Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Juno Tristan
Namtar Elite Gallente Federation
114
|
Posted - 2014.10.24 05:41:00 -
[1] - Quote
Since I'm bored at work on a slow Friday afternoon...
How about uplinks require a 10 second 'hack' style deployment (which the Amarr logi would get a bonus) would cut down on the spamming |
medomai grey
WarRavens Capital Punishment.
1047
|
Posted - 2014.10.24 05:56:00 -
[2] - Quote
Your suggestion would not cut down on spam because your suggestion would not limit the amount of uplinks deployed.
How to balance cloaks.
|
One Eyed King
Land of the BIind
4975
|
Posted - 2014.10.24 05:56:00 -
[3] - Quote
NM, just realized my idea wouldn't work.
You can always tell a Millford Minja
|
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
170
|
Posted - 2014.10.24 06:04:00 -
[4] - Quote
What spam? Over the last month of playing semi regular I have yet to see what I would call spam of links (being able to personally field 8 links from one suit and another 6 from a secondary link suit switched out at a supply depot) it is very rare that I see this kind of behavior anymore. Total if I think about this rationally I could place up to say 20ish links before I would get bored of uplinking and want to spam something else like say RE's or maybe nano-hives or even a repair tool all over just for some variety.
Truth of the matter is that on about 50% of the maps I have played there have been fewer than 10 active uplinks at any one time and on the other 50% there have been around 15 links for one side. Meanwhile people run around and destroy them and if not replaced leave the teams vulnerable to spawn camps on a massive scale. This is not something that is as big of an issue as what you may think.
How long til this hits PC?
|
Juno Tristan
Namtar Elite Gallente Federation
114
|
Posted - 2014.10.24 06:21:00 -
[5] - Quote
The Gallente socket is always bad
How about instead all uplinks are single use, but you get 20 of them and can only have 1-3 active at a time |
Cross Atu
OSG Planetary Operations Covert Intervention
3456
|
Posted - 2014.10.24 06:49:00 -
[6] - Quote
Juno Tristan wrote:The Gallente socket is always bad
How about instead all uplinks are single use, but you get 20 of them and can only have 1-3 active at a time There is a bit of a tech problem with single use uplinks. This is known because the CPM actually asked about doing essentially what you proposed.
That being said we (CPM) currently support a modified version of this proposal with 5 spawns per link, This will still limit spam, not nerf the tactical value, and retain the value of SP invested by players.
Also, you are right, that map has lag problems of its own that are map related, not uplink related.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
iKILLu osborne
Kirjuun Heiian
444
|
Posted - 2014.10.24 10:35:00 -
[7] - Quote
love the idea cross, it would stop it from being "drop and forget" and would increase the value of being an amarr logi
lp cal scout i demand it
kirjuun heiian now recruiting cal loyalist
|
Jebus McKing
lol Proto
797
|
Posted - 2014.10.24 11:53:00 -
[8] - Quote
Why not limit the number of active uplinks to 3 per person?
This would limit the spam to some degree, or at least you'd need more people deploying links if you want a ton of them active.
It would make people really consider where they deploy their links instead of dropping them everywhere like garbage.
Also people then might consider using derpships more often for troop transportation.
And then we could maybe get a covert uplink with a lower profile that does not show up on scans but has fewer uses.
Just my 0.02 ISK.
DUST514 is love // @JebusMcKing
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4256
|
Posted - 2014.10.24 13:28:00 -
[9] - Quote
Equipment does not = lag. We need to get that out of people's heads.
Personally I have always hated the single spawn "uplink grenade" idea. If you ask me, a simple fix is to place restrictions on deployment area... which yes I know is going to need a real patch and 1.9 is probably already locked, blah blah blah.
Anyway, if you just made a radius within which equipment could not be successfully deployed, you couldn't "spam" uplinks or nanohives to saturate an area. So, no equipment within 10-15m of an installation (i.e., CRU's or supply depots), or 5-10m of eachother. Done and done.
(The godfather of tactical logistics)
|
Bahirae Serugiusu
Vendetta Reactionary Force
209
|
Posted - 2014.10.24 13:37:00 -
[10] - Quote
Juno Tristan wrote:Since I'm bored at work on a slow Friday afternoon...
