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Derpty Derp
Dead Man's Game
424
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Posted - 2014.09.07 20:57:00 -
[61] - Quote
There's only 1 true fix for the lag spam... & that is limiting equipment being placed withing a certain distance of other equipment/Installations... The only thing the CPM & devs need to do is come up with a good ******* number for the distance.
But now it's been mentioned, a confetti shooter would be a nice addition to the equipment! |
Spademan
Fatal Absolution General Tso's Alliance
3562
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Posted - 2014.09.07 22:28:00 -
[62] - Quote
Zatara Rought wrote:Haerr wrote:Zatara Rought wrote:I am not detailing the CPM's idea. I'm just saying this was the most basic idea I personally was behind...this is not to proposal...the proposal is more creative. > increase spawn time for each link active? That is creative. Uplinks being momentarily disabled when a red dot is within like 10/15 metres?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Raptor Princess
ALLOTEC INC
8
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Posted - 2014.09.08 08:04:00 -
[63] - Quote
MrShooter01 wrote:players "pop out" of drop uplinks into the air at a velocity of 5 meters/second * the number of active uplinks within 75 meters
players cannot control their character, including activating the inertial dampener, until they hit the ground
I hope you're right. I really hope you're right. |
Iron Wolf Saber
Den of Swords
16370
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Posted - 2014.09.08 09:18:00 -
[64] - Quote
John Demonsbane wrote:OP, are you talking about that stupid spawn grenade thing? That's a terrible idea. Let me fix this sh!t for you with some things I've suggested repeatedly for like a year now:
1) Can't drop equipment within 5m of each other or 10m of an installation. No more lag rooms, farming useless nanohive WP around supply depots, or camping 3 stacked repair hives. You're welcome.
2) Reduce the number of uplink variants. It's a bit much, particularly at proto. While I'm at it, why are there TWO DIFFERENT Imperial Viziam uplinks? Sooo annoying.
3) Drop uplink proficiency skill (separate from the current skill, make equipment spam an SP sink.) Personally I think the one proposed above is a little restrictive unless you give an additional bonus of some kind to the Amarr logi b/c it becomes a useless suit if you limit the number of uplinks too much. I propose one uplink per level, with one or two at level 0, so you get a total of 6 or 7 IF you invest a couple million SP into it.
Alternately you could go with the 3 total for everyone else like Medomai/kerosiini suggest, but the Amarr logi gets an additional link at odd-numbered levels, to get the same total. That might be even more effective in the reduce spam/reward specialization framework.
1. Cant be done in dust.
2. Doable; but we already taken so many things away from players already don't need to add to that negative feeling.
3. I am not sure if we can do the entire cross item check thing; but it does need to be asked around if its feasible with the developers. I am expecting no or possible lots and lots of work.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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John Demonsbane
Unorganized Ninja Infantry Tactics
4006
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Posted - 2014.09.08 12:32:00 -
[65] - Quote
I am in no way surprised that my ideas are not easily done as a hotfix. So, I will once again shake my fist in the air impotently and shout "I told you to do this a year ago, now it's too late you bastards!"
Feels a little better. Now then, I will put forth a new proposal, which I would assume are hot-fixable. It's just not as good IMO:
Nerf the bejeezus out of uplinks so that they are all but useless on a lot of suits. Then give bonuses to all logi suits that bring them back to roughly current levels of utility. Maybe some lesser bonuses to some but not all of the scout suits, maybe Amarr and Minmatar or something.
Two other thngs: 1) if we can't do it right, please don't make any major changes to equipment that will make logis extinct. Half-assed "fixes" that made the overall experience worse is what got us here in the first place.
2) Honestly, I hate the spawn grenade idea as it has been outlined so far. It sounds incredibly tedious and annoying. How am I going to know if someone outside my squad needs a spawn? How am I going to help them spawn somewhere that's not 5-10 m from me if I'm pinned down? Tactical placement is out the window unless I want to try to make some bizarre little fmini-uplink gardens in key areas. Bleh.
