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LT SHANKS
Amarr Templars Amarr Empire
2507
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Posted - 2014.05.21 14:15:00 -
[1] - Quote
I've been an uplink scrub for well over a year now, but for some reason, I still do not know how they work.
For instance, I can place out a Stable Drop Uplink and it would allow other players and myself to spawn within 3 seconds, somtimes 9, and even 11.
The same applies to proto uplinks as well. I can place a Viziam Flux and it would also have differing spawn times as well.
How?
I don't know how these things work, but I'm damned sure Stable Links shouldn't allow 3 seconds spawns and Viziam Fluxes shouldn't be at 11. Why do all my uplinks change spawn times?
halp plz |
End is Near
Isuuaya Tactical Caldari State
52
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Posted - 2014.05.21 14:21:00 -
[2] - Quote
MAGIC! EDIT: I am a drop uplink GOD!
It all depends how you die. A violent death allows you a shorter spawn time to get you some 'payback': lol |
LT SHANKS
Amarr Templars Amarr Empire
2508
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Posted - 2014.05.21 14:25:00 -
[3] - Quote
That explains it! |
knight of 6
Heaven's Lost Property
1957
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Posted - 2014.05.21 14:39:00 -
[4] - Quote
End is Near wrote:MAGIC! EDIT: I am a drop uplink GOD!
It all depends how you die. A violent death allows you a shorter spawn time to get you some 'payback': lol the opposite actually, the less violently you die the shorter your spawn time
my gif is gone, DINKLEBURG!!
Ko6, scout
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Jack Boost
Zarena Family
394
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Posted - 2014.05.21 14:42:00 -
[5] - Quote
Upliks are .. .precharged. If for long time noone use it .. you spawn faster.
Not much time left...
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Cpl Foster USMC
The dyst0pian Corporation Zero-Day
873
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Posted - 2014.05.21 15:05:00 -
[6] - Quote
if you drop it facing North by North West you get 3 sec..
South by South West you get 9 sec...
West will give you 11 sec spawns...
but don't ever, ever, ever face them East facing a wall in an underground facility....!!!!!!....JUST DON'T....EVER.....
I find 2 corps I like just when the game is dying....figures....
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3379
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Posted - 2014.05.21 15:06:00 -
[7] - Quote
Unless you or someone else are going in and out of an Amarr logi suit, it's a bug. The displayed time isn't always the same as the actual spawn time and sometimes there's a lag and the counter starts late.
FYI: The Amarr logi bonus at level 5 makes a stable uplink spawn faster than a proto uplink without the bonus.
The more you know...
(<-- actual uplink expert)
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
89
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Posted - 2014.05.21 15:12:00 -
[8] - Quote
Terminating a clone means they have to wait the full time (10 seconds for CRU, up to 15 for Uplinks) before they can respawn. Opting to respawn instead of waiting to bleed out/revive means you spawn quicker.
Purifier. First Class.
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1145
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Posted - 2014.05.21 15:46:00 -
[9] - Quote
Jack Boost wrote:Upliks are .. .precharged. If for long time noone use it .. you spawn faster.
This^
You will notice if there is one or two uplinks on the field they are 11 seconds, but when there are 7 uplinks (assuming all proto) you will notice they are 3-5 seconds.
Also, you will notice that if you place a proto uplink near a basic uplink it modifies their times...but I'm not too sure if CCP are aware or if it will ever be 'fixed' not that this needs to be fixed. I havent tested this for full confirmation but I have noticed it from time to time
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A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
912
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Posted - 2014.05.21 18:43:00 -
[10] - Quote
the less WP you have and the more deaths the quicker you spawn because you are essential to the enemies KDR.
Public Relations - tick tick BOOM.
PSN: CallOfTheDark
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1580
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Posted - 2014.05.21 18:48:00 -
[11] - Quote
When you are killed and can be revived, the spawn time will countdown to a minimum of three seconds. If your clone is terminated or you select a spawn and cancel the deployment, the timer stops and you must wait whatever time is left.