How about uplinks require a 10 second 'hack' style deployment (which the Amarr logi would get a bonus) would cut down on the spamming Why not just a distance requirement for them? Like you can't place an uplink within 5m of another or something |
|
Dust User
KILL-EM-QUICK RISE of LEGION
880
|
Posted - 2014.10.24 16:09:00 -
[11] - Quote
If you place an uplink within 5 meters of another you're doing it wrong anyways. |
postapo wastelander
Wasteland Desert Rangers
323
|
Posted - 2014.10.24 16:18:00 -
[12] - Quote
Cross Atu wrote:Juno Tristan wrote:The Gallente socket is always bad
How about instead all uplinks are single use, but you get 20 of them and can only have 1-3 active at a time There is a bit of a tech problem with single use uplinks. This is known because the CPM actually asked about doing essentially what you proposed. That being said we (CPM) currently support a modified version of this proposal with 5 spawns per link, This will still limit spam, not nerf the tactical value, and retain the value of SP invested by players. Also, you are right, that map has lag problems of its own that are map related, not uplink related. Cheers, Cross
What about use something like perimeter limitation.
Like on droplink for cca 20metres.
"Ultimate Pirmatar, Logi extraordinaire and fabulous Tinker since 2012"
|
Bahirae Serugiusu
Vendetta Reactionary Force
209
|
Posted - 2014.10.24 17:23:00 -
[13] - Quote
Dust User wrote:If you place an uplink within 5 meters of another you're doing it wrong anyways. Play any match with a Supply Depot and all you will see is a blue cloud of uplink spam surrounding the Supply Depot. Can't see where your team is, or whats going on but at least the Logi gets his points and complimentary Warbarge while everyone else does the heavy lifting.
Theres always money in the banana stand.
|
Cross Atu
OSG Planetary Operations Covert Intervention
3459
|
Posted - 2014.10.24 17:45:00 -
[14] - Quote
John Demonsbane wrote:Equipment does not = lag. We need to get that out of people's heads. This is very true.
In all of my testing on the issue I have been able to produce zero verifiable correlation between deployed equipment (uplinks / hives / REs / Proximity mines ) and lag. At this point all I can think of is that the general belief that lag results from deployed equipment is a function of confirmation bias due to certain areas - like the underground depot in the Gal map - having a greater likelihood for both lag and frequent presence of deployed gear. Once the false corollary of equipment = lag was propagated people started seeing it everywhere to explain effects which, as far as my testing can confirm, has nothing to do with equipment.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Cross Atu
OSG Planetary Operations Covert Intervention
3460
|
Posted - 2014.10.24 17:57:00 -
[15] - Quote
Bahirae Serugiusu wrote: the Logi gets his points The above is also a false assumption about uplinks and gear. There are plenty of players who do not play support that will spam drop uplinks and hives near depots before switching back to their slayer main suit.
One of the key problems in fact is that currently there is very little value to being an actual Logi using the equipment. Logi currently are slower, easier to see (bright yellow, with weaker eWar that scouts), easier to kill, and of the two racial logi suits who do get bonuses to Uplinks or Hives both lose the effects of those bonuses if they die. Further the bonuses themselves are underwhelming when actual numeric value is considered (especially the uplink related Amarr bonus).