(The godfather of tactical logistics)
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BL4CKST4R
La Muerte Eterna Dark Taboo
3032
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Posted - 2014.09.08 12:34:00 -
[66] - Quote
Uplinks will do damage again.
supercalifragilisticexpialidocious
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Iron Wolf Saber
Den of Swords
16373
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Posted - 2014.09.08 12:43:00 -
[67] - Quote
John Demonsbane wrote:I am in no way surprised that my ideas are not easily done as a hotfix. So, I will once again shake my fist in the air impotently and shout "I told you to do this a year ago, now it's too late you bastards!"
Feels a little better. Now then, I will put forth a new proposal, which I would assume is hot-fixable. It's just not as good IMO:
Nerf the bejeezus out of uplinks so that they are all but useless on a lot of suits. I'm talking like back into the Stone Age, with 20-30 second spawns and 5 spawns max. Then give bonuses to all logi suits that bring them back to roughly current levels of utility. Maybe some lesser bonuses to some but not all of the scout suits, maybe Amarr and Minmatar or something.
Two other thngs: 1) if we can't do it right, please don't make any major changes to equipment that will make logis extinct. Half-assed "fixes" that made the overall experience worse is what got us here in the first place.
2) Honestly, I hate the spawn grenade idea as it has been outlined so far. It sounds incredibly tedious and annoying. How am I going to know if someone outside my squad needs a spawn? How am I going to help them spawn somewhere that's not 5-10 m from me if I'm pinned down? Tactical placement is out the window unless I want to try to make some bizarre little mini-uplink gardens in key areas. Bleh.
Didn't we already do this once already ??? (not being mean but we have sadly already done this before)
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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John Demonsbane
Unorganized Ninja Infantry Tactics
4008
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Posted - 2014.09.08 15:46:00 -
[68] - Quote
Iron Wolf Saber wrote:John Demonsbane wrote:I am in no way surprised that my ideas are not easily done as a hotfix. So, I will once again shake my fist in the air impotently and shout "I told you to do this a year ago, now it's too late you bastards!"
Feels a little better. Now then, I will put forth a new proposal, which I would assume is hot-fixable. It's just not as good IMO:
Nerf the bejeezus out of uplinks so that they are all but useless on a lot of suits. I'm talking like back into the Stone Age, with 20-30 second spawns and 5 spawns max. Then give bonuses to all logi suits that bring them back to roughly current levels of utility. Maybe some lesser bonuses to some but not all of the scout suits, maybe Amarr and Minmatar or something.
Two other thngs: 1) if we can't do it right, please don't make any major changes to equipment that will make logis extinct. Half-assed "fixes" that made the overall experience worse is what got us here in the first place.
2) Honestly, I hate the spawn grenade idea as it has been outlined so far. It sounds incredibly tedious and annoying. How am I going to know if someone outside my squad needs a spawn? How am I going to help them spawn somewhere that's not 5-10 m from me if I'm pinned down? Tactical placement is out the window unless I want to try to make some bizarre little mini-uplink gardens in key areas. Bleh. Didn't we already do this once already ??? (not being mean but we have sadly already done this before)
Done what before? And whom? You and me?
Argued in circles about any number of things: Yes
Argued in a heated fashion to keep logis from getting nerfed even more: Yes
Argued about equipment nerfs: Yes
Tried one of my ideas above:No (that I am aware of, can't speak to closed beta)
I guess the difference is that in the current era, some definite forward progress is being made in basic areas that have been lacking for a long time, and what changes are made seem to be more nuanced with better crowdsourcing. Despite the pretty inescapable fact that scouts and sentinels currently dominate by a wide margin, nothings been nerfed completely into oblivion recently (ala the flaylock), at least not yet.
The downside is that there are technical limitations, as you pointed out, that make longer-reaching or more ambitious things impossible.
(The godfather of tactical logistics)
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TheD1CK
Dead Man's Game
1216
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Posted - 2014.09.08 16:28:00 -
[69] - Quote
I lost interest when not a single merc looked into my idea It offers a way to keep all links in game, adds a 'role' to each link... and caps spam of uplinks..
It's pretty simple yet still over-looked.. here is the order of the 'Link spam' under my proposal..
- I place a Basic Drop Uplink.. - I place my R-9 Uplinks... my basic expires - I place Viziam Drop Uplinks.. my R-9 links expire - I place Imperial Viziam Uplinks (-5%) .. my Viziam Drop Uplinks expire ^^ Note that these are all the same link, just different tier versions
Rinse and repeat with all Uplink variants so if the same variant is placed it expires the one placed before it, So it could go backwards also.. If I set Viziam Uplinks followed by R-9's then the Viziam Uplinks expire.
