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Alldin Kan
Imperfects Negative-Feedback
814
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Posted - 2013.12.06 17:06:00 -
[1] - Quote
- Give it a 10 second cooldown time for each spawn, you will be placed in queue if others are trying to spawn on it and an indicator will display how many.
- Each Uplink has a max of 1 placement (PRO giving 3 is silly).
- Reduce Max Spawns per Uplink.
- Max bonus for spawn timer reduction will be 35% and max for cooldown is 25%, current bonuses result in non-stop waves of enemies.
All the above changes should be mandatory, Team Fortress 2 got teleporting right so why can't Dust get good?
I might edit later, slightly rushed.
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Zekain K
Expert Intervention Caldari State
741
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Posted - 2013.12.06 17:43:00 -
[2] - Quote
No one wants to nurf a crutch.
CALDARI MASTER RACE
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
169
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Posted - 2013.12.06 17:54:00 -
[3] - Quote
Alldin Kan wrote:
- Give it a 10 second cooldown time for each spawn, you will be placed in queue if others are trying to spawn on it and an indicator will display how many.
- Each Uplink has a max of 1 placement (PRO giving 3 is silly).
- Reduce Max Spawns per Uplink.
- Max bonus for spawn timer reduction will be 35% and max for cooldown is 25%, current bonuses result in non-stop waves of enemies.
All the above changes should be mandatory, Team Fortress 2 got teleporting right so why can't Dust get good? I might edit later, slightly rushed.
NO. This would only encourage even MORE uplink spam, because if you cannot spawn at one uplink due to a queue, then you will spawn at another. Uplink spamming is currently thought to be a culprit in lag. Doing this will kill the game. |
Alldin Kan
Imperfects Negative-Feedback
814
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Posted - 2013.12.06 23:33:00 -
[4] - Quote
So I come back hours later and I see no activity here, I suppose what's left of the community here really is terrible...
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Alldin Kan
Imperfects Negative-Feedback
814
|
Posted - 2013.12.06 23:35:00 -
[5] - Quote
Jadd Hatchen wrote:Alldin Kan wrote:
- Give it a 10 second cooldown time for each spawn, you will be placed in queue if others are trying to spawn on it and an indicator will display how many.
- Each Uplink has a max of 1 placement (PRO giving 3 is silly).
- Reduce Max Spawns per Uplink.
- Max bonus for spawn timer reduction will be 35% and max for cooldown is 25%, current bonuses result in non-stop waves of enemies.
All the above changes should be mandatory, Team Fortress 2 got teleporting right so why can't Dust get good? I might edit later, slightly rushed. NO. This would only encourage even MORE uplink spam, because if you cannot spawn at one uplink due to a queue, then you will spawn at another. Uplink spamming is currently thought to be a culprit in lag. Doing this will kill the game. So you didn't read change #2?
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Roy Ventus
Foxhound Corporation General Tso's Alliance
647
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Posted - 2013.12.06 23:37:00 -
[6] - Quote
I'm up with nerfing them as long as they're not too nerfed.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Monkey MAC
Lost Millennium
1162
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Posted - 2013.12.06 23:49:00 -
[7] - Quote
While I agree they need changing, I do not think your suggested ideas will help the uplink problem.
The thing is uplinks are misused because the mechanics allow, its a form of tac insertion in COD Its a way to get almost guaranteed revenge, easily campable and has far too many spawns.
The thing is, uplinks are more of a insertion device, not a spawn point. Its allowing a squad to get behind the enemy line, where your dropships can't go.
However the game is still too small for that kind of meta, so its unlikely it will happen.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
233
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Posted - 2013.12.06 23:49:00 -
[8] - Quote
I have to agree as iam still under the impressions that uplink spam is causeing bad frame drops and possibly even lag spikes simpily put the more uplink i see on field the worse the game seems to play this is not a PC only issue seems to happen in FW and Pubs if enough people do it |
Alldin Kan
Imperfects Negative-Feedback
816
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Posted - 2013.12.06 23:52:00 -
[9] - Quote
Monkey MAC wrote:While I agree they need changing, I do not think your suggested ideas will help the uplink problem.