If there were more tangible value to actual support play, that is to say players deployed in logistics suits focused on the role of supporting their squad/team, then there would be a decrease in the deployment clutter. But as long as any suit in the game essentially gives the same value dropping a proto link, and those players largely view such items as "fire and forget" not as a focus of their role, this behavior will continue at present level. (Even more important is the previously mentioned CPM proposal regarding making deployed equipment more granular, but in my view all three aspects are important. 1. Make equipment more granular. 2. Make equipment used by Logi meaningfully valued above general use. 3. Make ease of fitting - i.e. access to - equipment weighted towards support play)
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Cross Atu
OSG Planetary Operations Covert Intervention
3461
|
Posted - 2014.10.24 18:08:00 -
[16] - Quote
postapo wastelander wrote:Cross Atu wrote:Juno Tristan wrote:The Gallente socket is always bad
How about instead all uplinks are single use, but you get 20 of them and can only have 1-3 active at a time There is a bit of a tech problem with single use uplinks. This is known because the CPM actually asked about doing essentially what you proposed. That being said we (CPM) currently support a modified version of this proposal with 5 spawns per link, This will still limit spam, not nerf the tactical value, and retain the value of SP invested by players. Also, you are right, that map has lag problems of its own that are map related, not uplink related. Cheers, Cross What about use something like perimeter limitation. Like on droplink for cca 20metres. Changes of this nature would require an entire new system to be coded into the game making them a patch level investment of development resources where as the CPM change I previously mentioned is a hotfix level change and a low resource one at that.
Dev hours aside limited placement isn't an ideal option. First off there is no clear UI feedback to tell players why their uplinks can't be placed there - this leads to frustration especially among new players and damages the retention of new players in the game (doubt this one change is make or break, but adding more to the list of burdens for new players isn't the best thing). Further a limit on placement - if bound to the presence of other gear - creates a whole new type of griefing as players who want to "collect tears" or who simply don't care or don't understand, deploy equipment in poor places which now block more tactically viable placement within the same general area. I could be wrong, I'm not a CCP programer, but it is also my understanding that the deployment mechanic is a single system so if a 'area block' on deployed equipment is used it would require a second new system be built as well so that links and hives are independently tracked to avoid hives and links blocking each other and/or hives not being deployable near objectives (which would substantially reduce their tactical value).
All in all, location/placement limits are AFAIK the wrong tool for the job, it would be like making a light weapon unable to discharge unless aimed at a target within it's optimal range rather than using the current falloff mechanic that we have. The change may address the raised issue but there are lower cost ways to do it which also preserve the tactical utility of the gear.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
KEROSIINI-TERO
The Rainbow Effect
1404
|
Posted - 2014.10.24 23:59:00 -
[17] - Quote
John Demonsbane wrote:Equipment does not = lag. We need to get that out of people's heads.
Personally I have always hated the single spawn "uplink grenade" idea. If you ask me, a simple fix is to place restrictions on deployment area... which yes I know is going to need a real patch and 1.9 is probably already locked, blah blah blah.
Anyway, if you just made a radius within which equipment could not be successfully deployed, you couldn't "spam" uplinks or nanohives to saturate an area. So, no equipment within 10-15m of an installation (i.e., CRU's or supply depots), or 5-10m of eachother. Done and done.
( I do dare to say multiple nanohives stacked DO cause lag.
probable detailed cause is the client graphic engine trying to render 'shine bubble' on 'shine bubble' on 'shine bubble' on 'shine bubble'. Or, audio engine maxing it's simultaneous sound channels by those 8+ hive sound whistles.
Empirical data shows that uplinks in same location cause minimal client lag compared to nanohives, that would point that graphic engine causes the client lag. )
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
|
KEROSIINI-TERO
The Rainbow Effect
1404
|
Posted - 2014.10.25 00:10:00 -
[18] - Quote
The biggest reason for rampant uplink spam is the fact that a single player can set practically unlimited amount of them (40 or so).
What enables that huge amount of links per player is the fact that every single uplink variation has it's own deployment limit.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
|
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1142
|
Posted - 2014.10.25 00:12:00 -
[19] - Quote
Spam? That's why there's a thing called flux grenades. You should use em Or if you don't have those shoot them down.
Pokemon master and Tekken Lord
Gk0 Scout yay :)
|
KEROSIINI-TERO
The Rainbow Effect
1404
|
Posted - 2014.10.25 00:14:00 -
[20] - Quote
Zindorak wrote:Spam? That's why there's a thing called flux grenades. You should use em Or if you don't have those shoot them down.
Well, spam or redundant gameplay as I'd prefer to call. But spam in short.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
|
|
Cross Atu
OSG Planetary Operations Covert Intervention
3480
|
Posted - 2014.10.25 00:31:00 -
[21] - Quote
KEROSIINI-TERO wrote:John Demonsbane wrote:Equipment does not = lag. We need to get that out of people's heads.