- Stable Uplink - ADV Stable Uplink (needs releasing) - Viziam Stable Uplink. For balance and SP progression these links should function as I will describe. -BSC Carry1/Active1 -ADV Carry2/Active1 -PRO Carry3/Active 1
The Gauged Uplink, regardless of usefulness adds to spam way to easily --> remove it! And it could be replaced with an ISK variant of the (AmarrFWL5/'Abyss') Uplink..
So for now I will tally the number of uplinks your Proto spammer has available - 2 Viziam Drop Uplinks - 2 Viziam Flux Uplinks - 2 Viziam Quantum Uplinks - 1 Viziam Stable Uplink ?? - 2 Viziam 'Abyss' 'AmarrFWL5' Uplinks ?? (The altered Gauged Link)
So by this count the dedicated Link spammer has 9 active Links (2 of which destroy upon death) leaving 7 And I think this number would easily be lowered to 5 after death if another alteration to Flux Drop Uplinks was possible and I would do 2 things.. reduce the fitting cost (make it viable for all suits) And have it work similar to the Abyss Uplink and expire upon death.. so this would change my Link spam tally to 9 active.. cut down to 5 after my clone is terminated.. So how about it??
Can Rattati's spreadsheet magic manage this??, from my view I don't think this would require an update But I am not a games developer and do not claim to hold superior knowledge over others here.. So could be wrong
I want the game to function with a reason for the gear we have.. not just caps/barriers to limit what we have
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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John Demonsbane
Unorganized Ninja Infantry Tactics
4009
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Posted - 2014.09.08 16:55:00 -
[70] - Quote
I gotta disagree on one thing, D1ck, I don't see the advantage of reducing the fitting costs so even moar suits can use them. That sounds a little like a step in the wrong direction, imo.
(The godfather of tactical logistics)
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TheD1CK
Dead Man's Game
1216
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Posted - 2014.09.08 17:16:00 -
[71] - Quote
John Demonsbane wrote:I gotta disagree on one thing, D1ck, I don't see the advantage of reducing the fitting costs so even moar suits can use them. That sounds a little like a step in the wrong direction, imo.
Aha! like most loons I have already thought of this, I mulled it over whilst rocking in my padded cell The Flux Upink would receive a lower fitting cost for the fact it now expires upon death (Abyss/AmarrFW link) But does not offer the respawn speed of those links, hence the lower fitting cost
And it would make it ideal for an Assault suit Uplink. Logi's may be the 'equipment' troops but it is not exclusive to them.. this adds a Link role for other suits
Coupled with making Quantum Links a logistics only link (you want 20+ spawns, bring a logi)
But i'll stop going off track.. If the one disagreement you have is the fitting cost, then keep it I don't really care for it myself I just want to see Link spam gone, and roles for the links we have
In my first reply, I noted the Quantum Link could be 'squad-only' I would retract this.. And add Flux to be (Squad-only, expire after death) Uplinks to provide an entrance for your troops But they are gone once your clone is terminated....
