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Joel II X
Bacon with a bottle of Quafe
4927
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Posted - 2014.12.07 05:30:00 -
[31] - Quote
I, for one, welcome these changes as it doesn't affect me in any negative way.
In fact, I think it was a long-awaited change. |
Clone D
Grundstein Automation
971
|
Posted - 2014.12.07 05:34:00 -
[32] - Quote
Meeko Fent wrote:Clone D wrote:Do you understand the idea of risk? Uplinks deployed on high structures, inaccessible to foot soldiers are at a low risk. Uplinks deployed on the ground are at a high risk. Personally protect high-risk uplinks that you deploy. No need to personally protect low-risk uplinks that you deploy.
Yes, and as I said, you DON'T need a logi suit to place uplinks in low risk spots. A Assault does just fine. It has equip. If you're arguing against bandwidth with that point, you're missing the point of other suits having equip as well. Solo Players running assaults or scouts can effectively drop links in safe places. That is true. Bandwidth will not change that. You have no real point in bringing this up, considering the other options available for link dropping while retaining slaying efficiency.
Now that we have established this idea, let's append the fact that teams often need more than 1 or 2 uplinks at a time. Often there are between 5 to 7 essential strategic locations on a map that will really give the team a doorway into the most tactical positions, allowing them to easily forge their way to victory.
From a standpoint of efficiency, it is best if one person can call a dropship and supply the team with those 5 - 7 uplinks in low-risk, highly-effective locations, as opposed to 3 or 4 people calling in dropships and trying to coordinate uplink deployment so that the map is covered evenly.
Post BW, if a single merc deploys 5-7 uplinks, then in order for the uplinks to remain active, the bandwidth of his/her dropsuit must support the amount of deployed equipment, forcing the merc to remain in a logi suit for as long as he/she deems it necessary to provide team support in the form of uplinks. This renders the merc relatively ineffective for that period, now unable to deploy new equipment at the cost of losing uplinks and now forced to fit logi dropsuits for other purposes to prevent losing uplinks when changing battlefield functions. Whereas pre bandwidth, he/she could have continued contributing to the team more effectively in various classes of dropsuits.
ISK Trader
channel: blitz
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Sgt Kirk
Fatal Absolution
8706
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Posted - 2014.12.07 05:35:00 -
[33] - Quote
Joel II X wrote:I, for one, welcome these changes as it doesn't affect me in any negative way.
In fact, I think it was a long-awaited change. Very much agreed.
CCP holds the Caldari's hand so this doesn't happen again.
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Meeko Fent
Kirkinen Risk Control Caldari State
2223
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Posted - 2014.12.07 05:40:00 -
[34] - Quote
Clone D wrote:Meeko Fent wrote:Clone D wrote:Do you understand the idea of risk? Uplinks deployed on high structures, inaccessible to foot soldiers are at a low risk. Uplinks deployed on the ground are at a high risk. Personally protect high-risk uplinks that you deploy. No need to personally protect low-risk uplinks that you deploy.
Yes, and as I said, you DON'T need a logi suit to place uplinks in low risk spots. A Assault does just fine. It has equip. If you're arguing against bandwidth with that point, you're missing the point of other suits having equip as well. Solo Players running assaults or scouts can effectively drop links in safe places. That is true. Bandwidth will not change that. You have no real point in bringing this up, considering the other options available for link dropping while retaining slaying efficiency. Now that we have established this idea, let's append the fact that teams often need more than 1 or 2 uplinks at a time. Often there are between 5 to 7 essential strategic locations on a map that will really give the team a doorway into the most tactical positions, allowing them to easily forge their way to victory. From a standpoint of efficiency, it is best if one person can call a dropship and supply the team with those 5 - 7 uplinks in low-risk, highly-effective locations, as opposed to 3 or 4 people calling in dropships and trying to coordinate uplink deployment so that the map is covered evenly. Post BW, if a single merc deploys 5-7 uplinks, then in order for the uplinks to remain active, the bandwidth of his/her dropsuit must support the amount of deployed equipment, forcing the merc to remain in a logi suit for as long as he/she deems it necessary to provide team support in the form of uplinks. This renders the merc relatively ineffective for that period, now unable to deploy new equipment at the cost of losing uplinks and now forced to fit logi dropsuits for other purposes to prevent losing uplinks when changing battlefield functions. Whereas pre bandwidth, he/she could have continued contributing to the team more effectively in various classes of dropsuits. And that will hopefully encourage people to go around, drop the links where they need to, and contribute to the team as a whole.
If The Pitcher could cover all the bases, then why do we need the team?
I Live for Tears
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
355
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Posted - 2014.12.07 05:45:00 -
[35] - Quote
Clone D wrote:We're going to have less uplink deployment in safe, durable areas due to disappearing uplinks when logis swap out to perform other functions, or due to demoralization and people giving up on deploying uplinks, or due to more foot soldiers carrying 1 uplink and deploying it in a hazardous zone where it could easily be camped or REd.
We're going to have more uplink destruction due to new OBs.
It's going to become REDLINE MADNESS. Less uplinks + more uplink destruction.
I predict that any slightly asymetrically matched games will end in redlining the losing team, resulting in even more redlining than we already experience today. True, Clone D. Very true. For the immediate future, the "farmers" who never really learned even the first useful thing about deploying an uplink tactically well, will be frisbee-ing their 2 uplinks in goofy places that will help the enemy more than us...
