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Cosgar
ParagonX
8809
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Posted - 2013.12.17 06:08:00 -
[1] - Quote
Quote:The drop uplink is a slave transponder, a short-range tether that produces the precise spatial coordinates necessary to generate a localised wormhole, traversal of which allows the user to travel short distances instantly. Highly experimental, the process is excruciatingly painful and exposes organic tissue to excessive radiation, resulting in accelerated cellular decay and, ultimately, death.
Okay, so maybe instead of having a merc randomly die after a set period of time after spawning from an uplink, we can balance them based on this: Spawners come in with a percentage of total shields/armor based on uplink tier. Very similar to nanite injectors, a player will spawn in with 30/50/80% of their shields/armor for militia/standard, advanced, and prototype uplinks.
Additional adjustments to how uplinks operate across the tiers might need some looking into to round this out. I don't really have all my thoughts together on this quite yet. Of the top of my head though, we can narrow it down to 3 different variants across the tiers, with only two for standard and one for milita respectively. These different variants can include squad only uplinks with high amounts of spawns, team/squad based uplinks with a moderate amount of spawns, and team/squad based uplinks that have a fast spawn rate but the lowest count out of the variants.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Awry Barux
Paladin Survey Force Amarr Empire
422
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Posted - 2013.12.17 06:14:00 -
[2] - Quote
This system would massively favor shield tankers, for obvious reasons. Dislike. Maybe instead have it give a 50-30-10% weapon damage reduction for 10 seconds? I agree a change should be made, but your suggested change is not the right one.
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Terry Webber
Turalyon 514 Turalyon Alliance
364
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Posted - 2013.12.17 07:04:00 -
[3] - Quote
Maybe we can fix the uplink spam by increasing their spawn times when they are in close proximity to each other. The lore could explain this as interference caused by the wormholes they create.
Join Turalyon 514!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7500
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Posted - 2013.12.17 07:10:00 -
[4] - Quote
Krom Ganesh wrote:Make it so Uplinks within a certain distance of each other causes an increased spawn time.
This would mean you could spam uplinks in an area but it would take your team longer to spawn in that area. Of course, the increased spawn time will be shown on the spawn screen.
By increasing the spawn time when there are a lot of uplinks, the uplink team is given the choice of using a few uplinks (which they can redeploy as needed) to allow for faster respawns to allow them to quickly get back in the fight or using a lot uplinks to give their team a stronger entrenchment making it difficult to remove them from the objective but at the cost of their respawn speed. I prefer this https://forums.dust514.com/default.aspx?g=posts&t=118731&find=unread
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Niuvo
NECROM0NGERS Covert Intervention
867
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Posted - 2013.12.17 07:14:00 -
[5] - Quote
One should be super-vulnerable when using uplinks. Instead of spawning in and ready to shoot. It would be cool that instead you have to take cover and let your shields/armor regenerate. |
General Erick
Onslaught Inc RISE of LEGION
189
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Posted - 2013.12.17 08:33:00 -
[6] - Quote
Or we could have where uplinks/hives can't be deployed within x meters of each other.
My Big Brother is watching you.
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Alena Ventrallis
The Neutral Zone
320
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Posted - 2013.12.17 08:37:00 -
[7] - Quote
The warp fields caused by the uplinks, especially if deployed next to a massive object, such as a planet, interfere with each other and could destroy the fabric of reality. Therefore, each uplink comes with a safety feature that scans for other uplinks in the area, and will destroy itself if any are too close to prevent a breakdown in physical laws. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
705
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Posted - 2013.12.17 12:56:00 -
[8] - Quote
General Erick wrote:Or we could have where uplinks/hives can't be deployed within x meters of each other.
Yeah, I like the idea of radii of some kind where they can't be used. They don't work if dropped within 10m(or another randomly chosen number of your liking) of each other or any installation such as CRUs, supply depots, or null cannon terminals. This reduces random spam, and makes it impossible to pull the lag inducing tactic of dropping a million pieces of equipment 5 deep around the supply depot.
I'd say for nanohives there should be a smaller radius than for uplinks because there are quite legitimate reasons to have more than one in a single location, like on both sides of a door at a choke point, for example.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Cat Merc
Ahrendee Mercenaries EoN.
4754
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Posted - 2013.12.17 13:01:00 -
[9] - Quote
I like this. But it should be 30% shield/armor for ALL tiers.
You should come out vulnerable from it, not ready to fire. That's where dropships should come in, transporting troops quickly without leaving them vulnerable.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
36
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Posted - 2013.12.17 14:32:00 -
[10] - Quote
making spawn camping easy again -1
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Draco Cerberus
BurgezzE.T.F Public Disorder.
610
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Posted - 2013.12.17 15:37:00 -
[11] - Quote
-1 Spawn camping has never ever been hard.
LogiGod earns his pips
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Jacques Cayton II
Providence Guard Templis Dragonaors
315
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Posted - 2013.12.17 17:01:00 -
[12] - Quote
Awry Barux wrote:This system would massively favor shield tankers, for obvious reasons. Dislike. Maybe instead have it give a 50-30-10% weapon damage reduction for 10 seconds? I agree a change should be made, but your suggested change is not the right one.