Just anything other than a sticky tape fix is enough for me, once it stops insta-spam
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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Dexter307
The Unholy Legion Of DarkStar
1615
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Posted - 2014.09.08 20:20:00 -
[72] - Quote
Make it so uplinks and hives cannot be placed within 25m of each other
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Outie 500
Brutor Vanguard Minmatar Republic
0
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Posted - 2014.09.08 20:37:00 -
[73] - Quote
REMOVE LINKS ALL TOGETHER! Problem solved! Logi's would then have a reason for living or dying! Which ever way you want to look at it. More people would be flying troops in like they should be doing. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4013
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Posted - 2014.09.08 20:52:00 -
[74] - Quote
TheD1CK wrote:John Demonsbane wrote:I gotta disagree on one thing, D1ck, I don't see the advantage of reducing the fitting costs so even moar suits can use them. That sounds a little like a step in the wrong direction, imo. Aha! like most loons I have already thought of this, I mulled it over whilst rocking in my padded cell The Flux Upink would receive a lower fitting cost for the fact it now expires upon death (Abyss/AmarrFW link) But does not offer the respawn speed of those links, hence the lower fitting cost And it would make it ideal for an Assault suit Uplink. Logi's may be the 'equipment' troops but it is not exclusive to them.. this adds a Link role for other suits Coupled with making Quantum Links a logistics only link (you want 20+ spawns, bring a logi) But i'll stop going off track.. If the one disagreement you have is the fitting cost, then keep it I don't really care for it myself I just want to see Link spam gone, and roles for the links we have In my first reply, I noted the Quantum Link could be 'squad-only' I would retract this.. And add Flux to be (Squad-only, expire after death) Uplinks to provide an entrance for your troops But they are gone once your clone is terminated.... Just anything other than a sticky tape fix is enough for me, once it stops insta-spam OK, well, it's not the only problem. It sounds a little overly complicated as opposed to simply making a cap regardless of tier. I also think I will go insane if I start accidentally popping higher tier uplinks.
Now that I think about it, this may be a major pain trying to build a sufficient number of fits. As someone who cannot afford to roll 24/7 proto( and wouldn't anyway), I switch between tiers pretty frequently, even within a single battle, and I'm already getiing a headache just thinking about how I'm going to have to organize things.
I'll also leave this here.
(The godfather of tactical logistics)
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Apothecary Za'ki
Biomass Positive
807
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Posted - 2014.09.08 20:57:00 -
[75] - Quote
Krixus Flux wrote:Care to guess their idea?
Go a Crappy **** Merchant CPM already is wanting uplinks nerfed into the ground.. well i say NO.. what we need to do is BUFF the MCRU so people will want to choose to spawn on one of those instead of an uplink.
[[LogiBro in Training]]
Level 1 Forum Pariah
What ever happened to buffing Logi eHP in Delta?!
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Raptor Princess
ALLOTEC INC
10
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Posted - 2014.09.08 22:29:00 -
[76] - Quote
Allow us to destroy friendly uplinks, while having a limit on how many a team can deploy at any time. In factional, you can destroy friendly uplinks, and it's not really a problem - people don't go round destroying them all. |
Myron Kundera
The Generals
83
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Posted - 2014.09.08 22:53:00 -
[77] - Quote
Remove all drop links from the game. Refund sp invested in the skill, refund isk in droplinks bought, add more CRU-¦s around the maps (maybe six spread around the map).
Youre welcome.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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Sclompton Face-Smasher
uptown456
102
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Posted - 2014.09.09 03:42:00 -
[78] - Quote
Apothecary Za'ki wrote:Krixus Flux wrote:Care to guess their idea?
Go a Crappy **** Merchant CPM already is wanting uplinks nerfed into the ground.. well i say NO.. what we need to do is BUFF the MCRU so people will want to choose to spawn on one of those instead of an uplink.
No sympathy given. You want to nerf snipers because they can exploit Redline and most of the dust community says yes even though the repeated pros and cons of snipers and thier position on this game is already "scrubbush" to anyone else not with a sniper.
You want to nerf scouts because they now come in as a substitute for most roles and most of the dust community agrees even though it's most of the dust community's fault for let FOTM ****tards get into a suit and change it's true role from the inside out.
And YES this is to all assault scout that don't try to fulfil the role of hacker and support for the meatbags who... well I guess in a way betrayed them and turned thier calling into a nerfable process anyway... no what both are in the wrong so screw both of you.
Playstyle: Scout, Passionate In-bred Sniper, Support, and Enemy finder
Weapon: Pro Shotty, Sniper, and Scrambler Rifle
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Kin Cat
Another Clone in the Wall
75
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Posted - 2014.09.09 03:49:00 -
[79] - Quote
Rusty Shallows wrote:Whenever someone wants to use your uplink they have to send a request. You must then scroll threw a menu of your operational uplinks to select the one they want. The idea being only True Logis care enough to go that extra mile.
That is the worst idea in the long, sad history of bad ideas. |
howard sanchez
943
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Posted - 2014.09.09 04:01:00 -
[80] - Quote
Zatara Rought wrote:Haerr wrote:Zatara Rought wrote:I am not detailing the CPM's idea. I'm just saying this was the most basic idea I personally was behind...this is not to proposal...the proposal is more creative. > increase spawn time for each link active? That is creative. Yet ineffective as a solution to the problem. Idiots aren't spamming those links to spawn on. They are there to lag the game.
