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Himiko Kuronaga
Fatal Absolution
2395
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Posted - 2013.11.26 18:23:00 -
[1] - Quote
Uplink spam.
-- Does not contribute anything to this game strategically because almost anyone can carry several.
-- Turns laggy PC matches into slideshows.
-- Makes end-game tactic revolve around putting out the most uplinks while destroying the enemies, turning the game into high-level whack-a-mole.
-- Detracts from the strategic value of capturable installations like CRUs.
-- Takes away from the gun game because your primary focus is always on killing uplinks instead of enemies.
-- Removes almost any use for vehicular CRU's.
-- Makes dropships pointless in the late game, unless they are constantly being used to kamikaze into forge gunners.
Frankly, I wouldn't be opposed to just having the damn things outright removed in favor of better CRU mechanics. |
Awry Barux
Paladin Survey Force Amarr Empire
379
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Posted - 2013.11.26 18:26:00 -
[2] - Quote
A nerf, absolutely. Maybe make it 1 total per level of drop uplink deployment skill? |
noob cavman
A.N.O.N.Y.M.O.U.S. Renegade Alliance
216
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Posted - 2013.11.26 18:27:00 -
[3] - Quote
Im not a fan of slideshows nor the crazy noises my ps3 sometimes make in laggy pc
My view on knives..... I DON'T KNOW WHAT IM DOING @_@
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DRASTYCK MEAXUREZ
CoRp KiLLeRz
10
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Posted - 2013.11.26 18:29:00 -
[4] - Quote
not sure when .. but they have said that there will be a certain distance between uplinks soon .. meaning u cant stacked them all close to each other .. they will have to be a certain distance apart.. that will help a lot \ |
Himiko Kuronaga
Fatal Absolution
2397
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Posted - 2013.11.26 18:29:00 -
[5] - Quote
Awry Barux wrote:A nerf, absolutely. Maybe make it 1 total per level of drop uplink deployment skill?
By that logic it would be possible to have 160 uplinks on the field at any given time. |
Mortedeamor
WASTELAND JUNK REMOVAL Top Men.
866
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Posted - 2013.11.26 18:29:00 -
[6] - Quote
something really need to be done about uplink spamm i want each person to be limited to 8 active gear on the field at one time regardless of type
this will also eliminate nano spamm...although note not severly for proto logi's we only need to lay what 2 triage hive 2 alloteks and 2 ishukone hives 2 inperial uplinks that is my standard ..i dont understand why logis need to lay 30 nanos and 30 uplinks to get wp |
Mdog 24158
Crux Special Tasks Group Gallente Federation
28
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Posted - 2013.11.26 18:32:00 -
[7] - Quote
Himiko Kuronaga wrote:Uplink spam.
-- Does not contribute anything to this game strategically because almost anyone can carry several.
-- Turns laggy PC matches into slideshows.
-- Makes end-game tactic revolve around putting out the most uplinks while destroying the enemies, turning the game into high-level whack-a-mole.
-- Detracts from the strategic value of capturable installations like CRUs.
-- Takes away from the gun game because your primary focus is always on killing uplinks instead of enemies.
-- Removes almost any use for vehicular CRU's.
-- Makes dropships pointless in the late game, unless they are constantly being used to kamikaze into forge gunners.
Frankly, I wouldn't be opposed to just having the damn things outright removed in favor of better CRU mechanics. Max number of drop uplinks should be capped for each team
Flying derpships and scout shotgunning 24/7 quite fun i must say
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Himiko Kuronaga
Fatal Absolution
2397
|
Posted - 2013.11.26 18:33:00 -
[8] - Quote
Mortedeamor wrote:something really need to be done about uplink spamm i want each person to be limited to 8 active gear on the field at one time regardless of type
this will also eliminate nano spamm...although note not severly for proto logi's we only need to lay what 2 triage hive 2 alloteks and 2 ishukone hives 2 inperial uplinks that is my standard ..i dont understand why logis need to lay 30 nanos and 30 uplinks to get wp
If half of each team is running uplinks it still works out to 128 uplinks on the field.
And yes, people WILL do that. |
Lynn Beck
Granite Mercenary Division Top Men.
264
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Posted - 2013.11.26 18:45:00 -
[9] - Quote
8 per person is still better than 50 per person, i support.
-Newly proclaimed Lazor riffle specialist-
"You said yourself fantastically 'congratulations you are all alone.'"