The thing is uplinks are misused because the mechanics allow, its a form of tac insertion in COD Its a way to get almost guaranteed revenge, easily campable and has far too many spawns.
The thing is, uplinks are more of a insertion device, not a spawn point. Its allowing a squad to get behind the enemy line, where your dropships can't go.
However the game is still too small for that kind of meta, so its unlikely it will happen. You didn't really understand the changes I mentioned did you?
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1328
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Posted - 2013.12.06 23:55:00 -
[10] - Quote
Personally I'd be up for removing them entirely, but this sounds nice. They need to fix the current spam issues though, or else your #2 won't hold any water. They currently just spawn in, drop different kinds of links, swap suits, repeat with new links. It's cut down on the shear number of links, but not the spam itself.
Shields as Weapons
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Funkmaster Whale
Fatal Absolution
1277
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Posted - 2013.12.06 23:57:00 -
[11] - Quote
We've been suggesting changes to equipment spam for a long time, even so far as suggesting it has a large part to do with lag in PC.
Look at the patch notes to see how much they care, and then guess why people don't care to make suggestions anymore.
Let me play you the song of my people!
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Monkey MAC
Lost Millennium
1162
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Posted - 2013.12.07 00:03:00 -
[12] - Quote
Alldin Kan wrote:Monkey MAC wrote:While I agree they need changing, I do not think your suggested ideas will help the uplink problem.
The thing is uplinks are misused because the mechanics allow, its a form of tac insertion in COD Its a way to get almost guaranteed revenge, easily campable and has far too many spawns.
The thing is, uplinks are more of a insertion device, not a spawn point. Its allowing a squad to get behind the enemy line, where your dropships can't go.
However the game is still too small for that kind of meta, so its unlikely it will happen. You didn't really understand the changes I mentioned did you?
Yes, I did, I did not provide feedback on your solution. SOME of your changes are too much.
Mainly the one where you add a 10sec que. Other, prehaps the spawn reduction timer restrictions.
However you could make all droplinks include a landing animation, as if it was a painful transition, like they claim.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Alldin Kan
Imperfects Negative-Feedback
817
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Posted - 2013.12.07 00:05:00 -
[13] - Quote
Zero Harpuia wrote:Personally I'd be up for removing them entirely, but this sounds nice. They need to fix the current spam issues though, or else your #2 won't hold any water. They currently just spawn in, drop different kinds of links, swap suits, repeat with new links. It's cut down on the shear number of links, but not the spam itself. Depot issue may be present for months but logi suits in general needs a big reduction in H/L slots to kill it's slayer role. Not sure how to prevent multiple uplinks from being carried, maybe add something like "Can only equip one uplink".
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Alldin Kan
Imperfects Negative-Feedback
817
|
Posted - 2013.12.07 00:08:00 -
[14] - Quote
Monkey MAC wrote:Alldin Kan wrote:Monkey MAC wrote:While I agree they need changing, I do not think your suggested ideas will help the uplink problem.
The thing is uplinks are misused because the mechanics allow, its a form of tac insertion in COD Its a way to get almost guaranteed revenge, easily campable and has far too many spawns.
The thing is, uplinks are more of a insertion device, not a spawn point. Its allowing a squad to get behind the enemy line, where your dropships can't go.
However the game is still too small for that kind of meta, so its unlikely it will happen. You didn't really understand the changes I mentioned did you? Yes, I did, I did not provide feedback on your solution. SOME of your changes are too much. Mainly the one where you add a 10sec que. Other, prehaps the spawn reduction timer restrictions. However you could make all droplinks include a landing animation, as if it was a painful transition, like they claim. Mercs are "supposedly" genetically modified to handle some inhuman conditions.
Also, the que is needed because being able to spawn at the same time as 5 five other people means objectives won't change sides.
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Dexter307
The Unholy Legion Of DarkStar
645
|
Posted - 2013.12.07 00:12:00 -
[15] - Quote
How about this -only one drop uplink placed per person -when you spawn on one you tate damage since its supposed to be painful. So sapwn with 25% hp for std, 50% for adv, and 75% for proto -only one uplink every 25x25 Meter area |
Monkey MAC
Lost Millennium
1163
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Posted - 2013.12.07 00:16:00 -
[16] - Quote
Alldin Kan wrote:Monkey MAC wrote:Alldin Kan wrote:Monkey MAC wrote:While I agree they need changing, I do not think your suggested ideas will help the uplink problem.
