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Reav Hannari
Red Rock Outriders
1798
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Posted - 2013.11.12 13:20:00 -
[31] - Quote
deezy dabest wrote:Any limit on uplinks / hives is BEGGING for trollage and would probably create MORE server load than what is already there by forcing it to not only do what its doing now but also track placement / order of placement etc..
Lets say you make it so that once you drop your limit no more can be dropped. What happens when some logi drops out of the MCC hits the redline supply depot and immediately spams the limit right there? YOU LOSE, not to mention the fact that so few people would run logi we would probably never see any equipment anyway due to the fact that no one is going to gamble a 100k squishy suit on maybe being able to put his equipment down.
Then lets say instead you simply blow up the earliest placed equipment when a new piece over the limit is dropped, now that same logi waits until you are mid firefight grabs the redline SD and proceeds to remove all of your equipment on the front line. Have fun not getting pushed back with all your hives and uplinks gone.
I can go on and on with the scenarios of how any of the limits is a bad idea but its all hypothetical garbage so I will just get to my point.
FIX THE EFFING SERVER IF ITS LAGGING. REMOVING PARTS OF THE GAME TO TRY TO WORKAROUND THE SOLUTION LEADS TO A BIG FAT NOTHING.
My suggested limit is per player, not per team. Just expand the current mechanics from per player by type to per player total.
AKA: Rees Noturana https://twitter.com/reesnoturana
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Sgt Buttscratch
R 0 N 1 N
977
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Posted - 2013.11.12 13:34:00 -
[32] - Quote
I would like to see map limits on equipment amounts, and diminishing returns on multiple uplinks
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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SponkSponkSponk
The Southern Legion The Umbra Combine
509
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Posted - 2013.11.12 13:57:00 -
[33] - Quote
the lag is a bad thing, yeah, but uplink spam is also bad gameplay.
Dropping thirty uplinks around a point makes it a game of 'kill the uplink' rather than 'kill the enemy'; it also devalues the transport ability of vehicles and makes deep strikes against remote control points useless.
I am in favour of an exclusion zone around uplinks. As soon as someone spawns on an uplink, any other uplink that's too close is destroyed or damaged.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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DUST Fiend
OSG Planetary Operations Covert Intervention
7519
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Posted - 2013.11.12 14:12:00 -
[34] - Quote
I've always found it funny how CCP straight up refuses to reward pilots for spawns, yet they generously reward people who drop an uplink and forget about it
Fan Fiction
\ Broke Dropship Pilot /
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Vrain Matari
ZionTCD Public Disorder.
1208
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Posted - 2013.11.12 14:24:00 -
[35] - Quote
This first approach would be to resolve the problems with the code. This is worth serious investment on CCP's part - what happens when match size starts to scale. How will we ever have 64 vs. 64 if CCP can't get this working now?
As for the OP, i would like a hard cap on deployed hive/uplinks per merc to be considered only after CCP has been utterly defeated by the coding problem. I believe it would bee too easy to cheese the technical problems if a development team knew they were working with a hard cap. |
Reav Hannari
Red Rock Outriders
1799
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Posted - 2013.11.12 14:33:00 -
[36] - Quote
Vrain Matari wrote:I believe it would bee too easy to cheese the technical problems if a development team knew they were working with a hard cap.
Excellent point and wording too.
AKA: Rees Noturana https://twitter.com/reesnoturana
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