What shield tankers
We fight for the future of the State not our
personal goals
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
706
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Posted - 2013.12.17 17:08:00 -
[13] - Quote
Jacques Cayton II wrote:Awry Barux wrote:This system would massively favor shield tankers, for obvious reasons. Dislike. Maybe instead have it give a 50-30-10% weapon damage reduction for 10 seconds? I agree a change should be made, but your suggested change is not the right one.
What shield tankers
They'll make a comeback with the new rifles. The ACR shreds armor, love being able to take down those gk.0's who thought they were invincible before.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Cat Merc
Ahrendee Mercenaries EoN.
4767
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Posted - 2013.12.17 17:31:00 -
[14] - Quote
Draco Cerberus wrote:-1 Spawn camping has never ever been hard. It's not about spawn camping.
It's about how powerful of a tool uplinks are.
Answer: Far too powerful
They need a nerf, dropship and LAV transport should be preferable to it, not just something you do at the start of the match.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cosgar
ParagonX
8832
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Posted - 2013.12.17 17:36:00 -
[15] - Quote
Spartan MK420 wrote:making spawn camping easy again -1
That's the beauty of it. People will learn to hide the damn things.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1824
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Posted - 2013.12.17 19:14:00 -
[16] - Quote
I think the death comes from cancer. And as much as I'd love to see "(Leukemia)Talos Alomar" on the kill board I don't think it acts fast enough to matter on the field.
I agree uplink spam is a problem but I think a more elegant solution would be for uplinks to scramble the signals if placed too closely together.
Try to kill it all you want CCP, I still <3 my laser.
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Smooth Assassin
Stardust incorporation
479
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Posted - 2013.12.17 19:30:00 -
[17] - Quote
Cosgar wrote:Quote:The drop uplink is a slave transponder, a short-range tether that produces the precise spatial coordinates necessary to generate a localised wormhole, traversal of which allows the user to travel short distances instantly. Highly experimental, the process is excruciatingly painful and exposes organic tissue to excessive radiation, resulting in accelerated cellular decay and, ultimately, death. Okay, so maybe instead of having a merc randomly die after a set period of time after spawning from an uplink, we can balance them based on this: Spawners come in with a percentage of total shields/armor based on uplink tier. Very similar to nanite injectors, a player will spawn in with 30/50/80% of their shields/armor for militia/standard, advanced, and prototype uplinks. Additional adjustments to how uplinks operate across the tiers might need some looking into to round this out. I don't really have all my thoughts together on this quite yet. Of the top of my head though, we can narrow it down to 3 different variants across the tiers, with only two for standard and one for milita respectively. These different variants can include squad only uplinks with high amounts of spawns, team/squad based uplinks with a moderate amount of spawns, and team/squad based uplinks that have a fast spawn rate but the lowest count out of the variants. It's more of a weapon to lag you're opponent to death.
Assassination is my thing.
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General Erick
Onslaught Inc RISE of LEGION
192
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Posted - 2013.12.18 01:11:00 -
[18] - Quote
John Demonsbane wrote:General Erick wrote:Or we could have where uplinks/hives can't be deployed within x meters of each other. Yeah, I like the idea of radii of some kind where they can't be used. They don't work if dropped within 10m(or another randomly chosen number of your liking) of each other or any installation such as CRUs, supply depots, or null cannon terminals. This reduces random spam, and makes it impossible (or at least harder) to pull the lag inducing tactic of dropping a million pieces of equipment 5 deep around the supply depot. Also, no more blueberries dropping crappy militia uplinks on top of my good ones to steal WP. I'd say for nanohives there should be a smaller radius than for uplinks because there are quite legitimate reasons to have more than one in a single location, like on both sides of a door at a choke point, for example. How about 5-10m for Hives and 30-50m for uplinks?
My Big Brother is watching you.
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Ulysses Knapse
duna corp
780
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Posted - 2013.12.18 01:21:00 -
[19] - Quote
Cosgar wrote:Quote:The drop uplink is a slave transponder, a short-range tether that produces the precise spatial coordinates necessary to generate a localised wormhole, traversal of which allows the user to travel short distances instantly. Highly experimental, the process is excruciatingly painful and exposes organic tissue to excessive radiation, resulting in accelerated cellular decay and, ultimately, death. Okay, so maybe instead of having a merc randomly die after a set period of time after spawning from an uplink, we can balance them based on this: Spawners come in with a percentage of total shields/armor based on uplink tier. Very similar to nanite injectors, a player will spawn in with 30/50/80% of their shields/armor for militia/standard, advanced, and prototype uplinks. Additional adjustments to how uplinks operate across the tiers might need some looking into to round this out. I don't really have all my thoughts together on this quite yet. Of the top of my head though, we can narrow it down to 3 different variants across the tiers, with only two for standard and one for milita respectively. These different variants can include squad only uplinks with high amounts of spawns, team/squad based uplinks with a moderate amount of spawns, and team/squad based uplinks that have a fast spawn rate but the lowest count out of the variants. Hm? No. I'd rather not respawn gimped because I mistook an uplink for a CRU, or had a misclick.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
717
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Posted - 2013.12.18 02:22:00 -
[20] - Quote
General Erick wrote:John Demonsbane wrote:General Erick wrote:Or we could have where uplinks/hives can't be deployed within x meters of each other. Yeah, I like the idea of radii of some kind where they can't be used. They don't work if dropped within 10m(or another randomly chosen number of your liking) of each other or any installation such as CRUs, supply depots, or null cannon terminals. This reduces random spam, and makes it impossible (or at least harder) to pull the lag inducing tactic of dropping a million pieces of equipment 5 deep around the supply depot. Also, no more blueberries dropping crappy militia uplinks on top of my good ones to steal WP. I'd say for nanohives there should be a smaller radius than for uplinks because there are quite legitimate reasons to have more than one in a single location, like on both sides of a door at a choke point, for example. How about 5-10m for Hives and 30-50m for uplinks?