Personally I have always hated the single spawn "uplink grenade" idea. If you ask me, a simple fix is to place restrictions on deployment area... which yes I know is going to need a real patch and 1.9 is probably already locked, blah blah blah.
Anyway, if you just made a radius within which equipment could not be successfully deployed, you couldn't "spam" uplinks or nanohives to saturate an area. So, no equipment within 10-15m of an installation (i.e., CRU's or supply depots), or 5-10m of eachother. Done and done. ( I do dare to say multiple nanohives stacked DO cause lag. probable detailed cause is the client graphic engine trying to render 'shine bubble' on 'shine bubble' on 'shine bubble' on 'shine bubble'. Or, audio engine maxing it's simultaneous sound channels by those 8+ hive sound whistles. Empirical data shows that uplinks in same location cause minimal client lag compared to nanohives, that would point that graphic engine causes the client lag. ) Graphic engine yes, but rendering sockets and details rather than rendering equipment. Lag is vastly more map based than it is gear based.
I do believe you are correct in that nanohives are a notably more substantial resource hit than uplinks, but the testing I refereed to above, which was unable to establish a lag correlation to deployed equipment used both uplinks and nanohives (full sets of each) at the same time from multiple logi all stacking them in the same area. None of the various times I've done this has resulted in any notable lag (to be clear I have avoided conducting such tests in any case where the match or map were already displaying lag prior to my ability to initiate the test)
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
KEROSIINI-TERO
The Rainbow Effect
1405
|
Posted - 2014.10.25 00:45:00 -
[22] - Quote
Cross Atu wrote:
Graphic engine yes, but rendering sockets and details rather than rendering equipment. Lag is vastly more map based than it is gear based.
I do believe you are correct in that nanohives are a notably more substantial resource hit than uplinks, but the testing I refereed to above, which was unable to establish a lag correlation to deployed equipment used both uplinks and nanohives (full sets of each) at the same time from multiple logi all stacking them in the same area. None of the various times I've done this has resulted in any notable lag (to be clear I have avoided conducting such tests in any case where the match or map were already displaying lag prior to my ability to initiate the test)
0.02 ISK Cross
Agreeing that equipment in itself is not cause of client lag. I believe, once it has determined it's location it becomes almost as a point in game.
The model is quite modest so it's effect should be minimal.
The fancy effects come on top of that. Hence this old request
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
|
KEROSIINI-TERO
The Rainbow Effect
1405
|
Posted - 2014.10.25 00:47:00 -
[23] - Quote
And Cross as you are online now, I would really really appreciate CPM feedback, as I never had any, on this suggestion originally here: https://forums.dust514.com/default.aspx?g=posts&m=2351583#post2351583
well sort of originally... =P
Even though I'm an advocate for uplink use in warfare, I too am in favor of uplink limitations.
Having each variation to have it's own maximum causes: - Huge uplink spam as it's too easy for each player to set up some 5-7 links at ease - Forces to have too many saved fittings as each link combo needs it's own
So need to limit uplinks exists. Critical change would be to have limitation which doesn't care about uplink variation. But just what to limit?
Team limitation is impractical and too confusing when implemented. Squad limitation is easily circumvented. Personal limitation remains, and is also okay to allow some specialization.
There needs to be an incentive to skill up to proto links like post-uprising (pre-uprising it did NOT really make sense!).
Medomai Grey's suggestion, which has been mentioned elsewhere as well, is a decent start: Uplink skill level setting the active link maximum: L1 - 1 L3 - 2 L5 - 3
But it is not quite enough, otherwise it would still be too easy to use several low level links. So a small tuning is needed:
Skill Level: L1 - max 1 link of STD level or higher L3 - the above PLUS 1 link of ADV level or higher L5 - the above PLUS 1 link of PRO level or higher The maximum active per player would be three. There would be a strong incentive to level up the uplink skill instead of spamming low level links variations.