This is why it's important to "double-tap" bodies if you're trying to take a CRU or destroy an uplink, also it's a nice way to spite people.
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Duran Lex
Fraternity of St. Venefice Amarr Empire
1037
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Posted - 2014.05.21 18:54:00 -
[12] - Quote
John Demonsbane wrote:Unless you or someone else are going in and out of an Amarr logi suit, it's a bug. The displayed time isn't always the same as the actual spawn time and sometimes there's a lag and the counter starts late.
FYI: The Amarr logi bonus at level 5 makes a stable uplink spawn faster than a proto uplink without the bonus.
The more you know...
(<-- actual uplink expert) He isn't talking about actual time taken to spawn, he is referring to the exact number of seconds it shows when you should spawn. These number change based on outside factors.
Whether it be recency of death and/or recency of uplink usage, I'm not entirely sure myself though the aforementioned seem to make the most sense after trying to determine it's cause.
Some expert |
Duran Lex
Fraternity of St. Venefice Amarr Empire
1037
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Posted - 2014.05.21 18:58:00 -
[13] - Quote
Vulpes Dolosus wrote:When you are killed and can be revived, the spawn time will countdown to a minimum of three seconds. If your clone is terminated or you select a spawn and cancel the deployment, the timer stops and you must wait whatever time is left.
This is why it's important to "double-tap" bodies if you're trying to take a CRU or destroy an uplink, also it's a nice way to spite people.
This makes a lot of sense. |
Righteous Holylight
God's Kingdom
9
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Posted - 2014.05.21 19:52:00 -
[14] - Quote
Drop Uplink Description:" The drop uplink is a slave transponder. A short-range tether that produces the precise spatial cooprdinates nesesary to genrate a localised wormwhole. Traversal of which allows the user to travel short distances instantly. Highly experimental, the process is excruciatingly painful and eposes organic tissue excessive radiation. Resulting in accelerated cellular decay and, ultimately, death."
I'm guessing this is how it "works". |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3398
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Posted - 2014.05.21 20:51:00 -
[15] - Quote
Duran Lex wrote:John Demonsbane wrote:Unless you or someone else are going in and out of an Amarr logi suit, it's a bug. The displayed time isn't always the same as the actual spawn time and sometimes there's a lag and the counter starts late.
FYI: The Amarr logi bonus at level 5 makes a stable uplink spawn faster than a proto uplink without the bonus.
The more you know...
(<-- actual uplink expert) He isn't talking about actual time taken to spawn, he is referring to the exact number of seconds it shows when you should spawn. These number change based on outside factors. Whether it be recency of death and/or recency of uplink usage, I'm not entirely sure myself though the aforementioned seem to make the most sense after trying to determine it's cause. Some expert
Indeed they do change (both of them), based on the amarr logi bonus, whatever bizarre delay they helpfully coded into all the bonuses for 1.8, and of course, the aforementioned bugs. That's the main problem with this damn game, you never really know if your testing is inaccurate, or it's lag, or some intermittent bug. Drove us crazy trying to test the Amarr logi bonus when 1.8 was put in. Curse you, tacnet!
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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LT SHANKS
Amarr Templars Amarr Empire
2521
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Posted - 2014.05.21 21:42:00 -
[16] - Quote
A lot of what has been said makes sense, but is any of this official?
If anything, I'm now even mre confused in trying to understand how links work... |
Goro Scornshard
DUST University Ivy League
87
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Posted - 2014.05.21 22:01:00 -
[17] - Quote
I believe that the time it takes to spawn through an uplink is to do with how heavily used the uplink is, if everyone is piling through a particular uplink, the timer will shorten; if less so for a while it'll lengthen.
Lore wise drop uplinks are like very small scale jump gates, opening momentary wormholes from the CRU.