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Llast 326
An Arkhos
569
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Posted - 2013.11.26 18:57:00 -
[10] - Quote
I am going to track how many wp I make off my Flux runsGǪ I think it is a lot
I am apparently not the only fool
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calisk galern
BurgezzE.T.F Public Disorder.
1279
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Posted - 2013.11.26 19:00:00 -
[11] - Quote
my suggestion has and always will be, max number of uplinks per suit no matter which type you drop. |
Heavenly Daughter
the Aurum Grinder and Company
166
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Posted - 2013.11.26 19:01:00 -
[12] - Quote
Mortedeamor wrote:something really need to be done about uplink spamm i want each person to be limited to 8 active gear on the field at one time regardless of type
Damn, just how many pieces are you laying at one time if you want it limited to 8. ?
. __
/.)\ Nade | Scan Attempt Prevented |
\__/ 514 | Longest Shot 588 Mtrs |
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VAHZZ
Gallente Federation
369
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Posted - 2013.11.26 19:01:00 -
[13] - Quote
NERF THAT SHISH!
The merc with a mouth - beware of random bouts of insanity! - and trolling
~
Proud Sniper Scout
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ratamaq doc
Edge Regiment
147
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Posted - 2013.11.26 19:03:00 -
[14] - Quote
Mdog 24158 wrote:Himiko Kuronaga wrote:Uplink spam.
-- Does not contribute anything to this game strategically because almost anyone can carry several.
-- Turns laggy PC matches into slideshows.
-- Makes end-game tactic revolve around putting out the most uplinks while destroying the enemies, turning the game into high-level whack-a-mole.
-- Detracts from the strategic value of capturable installations like CRUs.
-- Takes away from the gun game because your primary focus is always on killing uplinks instead of enemies.
-- Removes almost any use for vehicular CRU's.
-- Makes dropships pointless in the late game, unless they are constantly being used to kamikaze into forge gunners.
Frankly, I wouldn't be opposed to just having the damn things outright removed in favor of better CRU mechanics. Max number of drop uplinks should be capped for each team
Why that idea fails is the one bluefool who drops 20 at the supply depot removes the ability for the rest of the team to use them at all. I'll go for that idea if they allow for friendly equipment killing. |
TechMechMeds
Swamp Marines Kleenex Inc.
1511
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Posted - 2013.11.26 19:07:00 -
[15] - Quote
Himiko Kuronaga wrote:Uplink spam.
-- Does not contribute anything to this game strategically because almost anyone can carry several.
-- Turns laggy PC matches into slideshows.
-- Makes end-game tactic revolve around putting out the most uplinks while destroying the enemies, turning the game into high-level whack-a-mole.
-- Detracts from the strategic value of capturable installations like CRUs.
-- Takes away from the gun game because your primary focus is always on killing uplinks instead of enemies.
-- Removes almost any use for vehicular CRU's.
-- Makes dropships pointless in the late game, unless they are constantly being used to kamikaze into forge gunners.
Frankly, I wouldn't be opposed to just having the damn things outright removed in favor of better CRU mechanics.
It could be limited to one type of uplink active at any time per person.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Awry Barux
Paladin Survey Force Amarr Empire
380
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Posted - 2013.11.26 19:08:00 -
[16] - Quote
Himiko Kuronaga wrote:Awry Barux wrote:A nerf, absolutely. Maybe make it 1 total per level of drop uplink deployment skill? By that logic it would be possible to have 160 uplinks on the field at any given time.
Perhaps a team limit is warranted, then, though I have concerns about the team limit in terms of correct prioritization of well-placed uplinks vs idiot blueberry uplinks.
In any case, 5 per person is better than 25 per person, which is the current system. At the very least, every team member would have to contribute to uplink spam as a strategy rather than one-two people being able to lay down their own forest. |
Himiko Kuronaga
Fatal Absolution
2406
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Posted - 2013.11.26 19:16:00 -
[17] - Quote
Even 25 uplinks on the field, total, is a bad idea.
Think about that. In order to gain control over an area, you have to go on an easter egg hunt to kill 25 uplinks.
Does that seem like fun gameplay to you?
It isn't. A handful of uplinks per team should be allowed and thats it. Or completely remove them from the game, which is probably a far better idea as it gives more value to mobile CRU's. |
George Moros
Area 514
195
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Posted - 2013.11.26 19:17:00 -
[18] - Quote
IMHO, there are a number of possible ways to resolve the uplink spam:
Remove equipment slot from assaults (only from assaults, keep it on medium basic frame). That should, at least somewhat, reduce the uplink spam. If removing equipment slot from assaults would cause too much tears on the forums, an alternative idea would be to make certain types of equipment usable only by the logi suit. Namely, drop uplinks and repair tools.