In general the uplinks themselves could have slightly tuned down max active number, with maybe gauged versions having max two active but with severe limitations (care must be taken to get rid of gauded links superiority!). If maximum of three links seems too small, there could be one level added to top: L0 - Max 1 militia link (So the level 5 maximum would be four links in this case)
Note: There are some other low level links in existence: for example, Amarr Drop Uplink BPO Note2: The different equipment variation having their own limit really really has to go away! Note3: I'm willing to settel for also new skill 'uplink proficiency' which sets the max amount, total max no matter what the type.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
|
Cross Atu
OSG Planetary Operations Covert Intervention
3480
|
Posted - 2014.10.25 02:05:00 -
[24] - Quote
KEROSIINI-TERO wrote:Cross Atu wrote:
Graphic engine yes, but rendering sockets and details rather than rendering equipment. Lag is vastly more map based than it is gear based.
I do believe you are correct in that nanohives are a notably more substantial resource hit than uplinks, but the testing I refereed to above, which was unable to establish a lag correlation to deployed equipment used both uplinks and nanohives (full sets of each) at the same time from multiple logi all stacking them in the same area. None of the various times I've done this has resulted in any notable lag (to be clear I have avoided conducting such tests in any case where the match or map were already displaying lag prior to my ability to initiate the test)
0.02 ISK Cross
Agreeing that equipment in itself is not cause of client lag. I believe, once it has determined it's location it becomes almost as a point in game. The model is quite modest so it's effect should be minimal. The fancy effects come on top of that. Hence this old request If we are still seeing lag effects of this nature post 1.9 I think that is a very reasonable next step to further address performance issues. To be clear, I'm not sure how significant of an impact it can have since I have been unable to confirm a substantial link between equipment and lag, but the 'hive shimmer' certainly isn't a required feature and if removing it does improve overall game play then by all means
See a cool idea thread? Mail me the title and I'll take a look =)
|
Cross Atu
OSG Planetary Operations Covert Intervention
3481
|
Posted - 2014.10.25 02:25:00 -
[25] - Quote
KEROSIINI-TERO wrote:And Cross as you are online now, I would really really appreciate CPM feedback, as I never had any, on this suggestion originally here: https://forums.dust514.com/default.aspx?g=posts&m=2351583#post2351583well sort of originally... =P
Even though I'm an advocate for uplink use in warfare, I too am in favor of uplink limitations. Having each variation to have it's own maximum causes: - Huge uplink spam as it's too easy for each player to set up some 5-7 links at ease - Forces to have too many saved fittings as each link combo needs it's own So need to limit uplinks exists. Critical change would be to have limitation which doesn't care about uplink variation. But just what to limit? Team limitation is impractical and too confusing when implemented. Squad limitation is easily circumvented. Personal limitation remains, and is also okay to allow some specialization.There needs to be an incentive to skill up to proto links like post-uprising (pre-uprising it did NOT really make sense!). Medomai Grey's suggestion, which has been mentioned elsewhere as well, is a decent start: Uplink skill level setting the active link maximum: L1 - 1 L3 - 2 L5 - 3 But it is not quite enough, otherwise it would still be too easy to use several low level links. So a small tuning is needed: Skill Level: L1 - max 1 link of STD level or higher L3 - the above PLUS 1 link of ADV level or higher L5 - the above PLUS 1 link of PRO level or higher The maximum active per player would be three. There would be a strong incentive to level up the uplink skill instead of spamming low level links variations.In general the uplinks themselves could have slightly tuned down max active number, with maybe gauged versions having max two active but with severe limitations (care must be taken to get rid of gauded links superiority!). If maximum of three links seems too small, there could be one level added to top: L0 - Max 1 militia link (So the level 5 maximum would be four links in this case) Note: There are some other low level links in existence: for example, Amarr Drop Uplink BPO Note2: The different equipment variation having their own limit really really has to go away! Note3: I'm willing to settel for also new skill 'uplink proficiency' which sets the max amount, total max no matter what the type.
The major flaw in this type of limit proposal is that it places a more significant burden on support players than on non-support players.
Those who are focused on other roles have uplinks as an option, while those who are running active support have uplinks as their primary focus, limiting both groups equally places a greater contextual burden on the player whos role is derived from support actions. Indeed this is the type of problem we face now.