I was thinking maybe 5 and 20m, myself.
@ulysses: I'm with you 100%
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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I-Shayz-I
I-----I
1662
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Posted - 2013.12.18 02:28:00 -
[21] - Quote
Make the same restriction to uplinks that vehicles do for fuel injectors: only 1.
Or, just have a way to tell how many uplinks a player has already dropped, and remove any after 3 have been placed.
Or, reduce the number of uplinks that can be placed per tier, and increase their profile. Making it harder for them to be detected (you have to use proto scanners to detect proto uplinks for example), and rewarding placement over spam.
Links:
List of Most Important Threads
I make logistics videos!
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1826
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Posted - 2013.12.18 03:32:00 -
[22] - Quote
I-Shayz-I wrote:
Or, just have a way to tell how many uplinks a player has already dropped, and remove any after 3 have been placed.
I'd prefer to only have one type of uplink active from a single player.
Say a player tosses down two r-9 uplinks and then tries to start laying down some ishukone gauged uplinks The r-9s will pop. The same thing should be done with hives. People can get way too many uplinks and hives down at once.
Try to kill it all you want CCP, I still <3 my laser.
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dogmanpig
black market bank
81
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Posted - 2013.12.18 03:39:00 -
[23] - Quote
I-Shayz-I wrote:Make the same restriction to uplinks that vehicles do for fuel injectors: only 1.
Or, just have a way to tell how many uplinks a player has already dropped, and remove any after 3 have been placed.
Or, reduce the number of uplinks that can be placed per tier, and increase their profile. Making it harder for them to be detected (you have to use proto scanners to detect proto uplinks for example), and rewarding placement over spam. i am for this idea. make it one per suit and only one active regardless of type instead of this 25+ per person so there can only be a grand total of 32 active instead of this 800+ uplinks possible.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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abarkrishna
WarRavens
182
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Posted - 2013.12.18 10:25:00 -
[24] - Quote
Take topographical photos of every map. Make grids that would act as coordinates. Limit equipment in each square of the grid. That way people can still place more than one uplink if needed. (At seperate objectives) If it goes over the limit items get destroyed. This would allow for tactical placement of uplinks and hives without imposing super strict restrictions. everyone wins.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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deepfried salad gilliam
Sanguine Knights
315
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Posted - 2013.12.18 10:34:00 -
[25] - Quote
I'm up for the pain happening but also a cap of 6 equipment placed at once
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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Meee One
Clones Of The Damned Zero-Day
28
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Posted - 2013.12.18 13:33:00 -
[26] - Quote
As a logi that doesn't spam hives/uplinks do you know where these 'fixes' would leave me? Up sh*t creek without a paddle. There have been times where players charge in with MLT gear and destroyed my uplinks and if i wasn't allowed to have 1 more in the same room we would have lost. Also i like to have overlapping nanos so my allies can be repped and reloaded and back out into the fight without dying dancing between the two. More plausible idea : invest in flux grenades. Or limit uplinks/nanos to logi class only. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
718
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Posted - 2013.12.18 14:36:00 -
[27] - Quote
I've said it before, and will keep saying it, spam is not the result of dedicated logis placing equipment around where needed. It's done to induce lag, or by a amateur "logis" trying to farm WP.
If you take away a single logis ability to have 4+ uplinks out, it isn't going to decrease spam, it's just going to result in more non -logis carrying them because there is always going to be a need for them, and there will always be a certain number dropped.
A better idea is to make it a specialized thing, where you have to really invest some SP in order to use them. It sorta sounded like this was the plan in the Remnant interview buts who knows where that is on the roadmap..
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
521
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Posted - 2013.12.18 15:08:00 -
[28] - Quote
What about just limiting the number of uplinks a guy can have active? Probably easier than balancing the different ideas being thrown around in here (pretty sharp ideas but balance issues nonetheless ).
Mlt, std, adv all get one active, proto gets 2. Just make the variations spawn time or number of spawns.
This was how they solved the contact grenade issue...you only get to carry one. |
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