Also, the proposed idea where the maximum number of active uplinks for a player is limited by the Drop Uplink Deployment skill should also help, at least a bit.
Reduce the number of spawns per uplink - they would be spent faster, so fewer would be active on the field.
Pulvereus ergo queritor.
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Atiim
Living Like Larry Schwag
1379
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Posted - 2013.11.26 19:20:00 -
[19] - Quote
How about making it to where you can only have an uplink within x meters of another uplink
As well as nerfing the total amount of uplinks a team can have active simultaneously.
Check out my corp's new website here :D
-HAND
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Th3rdSun
L.O.T.I.S. Public Disorder.
506
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Posted - 2013.11.26 19:21:00 -
[20] - Quote
I almost feel like assault classes should be able to carry uplinks at all,or they should cost double the CPU and PG than logis and scouts. |
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Himiko Kuronaga
Fatal Absolution
2412
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Posted - 2013.11.26 19:59:00 -
[21] - Quote
Th3rdSun wrote:I almost feel like assault classes shouldn't be able to carry uplinks at all,or they should cost double the CPU and PG than logis and scouts.
EDIT:
In fact just thinking about it more,scouts should carry uplinks at normal CPU/PG output,logis at would require 25% more per module,and assaults at 50% more.Doing this would put class restrictions on uplinks(and this could be applied to other equipment as well) without totally eliminating the ability to use class specific equipment off of it's class.
Why the hell should a person be carrying more than one uplink at all?
Why do I have to scour the map to undo the damage one individual has wrought, long after I've killed him multiple times?
All while knowing that while im hunting his multiple uplinks, he is simply putting down more to replace them?
It's stupid. |
1st Lieutenant Tiberius
0uter.Heaven Proficiency V.
582
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Posted - 2013.11.26 20:10:00 -
[22] - Quote
Gonna try out a PC match where both sides agree to use 0 uplinks and only spawn on Objectives and CRUs, Ill let you know how it goes once I do it.
Definitely agree with the uplink spam, somethings gotta be done +1
The Sinwarden
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
455
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Posted - 2013.11.26 20:15:00 -
[23] - Quote
I've suggested this before:
Make a drop uplink proficiency skill, separate from the current uplink skill. X number of uplinks can be active depending on your level (the exact number is debatable, maybe 1-2 at prof 0 and then 1 more per level?). That way you can partially eliminate the "idiot blueberry" factor from the equation because you need to make a pretty decent SP investment before you can drop more than 1 at a time. It also keeps it a viable mechanic for scouts and logi's to use them to their squad's advantage.
IMO, the problem with a per-person cap is that a set number of uplinks are always going to be dropped (1 or 2 per objective in skirmish, for example). If the squad/'s one or two dedicated logi's/scouts cant drop them themselves, then more people will start carrying them to compensate.
I read that they (CCP) are trying to make squad equipment a different color, so that will also help b/c if people just use their squad's uplinks, the random blueberry spam will become less profitable and that will also reduce it, why bother if you won't be getting WP? The idea to make a radius around which you can't have 2 active sounds good as well, as does the concept of an ewar uplink jammer multiple people have proposed. More toys is always nice.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Th3rdSun
L.O.T.I.S. Public Disorder.
506
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Posted - 2013.11.27 00:36:00 -
[24] - Quote
Himiko Kuronaga wrote:Th3rdSun wrote:I almost feel like assault classes shouldn't be able to carry uplinks at all,or they should cost double the CPU and PG than logis and scouts.
EDIT:
In fact just thinking about it more,scouts should carry uplinks at normal CPU/PG output,logis at would require 25% more per module,and assaults at 50% more.Doing this would put class restrictions on uplinks(and this could be applied to other equipment as well) without totally eliminating the ability to use class specific equipment off of it's class. Why the hell should a person be carrying more than one uplink at all? Why do I have to scour the map to undo the damage one individual has wrought, long after I've killed him multiple times? All while knowing that while im hunting his multiple uplinks, he is simply putting down more to replace them? It's stupid. So then he dies,respawns,and puts down another uplink.Sure he isn't dropping three at a time,but if that person is running BPOs and doesn't care about KDR,he could just constantly suicide to drop multiple uplinks.
Maybe I missed it,but it sounds like you just don't want uplinks at all.
Honestly,I couldn't care less if uplinks were totally removed,but if they aren't,there are definitely ways to rework them to make them more balanced. |
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