The thing is uplinks are misused because the mechanics allow, its a form of tac insertion in COD Its a way to get almost guaranteed revenge, easily campable and has far too many spawns.
The thing is, uplinks are more of a insertion device, not a spawn point. Its allowing a squad to get behind the enemy line, where your dropships can't go.
However the game is still too small for that kind of meta, so its unlikely it will happen. You didn't really understand the changes I mentioned did you? Yes, I did, I did not provide feedback on your solution. SOME of your changes are too much. Mainly the one where you add a 10sec que. Other, prehaps the spawn reduction timer restrictions. However you could make all droplinks include a landing animation, as if it was a painful transition, like they claim. Mercs are "supposedly" genetically modified to handle some inhuman conditions. Also, the que is needed because being able to spawn at the same time as 5 five other people means objectives won't change sides.
Yes but in the lore about the article being "dropped" instantly gives the clone both an advanced and aggressive form of cancer, so much so the clone body has about 2days of life left.
While I see your point, whenever you take an objective the first thing you do is take care of the uplinks and cru's, so its not really a problem.
Instead you end up nerfing the uplinks infiltration abilities dramatically. Not only do you have to find somewhere safe enough for the uplink, the scout has defend it while the squad "drops" in.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Michael Arck
Anubis Prime Syndicate
1995
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Posted - 2013.12.07 00:17:00 -
[17] - Quote
Just have the uplinks where there's a radius that prohibits other uplinks being dropped a meter or so, from them. It will force people to get tactical instead of copycatting for WP farming.
That's all the uplinks need really. |
Alldin Kan
Imperfects Negative-Feedback
817
|
Posted - 2013.12.07 00:17:00 -
[18] - Quote
Dexter307 wrote:How about this -only one drop uplink placed per person -when you spawn on one you tate damage since its supposed to be painful. So sapwn with 25% hp for std, 50% for adv, and 75% for proto -only one uplink every 25x25 Meter area I hope this isn't the kind of feedack that's in 1.7 Patch notes section...
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Monkey MAC
Lost Millennium
1163
|
Posted - 2013.12.07 00:18:00 -
[19] - Quote
Dexter307 wrote:How about this -only one drop uplink placed per person -when you spawn on one you tate damage since its supposed to be painful. So sapwn with 25% hp for std, 50% for adv, and 75% for proto -only one uplink every 25x25 Meter area
Yes 50,65,80 plus a "drop animation" 15x15, as a last resort.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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I-Shayz-I
I-----I
1552
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Posted - 2013.12.07 00:21:00 -
[20] - Quote
You have the right mindset, but these changes are going about it the wrong way.
1. Your "queue" idea makes it impossible for players to overwhelm an opponent by all spawning in at once. It will also make uplink camping easier.
2. Having only one placement of uplinks is a good idea, but I'd rather have a max of 3 no matter what uplinks you use. For instance if you lay down 2 ADV and switch to get proto uplinks, the first proto one you thow down would work, but the second one would destroy the first ADV uplink you placed.
However, for the current mechanics, having only one per type of uplink is ONLY a good idea if uplinks were then harder to find based on tier (i.e. proto has lower profile than basic). I'll get to this more at the end of the post.
3. Reducing spawns is another nerf that doesn't need to happen. Uplinks should have the one vulnerability of being able to be found and destroyed...so if we were to reduce spawns, the uplinks should then be harder to destroy.
4. Do you remember the closed beta? The different uplink times barely had any effect on spawns, where prototype ones only reduced spawn time to 6-7 seconds from 10. In ambush, the 3 second spawn wasn't even affected. The large decrease in spawn times is a good thing because it encourages players to use better uplinks. ________________________________________
Now, as for the biggest problem for uplinks...they are too easy to find and destroy, which means that players spam them to make sure all of them won't be destroyed (turtles and fish do the same thing when they lay eggs, it's only natural lol). Tacnet shows uplinks way too easily, and scanners can pick up on any type of uplink. If we are to fix uplinks in terms of availability (number of uplinks down at one time), we need to give them (and possibly nanohives/REs too) different profiles.