For example, 5 players who run slayer fits hit a depot spam 3x links each and go back to slaying, there are now 15 uplinks spammed on the field
One player who uses a DS, LAV etc to move around rapidly and deploy uplinks in diverse tactically valuable places around the map can now only place 3 links.
Net result; 18 links on the field, 3 of them are non-spam links (lower total valid links than without the new limit), the non-support players still farm WP off their spammed links while in their slayer roles, the support player is left with fewer options and lower potential income.
If we were to propose a 'hard code' style limitation to reduce spam, the best one I can think of would be that you are not able to deploy in a new fitting (even after death) as long as ANY uplink from the prior fitting remains active. But such a method seems very heavy handed to me and thus not ideal.
Another solution would be raising the fittings cost on uplinks so that fewer suits can fit them, and thus fewer are deployed (logi have a discount to equipment fit so they'd still have the ability to run them). This solution fails in that it does not prevent depot spam. It remains useful in that all the 'fire and forget' spammers will consolidate in more predictable areas and be easier to clear with flux.
In creased methods of clearing spam would also help, flux are useful, OBs are effective (the EMP type from FW more so) and further elements like this could mitigate the problem but do not directly solve the source.
The CPM proposal is useful in that any spammed item will burn itself out faster so even with no player action spam is innately less persistent. This has the added effect of limiting the possible number of WP farmed from treating equipment as 'fire and forget' because it needs to be actively reapplied to remain present.
A huge reduction in spam could be achieved by binding links and hives to logi suits completely (as is done with the HMG and Forge on heavy suits) but this again seems very heavy handed and not ideal.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1146
|
Posted - 2014.10.25 13:17:00 -
[26] - Quote
KEROSIINI-TERO wrote:Zindorak wrote:Spam? That's why there's a thing called flux grenades. You should use em Or if you don't have those shoot them down. Well, spam or redundant gameplay as I'd prefer to call. But spam in short. i know what it means i was just wondering why it's bad when you have these tools to deal with it
Pokemon master and Tekken Lord
Gk0 Scout yay :)
|
Tesfa Alem
Death by Disassociation
256
|
Posted - 2014.10.25 15:29:00 -
[27] - Quote
Cross Atu wrote: The CPM proposal is useful in that any spammed item will burn itself out faster so even with no player action spam is innately less persistent. This has the added effect of limiting the possible number of WP farmed from treating equipment as 'fire and forget' because it needs to be actively reapplied to remain present.
A huge reduction in spam could be achieved by binding links and hives to logi suits completely (as is done with the HMG and Forge on heavy suits) but this again seems very heavy handed and not ideal.
0.02 ISK Cross
This is an issue with uplinks and nanohives as well bonuses tied to specific logi suits, Droppable equipment are by their very nature fire and forget.
After i drop them i cannot pick them back up to keep safe with me. By comparison rep tools, scanners and injectors are usefull as long as i am still alive. Drop links and nanohive are useful until they are destroyed or people happen to use them. Replenshing can on be replaced by changing suits., which means either taking a supply depot or waiting until one dies.
Your only hope to maximize their potential is to place them out of harms way, and enough of them so that they enemy will not take them all down.
Also, no matter how many uplink blueberries throw down in one part of the map (on the "oil drums " for example), having the option to put my own uplinks somewhere else to escape the horde, and spawn my squad in more than once in case of fierce fighting
Truth be told, the only times i saw severe uplink "spam" was in the gallente research facility and in PC, nanohive spam is way more of an issue than uplinks. Shoudn't break one equipment that honestly isn't doing any detriment to Dust because of PC players breaking thier own game modes.