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RYN0CER0S
Rise Of Old Dudes
357
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Posted - 2014.05.21 22:10:00 -
[18] - Quote
Dey go "Whreng" den u shoot da doodz.
Too scientific? Sorry, I tried explaining for the average Dust player.
PSN: The_Rynoceros
Destiny = Biomass
Console Master Race
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Gooseman Manwhore
CREATURES OF THE NIGHT
2
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Posted - 2014.05.21 22:12:00 -
[19] - Quote
I'm no expert, but I do run uplinks on a dedicated amarr logi suit. I seem to notice it's the more people try to funnel through, the longer it takes. One person spawning in is only 3 seconds, but when everyone spams the same link to spawn then it gets into the higher range. I've watched different uplinks to see, and some have gone up while watching the spawn in screen. Other times it has gone down as more people finishing spawning into them. Just my opinion. |
Anarchide
Greedy Bastards
2111
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Posted - 2014.05.21 22:20:00 -
[20] - Quote
Ask Scotty; he knows how things work.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Cat Merc, Long Evity, DeadlyAztec11 and Sinboto Simmons.
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Eko Sol
Strange Playings
349
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Posted - 2014.05.21 22:55:00 -
[21] - Quote
The % bonus is applied from a base value of 10 seconds even though all uplinks have a base value of 15 second without a % bonus.
For example, a stable uplink says 50% decrease in spawn time. This means you should spawn in at 7.5 seconds BUT it is actually based on 10s and then the result is subtracted from 15 seconds. So a stable uplink is actually a 10 second max uplink time.
The A-LOGI bonus at 5 points is an addition 25% and it is applied to the base value of 10s and then subtracted from the remainder of the original equation (i.e. 10 seconds is the remainder). So with 5 points in a A-Logi you will have a Max uplink spawn in time of 7.5 seconds (or rounded to 7 or 8 seconds) with a stable uplink. When you switch out suits you will be back up to 10 seconds. All of that being said, I still see 11 seconds on my stable uplink sometimes. I attribute this to an invisible penalty for too many people spawning in too often in a short period of time (about 30 seconds).
Spawning in is dependent on how many spawns have occurred. The more that occur in the past few seconds (I have pseudo measured about 30 seconds) will make the spawn times longer until they reach the max time for that uplink. The fewer people that spawn in total in the past 30 seconds will start to push the times to a lot faster reaching a minimum of 3 seconds.
Viz Flux actually only have a 21.5% bonus and are slower than stable (correct me if I am wrong. I have tested this theory over and over and over and over and over since I spec'd into A-Logi. I thought it was a bug that my bonus doesn't apply after I change suits or die. It turns out this was intended so that they could fck their players again on decisions for the hours of play it takes to spec into something in this game. It's like when they say "5x WP as SP" and still cap you at 1k SP. Yeah, I wasted a booster thinking I would get 5k SP if I got 1k WP in the match. Anyway, I digress. The point is, it's kind of buggy and inconsistent.
Some idiots will ask for 3 second uplinks. Unfortunately, that is only possible with the LP store proto uplinks with a maxed out A-Logi that doesn't die after placing them.
Lastly, if you die and you look at uplink times and wait to spawn in you will not see it countdown to faster times. For some reason it registers the spawn in time based on the moment you goto the uplink screen. So although, behind the scenes, it will get faster and faster as the volume of players that have spawned in the last 30 seconds is low it will not happen in real time when selecting an uplink OR I have never seen this happen. The only exception is if someone places an uplink while you are waiting to spawn in.
Lastly (for real this time), the times get faster as long as the uplink is alive only if the volume of people spawning in is relatively low. The thing is I have had the same uplink I place give me a 3 second spawn in time and then I die from a sniper immediately after spawn in and then that same link is back up to 11 or even 13 seconds. Because it reverts back I have to theorize that volumes of spawn ins have a negative effect on the times.
This is my theory based on very serious experimentation and observation. This could be completely wrong in that I am overthinking it OR I'm missing information. If someone has a reference from CCP then post it.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
91
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Posted - 2014.05.21 23:02:00 -
[22] - Quote
Anarchide wrote:Ask Scotty; he knows how things work.
Forget Scotty, ask Geordi.
Purifier. First Class.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3401
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Posted - 2014.05.21 23:28:00 -
[23] - Quote
There are a lot of wild theories rolling around here. Personally I think a lot of these observations are correct but are the result of 3 factors and not this crazy complicated functionality that is being proposed:
1) issues with the Amarr logi bonus being applied (in)consistently
2) server lag
3) bugs (mostly tacnet bugs)
When I was testing the "new" (at the time) Amarr logi bonus, one constant confounder was that my observations were not always the same as my counterparts. My conclusion is that, as the uplink dropper, you may see different spawn times because the bonus does not consistently apply when you are not out on the field in an Amarr logi suit.
Others, who are spawning while you are "alive" and active in the logi suit, will see the correct times.
Just like a lot of these posts, this may be just a spurious association or observation but I will tell you it was fairly consistent that I saw different times than my assistants. Though, I will concede that I was switching suit classes at the same time in the process of testing the bonus in a specific way, and not what is being talked about here. So, as a scientist I can't claim the data to be completely applicable.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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LT SHANKS
Amarr Templars Amarr Empire
2521
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Posted - 2014.05.21 23:45:00 -
[24] - Quote
When I get home, I'm going to dedicate at least an hour to observing how these darned things work. Everyone is posting some really insightful information, but there were also some things said that are inconsistent with what I have personally experienced and witnessed. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10861
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Posted - 2014.05.21 23:57:00 -
[25] - Quote
Time spent waiting for revive is deducted from spawn times, but doesn't get lower than 3 seconds. Amarr logistics bonus decrease spawn time on uplinks, so an Amarr logi's uplinks will allow you to spawn in less time.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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MINA Longstrike
777
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Posted - 2014.05.22 00:48:00 -
[26] - Quote
LT SHANKS wrote:I've been an uplink scrub for well over a year now, but for some reason, I still do not know how they work. For instance, I can place out a Stable Drop Uplink and it would allow other players and myself to spawn within 3 seconds, sometimes 9, and even 11. The same applies to proto uplinks as well. I can place a Viziam Flux and it would also have differing spawn times. How? I don't know how these things work, but I'm damned sure Stable Links shouldn't allow 3 seconds spawns and Viziam Fluxes shouldn't be at 11. Why do all my uplinks change spawn times? halp plz
You start at the base spawn time for the uplink (so an unmodified drop uplink is 15 seconds, amarr logistics reduces it by -10% / level, or 1 second per level of amarr logistics) if you haven't spawned out already - if you die however, the 'respawn time' counter decreases by 1 for every second you wait for your clone to bleed out (or look for an area to spawn while your clone is still bleeding out) to a minimum of 3 seconds. If your clone gets terminated or you start a deployment then cancel it (which terminates the clone) the timer stops counting down.
Flux drop uplinks reduce the time taken to spawn out, Quantum's increase the amount of spawns per uplink deployed, Stables take less cpu/pg to fit. Amarr logistics provide *HUGE* bonuses to deployed (-5seconds to spawn time and +10 spawns at amarr logi skill 5) uplinks unless you swap suits, in general making std drop uplinks perform slightly better than advanced (less deployed links though), adv slightly better than proto (once again less deployed links) and bringing proto down to about 4-5 second spawns with 25-30 spawns per uplink.
The lesson? Terminating a clone doesn't just cause people guaranteed isk loss, it also makes them take longer to spawn out which can be vital to winning a fight and even basic drop uplinks can go down to 3 second spawns if you wait a little.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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hold that
Krusual Covert Operators Minmatar Republic
124
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Posted - 2014.05.22 03:25:00 -
[27] - Quote
however they work please keep spamming them |
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Pages: 1 :: [one page] |