For instance, if you use ADV uplinks, a player would need to use an ADV scanner or precision modules in order to detect them. Proto uplinks will need to be detected using proto scanners, etc.
With these changes to prevent uplink spam, and the addition of equipment profiles, players will be rewarded with the PLACEMENT of uplinks instead of the spamming of them. _____________________________________
Lastly, you posted about how what's left of the community is terrible...
Um, last I checked this is General Discussions. You are requesting a change in something and seem to want feedback on the subject...I'm assuming you now know where you should have posted this.
Also, with how fast the topics in GD come and go now, sometimes if you post at the wrong time they just get cycled to the second page and no one ever reads or bumps them.
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Spkr4theDead
Red Star. EoN.
1440
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Posted - 2013.12.07 00:26:00 -
[21] - Quote
Alldin Kan wrote:
- Give it a 10 second cooldown time for each spawn, you will be placed in queue if others are trying to spawn on it and an indicator will display how many.
- Each Uplink has a max of 1 placement (PRO giving 3 is silly).
- Drastically reduce Max Spawns per Uplink (STD has 5 spawns, ADV has 7, PRO has 10).
- Max bonus for spawn timer reduction will be 35% and max for cooldown is 25%, current bonuses result in non-stop waves of enemies.
- Add restriction for equipment slot: "Can only equip 1 Uplink". This is to prevent spam from a single suit which would've allowed a team to always be close to objectives. In PC I've met multiple players using tanked Logi dropsuits with the sole purpose of spamming uplinks, death being irrelevant.
All the above changes should be mandatory (#3 may be tweaked as needed), Team Fortress 2 got teleporting right so why can't Dust get good? Edit: Updated #3, added #5 Why do you want to nerf logistics so bad?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Alldin Kan
Imperfects Negative-Feedback
817
|
Posted - 2013.12.07 00:27:00 -
[22] - Quote
Monkey MAC wrote:Yes but in the lore about the article being "dropped" instantly gives the clone both an advanced and aggressive form of cancer, so much so the clone body has about 2days of life left.
While I see your point, whenever you take an objective the first thing you do is take care of the uplinks and cru's, so its not really a problem.
Instead you end up nerfing the uplinks infiltration abilities dramatically. Not only do you have to find somewhere safe enough for the uplink, the scout has defend it while the squad "drops" in.
When I first used an uplink I made sure that it was placed in a hidden spot and that it could be defended. The spawn time won't matter if I carefully placed it and it's still shorter than CRU/Objective spawn. If I'm unable to defend it when needed then it's then it's my fault for being careless with it.
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Alldin Kan
Imperfects Negative-Feedback
817
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Posted - 2013.12.07 00:30:00 -
[23] - Quote
I-Shayz-I wrote:You have the right mindset, but these changes are going about it the wrong way.
1. Your "queue" idea makes it impossible for players to overwhelm an opponent by all spawning in at once. It will also make uplink camping easier.
2. Having only one placement of uplinks is a good idea, but I'd rather have a max of 3 no matter what uplinks you use. For instance if you lay down 2 ADV and switch to get proto uplinks, the first proto one you thow down would work, but the second one would destroy the first ADV uplink you placed.
However, for the current mechanics, having only one per type of uplink is ONLY a good idea if uplinks were then harder to find based on tier (i.e. proto has lower profile than basic). I'll get to this more at the end of the post.
3. Reducing spawns is another nerf that doesn't need to happen. Uplinks should have the one vulnerability of being able to be found and destroyed...so if we were to reduce spawns, the uplinks should then be harder to destroy.
4. Do you remember the closed beta? The different uplink times barely had any effect on spawns, where prototype ones only reduced spawn time to 6-7 seconds from 10. In ambush, the 3 second spawn wasn't even affected. The large decrease in spawn times is a good thing because it encourages players to use better uplinks. ________________________________________
Now, as for the biggest problem for uplinks...they are too easy to find and destroy, which means that players spam them to make sure all of them won't be destroyed (turtles and fish do the same thing when they lay eggs, it's only natural lol). Tacnet shows uplinks way too easily, and scanners can pick up on any type of uplink. If we are to fix uplinks in terms of availability (number of uplinks down at one time), we need to give them (and possibly nanohives/REs too) different profiles.