Redline for Thee, but no Redline for Me.
|
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
173
|
Posted - 2014.10.29 06:44:00 -
[28] - Quote
Cross Atu wrote:Juno Tristan wrote:The Gallente socket is always bad
How about instead all uplinks are single use, but you get 20 of them and can only have 1-3 active at a time There is a bit of a tech problem with single use uplinks. This is known because the CPM actually asked about doing essentially what you proposed. That being said we (CPM) currently support a modified version of this proposal with 5 spawns per link, This will still limit spam, not nerf the tactical value, and retain the value of SP invested by players. Also, you are right, that map has lag problems of its own that are map related, not uplink related. Cheers, Cross Cross, as much as you may think the limitation (nerf) of uplinks is a good idea, I believe you and whomever else on the CPM that is thinking this way to be flat out wrong. It is rare for an uplink to last the max spawns available for it anyways due to player diligence and saying it would retain the value of SP invested is a cop out cowardly way of saying we can't think of a better way to optimize it, limiting WP gain, usefulness of links and meaning it would be necessary to use an uplink suit more often where it is only marginally useful to always have an uplink on hand.
In fact if you think about it this would increase spam of links in tactical areas by at least 100% for those trying to spawn an entire team into a location to take and hold it, yes the links would be used up quicker but the idea that this would reduce spam is flawed. Nice try though but in this case 1=15:20 spawns works out to 3=15:20 spawns and that certainly cannot mean less spam.
Basic math says that if you want to hold a point you need numbers to spawn in, how did everyone feel when the range/dps/hp/bonuses got changed in a drastic way? I know you remember. This would mean an uplink would be less than 1/3 as effective as it is now making my proto links next to worthless for a minimal use spawn. At the high isk value to purchase these items it would be ludicrous to bother.
An alternative option I do suggest for limiting spam is to prevent links from being deployed within 5m radius of another link, effectively limiting the spam that normally occurs in the supply depot of the Gallente Research facility and retaining the usefulness of uplinks as they are.
Cheers back at you, back to the drawing board.
How long til this hits PC?
|
Dubya Guy
Abandoned Privilege Top Men.
7
|
Posted - 2014.11.04 20:26:00 -
[29] - Quote
My definition of uplink spam for this reply: More than one or two uplinks placed within the blast radius of a Flux Grenade by the same player
I think it is a problem because 1) it takes advantage of a weakness in the system (limited zoom on spawn map) to maximize war points for a single player at the expense of the team when you canGÇÖt tell which link you are spawning on, and 2) it serves virtually no tactical value towards team victory.
I like the idea of reducing the number of spawns on uplinks so they die quicker. I also like the idea of a limiting radius where you can't put them close to each other, but I am guessing that would be very difficult to program. I also like the idea of being able to manually destroy friendly uplinks in Pub matches, but that is probably also tough to code.
I haven't seen this suggestion yet:
Uplinks have a "replacement radius" that "fluxes" friendly uplinks close by. You could limit the number within a certain radius this way. You could upgrade teammate uplinks this way. You could "freshen up" your own over-used links this way. I would think the code mechanics for this sort of thing would pretty much be there from flux grenades.
Combine this with a severe reduction in number of spawns, and I think this should be doable. Cross Atu?
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4432
|
Posted - 2014.11.04 22:51:00 -
[30] - Quote
Dubya Guy wrote:My definition of uplink spam for this reply: More than one or two uplinks placed within the blast radius of a Flux Grenade by the same player
I think it is a problem because 1) it takes advantage of a weakness in the system (limited zoom on spawn map) to maximize war points for a single player at the expense of the team when you canGÇÖt tell which link you are spawning on, and 2) it serves virtually no tactical value towards team victory.
I like the idea of reducing the number of spawns on uplinks so they die quicker. I also like the idea of a limiting radius where you can't put them close to each other, but I am guessing that would be very difficult to program. I also like the idea of being able to manually destroy friendly uplinks in Pub matches, but that is probably also tough to code.
I haven't seen this suggestion yet:
Uplinks have a "replacement radius" that "fluxes" friendly uplinks close by. You could limit the number within a certain radius this way. You could upgrade teammate uplinks this way. You could "freshen up" your own over-used links this way. I would think the code mechanics for this sort of thing would pretty much be there from flux grenades.
Combine this with a severe reduction in number of spawns, and I think this should be doable. Cross Atu?
I have suggested a radius like this several times. Was told by the devs that it was not something that was easy to do because of the way the game is coded.
(The godfather of tactical logistics)
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |