporter 20,000 years into the future is unbalanced.
Do you even sci-fi? |
Spkr4theDead
Red Star. EoN.
1100
|
Posted - 2013.10.21 10:58:00 -
[50] - Quote
Skihids wrote:I see that the thread has been derailed and nobody articulated precisely what problem is caused by "uplink spam" that any of these suggested limitations solve.
All I've heard is "I don't like them for some unspecified reason, so do X to them."
We can't begin to discuss the merits of any of these proposed changes if we don't know the issue it's supposed to fix, much less if we agree that the issue is really a problem.
Uplink placement IS a tactic. As a Logi I shape the battle by strategic placement of my uplinks. I decide where the front line is by where I put them, and that is often a decisive factor in the tide of battle. That takes much more time, risk, and thought than throwing a few in a pile and should be rewarded. I wouldn't bother with them. They're in NPC corps. I'm gonna go out on a limb and say that even before Dust, they weren't part of an organized clan or guild, so they wouldn't know about full-team tactics, nevermind small squad tactics.
I'm mainly a tanker, but am skilled into PRO forge, ADV HMG, ADV links, PRO rep tools, and ADV nanohives. I know what it's like to be infantry, and it's so incredibly easy. In a pub match before going to another PC, I pulled over 3000 WP out from somewhere. I have the two guys in my squad that would confirm it.
Infantry is easy. |
|
Spkr4theDead
Red Star. EoN.
1100
|
Posted - 2013.10.21 11:01:00 -
[51] - Quote
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. |
Spkr4theDead
Red Star. EoN.
1100
|
Posted - 2013.10.21 11:02:00 -
[52] - Quote
Chilled Pill wrote:Nothing frustrates me more than going against a team with uplinks in places where only dropships can get to. Get a pilot. |
Niuvo
The Phoenix Federation The Ascendancy
638
|
Posted - 2013.10.21 11:11:00 -
[53] - Quote
A pro uplink that is invisible to adv scanners, radar and map. ? You can still see it on the ground and destroy it. It should be a pg/cpu drain. Max spawns 5. 10% time delay. 1 active at a time. Only you and squad can see it. ? |
Sir Petersen
Valhalla Nord
387
|
Posted - 2013.10.21 11:13:00 -
[54] - Quote
The uplinks are just fine the way they are now. You don-¦t need to fix something that is not broken. |
Anarchide
Greedy Bastards
1256
|
Posted - 2013.10.21 11:18:00 -
[55] - Quote
Oh noes!! The Nerflings are back!
Get the Nerficide, quickly! |
Mad Syringe
Black Phoenix Mercenaries
25
|
Posted - 2013.10.21 11:21:00 -
[56] - Quote
Uplinks are a counter to mob warfare...
If you zerg over a map with your "superior gungame" some well placed uplinks are what will bring you down.
If you don't get, that zerging has nothing to do with tactics, than nobody can help you.
Get a scanner, get them uplinks or better yet, get some good logis in your squad.
The only problem with uplinks, is the framerate issue in matches where a lot of them are deployed (also hives) that's it.
So simplify the animations, or whatever is necessary to improve framerate, and we're fine.
Also the more uplinks on one place the easier they are taken out with a flux nade... just sayin!
Cheers |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
887
|
Posted - 2013.10.21 11:30:00 -
[57] - Quote
Horrible, horrible article, I disagree entirely.
Yeah, let's make it "Call of the Battlefield"...
DUST needs changes but none of them will keep me playing this game. |
Pandora Mars
Afterlife Overseers
384
|
Posted - 2013.10.21 11:35:00 -
[58] - Quote
Keri Starlight wrote:Horrible, horrible article, I disagree entirely. Yeah, let's make it "Call of the Battlefield"... DUST needs changes but none of them will keep me playing this game.
lol yes. Stopped reading at: "Heavies outrunning a scout" |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
225
|
Posted - 2013.10.21 11:43:00 -
[59] - Quote
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.
All I saw was one thing from Nova Knife and 3 people agreeing. Well the one person suggested misspawns, which my god the ragequittjng would be ridiculous.
The argument that they "destroy tactics" is an interesting one. If you mean zerging, I'm not sure that's a better alternative. It all depends on your definition of tactics, you see. I would consider placing an out of the way but not too out of the way uplink near our rear objectives ( close enough to be useful but not to be seen by flankers coming to get the objective) an excellent tactic to prevent being outflanked. Same thing with a more forward objective so that you are not taken completely out of it by a Zerg rush, you respawn off to the side and try to outflank them.
I'd like to also point out that I too am not suggesting that spam is not a problem. What I ma saying is that some of the poorly thought out (and even more poorly presented/defended) "solutions" made here are just another massive nerf to,logis, penalize specialization, and slow the battles down significantly. There are other ways to do it besides arbitrary caps and nerfing WP. Beyond what I've listed here there are some other ideas I put in an earlier thread, I'll have to dig them up. Basically it was an equipment proficiency skill which dictated how many pieces of equipment you could have active at one time. That rewards specialization and keeps any random from throwing 3 uplinks at the supply depot and another 2 inside the same objective housing all within 20m of each other. |
DustMercsBlog
Galactic News Network
84
|
Posted - 2013.10.21 11:49:00 -
[60] - Quote
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. |
|
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.
|
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.
|
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! |
|
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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Mass Heals
Subsonic Synthetics
102
|
Posted - 2013.10.22 13:45:00 -
[91] - Quote
Skihids wrote:Objective spawning needs to be removed and actual clones put in the CRUs to be fought over.
THIS. This sounds awesome. |
Prius Vecht
Red and Silver Hand Amarr Empire
167
|
Posted - 2013.10.22 14:00:00 -
[92] - Quote
kagehoshi had a great idea where invisible RDVs drop people instead of spawning out of thin air which also bows to lore. could stop spawn camping too. |
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