...
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Zatara Rought
Fatal Absolution General Tso's Alliance
4171
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Posted - 2014.09.09 04:03:00 -
[81] - Quote
howard sanchez wrote:Zatara Rought wrote:Haerr wrote:Zatara Rought wrote:I am not detailing the CPM's idea. I'm just saying this was the most basic idea I personally was behind...this is not to proposal...the proposal is more creative. > increase spawn time for each link active? That is creative. Yet ineffective as a solution to the problem. Idiots aren't spamming those links to spawn on. They are there to lag the game.
Not always. Only on maps where link spam lags the game out. AKA the supply depot in the gallente lab map.
In PC you link spam for completely different reasons.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1043
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Posted - 2014.09.09 04:10:00 -
[82] - Quote
I love how everyone talks about lag as if it is some magical part of the game that can not be fixed.
How about we put the effort into fixing the core of the game.............. |
Haerr
Clone Manque
1680
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Posted - 2014.10.25 11:34:00 -
[83] - Quote
Still mysterious... I do wonder if it is going into 1.9 or into hotfix echo?
Haerr's huge list of wish for 1.9 - 1.10:
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Nirwanda Vaughns
857
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Posted - 2014.10.25 14:21:00 -
[84] - Quote
i put a topic in features about uplinks having scan profile where higher meta level uplinks have a lower scan profile to make them harder to detect. one of the devs said they'd thought about that and i've discussed somehting indirectly with a CPM member so chances are it could be that
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Tesfa Alem
Death by Disassociation
256
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Posted - 2014.10.25 14:47:00 -
[85] - Quote
Zatara Rought wrote:I really like the suggestion to just limit the max number of uplinks to 5 total at any moment...but I hope that the proposed changes work.
Cheers
Really? This is a terrible, terrible suggestion.
How are you going to limit the amount of all of the team spawn warpoints to 1 player pper macth?
My amarr logi suit itself can drop 7 uplinks; will they explode when somebody else drops one after I do? will i be unable to drop uplinks when somebody before me does?
Should i and my squad be forced to deploy on the same idiotic uplinks placed in random spots or run in from the red line?
Why should i be forced to rely on blueberries (either pilots with a mobile CRU, or rooftop camping scrubs, or 5 academy players) on where i want to respawn?
What should i do with my SP investment into proto uplinks, seeing that any 5 idiots with mmilitia blueprint links will get all of the WP?
What will the amarr logi bonus and the dropuplink changes as a result of this? I invested several million SP into Proto uplinks / Ammar logi to reduce spawn timer, that wont matter once 1 idiot or 5 spams cheap uplinks and locks me out of the map.
Its a stupid idea, poorly thought out, and breaks much, MUCH more than it solves. Scratch that it does'n't solve anything:
Redline for Thee, but no Redline for Me.
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Spkr4theDead
Red Star. EoN.
2226
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Posted - 2014.10.25 15:14:00 -
[86] - Quote
Krixus Flux wrote:Care to guess their idea?
Go Double their CPU and PG cost.
Make them only deployable by an Amarr logi.
Make the uplink skill 12x.
Cut the spawn count by 75%, and increase the time by 50%.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2226
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Posted - 2014.10.25 15:22:00 -
[87] - Quote
I prefer this.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2226
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Posted - 2014.10.25 15:24:00 -
[88] - Quote
deezy dabest wrote:If CPM is actually wasting time on uplinks then we are certainly without a decent CPM for yet another year. Why does that surprise you?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2226
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Posted - 2014.10.25 15:31:00 -
[89] - Quote
Xocoyol Zaraoul wrote:They might make them squad only, seems to be the current theme with anything sensor related anywho... They used to be squad only, then that changed. It was some sort of invisible change that CCP said they were going to look at, and that was the end of it.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Iron Wolf Saber
Den of Swords
17509
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Posted - 2014.10.25 16:06:00 -
[90] - Quote
Necro;
while still on the agenda it is filed neatly in another folder on something more ambitous.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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