For instance, if you use ADV uplinks, a player would need to use an ADV scanner or precision modules in order to detect them. Proto uplinks will need to be detected using proto scanners, etc.
With these changes to prevent uplink spam, and the addition of equipment profiles, players will be rewarded with the PLACEMENT of uplinks instead of the spamming of them. _____________________________________
Lastly, you posted about how what's left of the community is terrible...
Um, last I checked this is General Discussions. You are requesting a change in something and seem to want feedback on the subject...I'm assuming you now know where you should have posted this.
Also, with how fast the topics in GD come and go now, sometimes if you post at the wrong time they just get cycled to the second page and no one ever reads or bumps them. There's so much wrong with this post that's it's going to take me a while to make the full reply, brb.
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Nocturnal Soul
Immortal Retribution
1193
|
Posted - 2013.12.07 00:30:00 -
[24] - Quote
Simple add that health reduction when spawning in( the supposed drawback to uplinks) and a placement range. See no need for your CCP nerf bat Aladdin.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Monkey MAC
Lost Millennium
1163
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Posted - 2013.12.07 00:30:00 -
[25] - Quote
Alldin Kan wrote:Monkey MAC wrote:Yes but in the lore about the article being "dropped" instantly gives the clone both an advanced and aggressive form of cancer, so much so the clone body has about 2days of life left.
While I see your point, whenever you take an objective the first thing you do is take care of the uplinks and cru's, so its not really a problem.
Instead you end up nerfing the uplinks infiltration abilities dramatically. Not only do you have to find somewhere safe enough for the uplink, the scout has defend it while the squad "drops" in.
When I first used an uplink I made sure that it was placed in a hidden spot and that it could be defended. The spawn time won't matter if I carefully placed it and it's still shorter than CRU/Objective spawn. If I'm unable to defend it when needed then it's then it's my fault for being careless with it.
Hmm, true, but then half the point of uplinks is useless, I might as well hope for a cloaking module on a dropship and use that. They are designed to be used behind enemy lines, more than defence.
There are plenty of other things you could do instead, trust me.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
184
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Posted - 2013.12.07 04:41:00 -
[26] - Quote
Alldin Kan wrote:Jadd Hatchen wrote:Alldin Kan wrote:
- Give it a 10 second cooldown time for each spawn, you will be placed in queue if others are trying to spawn on it and an indicator will display how many.
- Each Uplink has a max of 1 placement (PRO giving 3 is silly).
- Reduce Max Spawns per Uplink.
- Max bonus for spawn timer reduction will be 35% and max for cooldown is 25%, current bonuses result in non-stop waves of enemies.
All the above changes should be mandatory, Team Fortress 2 got teleporting right so why can't Dust get good? I might edit later, slightly rushed. NO. This would only encourage even MORE uplink spam, because if you cannot spawn at one uplink due to a queue, then you will spawn at another. Uplink spamming is currently thought to be a culprit in lag. Doing this will kill the game. So you didn't read change #2?
I read it, it can be interpreted many ways. I took the way you wrote it to mean that instead of having the advanced and higher levels of drop uplinks be able to support multiple instances from one player, that instead only one would be allowed per player. If you meant something else, then you need to clarify.
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Cosgar
ParagonX
8450
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Posted - 2013.12.07 04:47:00 -
[27] - Quote
Nocturnal Soul wrote:Simple add that health reduction when spawning in( the supposed drawback to uplinks) and a placement range. See no need for your CCP nerf bat Aladdin. Seconded. Spawning with less health seems fitting for the risk vs reward for using an uplink. Let's change one thing at a time. Sweeping changes gave us Uprising 1.0.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Greasepalms
Ahrendee Mercenaries EoN.
291
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Posted - 2013.12.07 05:38:00 -
[28] - Quote
I'd rather have temporary HUD scramble and a huge increase in signature profile.
This way, if you use uplinks to spawn right on top of the action, you'll be disoriented and marked out for every red dot, forcing a more tactical placement of uplinks, further away from the heat. |
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