But like "Freindly-fire ON" in FW, a good game ought to have "filter-doors" that allow the playstyle-trained players to enter into the next room, but stop and throw back the players who refuse to follow the required playstyle (they can stay in the yard and do their farming), or at least penalizes them while they try to play with us in the advanced-room until they've better-developed their playstyle.
I'm hoping the "bandwith" mechanic will permanently turn away farmers, and after 'X' number of months of adjustment-pain, will train a whole fresh and smarter batch of uplink-specialist players. Heaven knows we NEED "specialists" in uplinks----tons of players still don't realize yet that match types like Ambush are dictated and won by which team has the competent uplink carrier with them.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Clone D
Grundstein Automation
971
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Posted - 2014.12.07 05:50:00 -
[36] - Quote
Meeko Fent wrote:Clone D wrote:Meeko Fent wrote:Clone D wrote:Do you understand the idea of risk? Uplinks deployed on high structures, inaccessible to foot soldiers are at a low risk. Uplinks deployed on the ground are at a high risk. Personally protect high-risk uplinks that you deploy. No need to personally protect low-risk uplinks that you deploy.
Yes, and as I said, you DON'T need a logi suit to place uplinks in low risk spots. A Assault does just fine. It has equip. If you're arguing against bandwidth with that point, you're missing the point of other suits having equip as well. Solo Players running assaults or scouts can effectively drop links in safe places. That is true. Bandwidth will not change that. You have no real point in bringing this up, considering the other options available for link dropping while retaining slaying efficiency. Now that we have established this idea, let's append the fact that teams often need more than 1 or 2 uplinks at a time. Often there are between 5 to 7 essential strategic locations on a map that will really give the team a doorway into the most tactical positions, allowing them to easily forge their way to victory. From a standpoint of efficiency, it is best if one person can call a dropship and supply the team with those 5 - 7 uplinks in low-risk, highly-effective locations, as opposed to 3 or 4 people calling in dropships and trying to coordinate uplink deployment so that the map is covered evenly. Post BW, if a single merc deploys 5-7 uplinks, then in order for the uplinks to remain active, the bandwidth of his/her dropsuit must support the amount of deployed equipment, forcing the merc to remain in a logi suit for as long as he/she deems it necessary to provide team support in the form of uplinks. This renders the merc relatively ineffective for that period, now unable to deploy new equipment at the cost of losing uplinks and now forced to fit logi dropsuits for other purposes to prevent losing uplinks when changing battlefield functions. Whereas pre bandwidth, he/she could have continued contributing to the team more effectively in various classes of dropsuits. And that will hopefully encourage people to go around, drop the links where they need to, and contribute to the team as a whole. If The Pitcher could cover all the bases, then why do we need the team?
So my post BW options after I deploy uplinks become:
1. Build a slayer logi without deployable equipment. 2. Build a repper logi without deployable equipment. 3. Build a point defense logi without deployable equipment. 4. Build a suppression logi without deployable equipment. 5. Build a hacker logi without deployable equipment. 6. Build a close range assault logi without deployable equipment. 7. Build a mid range assault logi without deployable equipment. 8. Build a long range assault logi without deployable equipment. 9. Build an AV logi without deployable equipment. 10. etc. logi without deployable equipment.
This could be the same solution for deploying a proxy minefield as well.
What BW just did was limit which dropsuit I have to wear in order to play the game.
What BW just did was stop me from both effectively deploying a proxy minefield and effectively deploying uplinks and effectively deploying REs and effectively deploying hives simultaneously. I know how to do those things to effectively support the team and not spam. Why shouldn't I be able to drop multiple pieces of responsibly-placed equipment and then carry on in other roles and other dropsuits?
ISK Trader
channel: blitz
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
356
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Posted - 2014.12.07 06:21:00 -
[37] - Quote
Well,... not exactly.
What I think is that the word "EFFECTIVELY" when it comes to deploying equipment, is tiffany-twisted difference in each player's overconfident mind.
MANY of us think we have been "effectively" deploying and "effectively" helping players... I'm expecting that the Bandwith constraint will force all equipment carriers to either improve and sharpen their idea of effective deployment was, OR retire from equipment deployment and let some better carriers handle that job.
...Yep, sounds like an insult... but it's just logic that is cold sometimes.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Meeko Fent
Kirkinen Risk Control Caldari State
2224
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Posted - 2014.12.07 06:29:00 -
[38] - Quote
Clone D wrote:Meeko Fent wrote:Clone D wrote:Meeko Fent wrote:Clone D wrote:Do you understand the idea of risk? Uplinks deployed on high structures, inaccessible to foot soldiers are at a low risk. Uplinks deployed on the ground are at a high risk. Personally protect high-risk uplinks that you deploy. No need to personally protect low-risk uplinks that you deploy.
Yes, and as I said, you DON'T need a logi suit to place uplinks in low risk spots. A Assault does just fine. It has equip. If you're arguing against bandwidth with that point, you're missing the point of other suits having equip as well. Solo Players running assaults or scouts can effectively drop links in safe places. That is true. Bandwidth will not change that. You have no real point in bringing this up, considering the other options available for link dropping while retaining slaying efficiency. Now that we have established this idea, let's append the fact that teams often need more than 1 or 2 uplinks at a time. Often there are between 5 to 7 essential strategic locations on a map that will really give the team a doorway into the most tactical positions, allowing them to easily forge their way to victory. From a standpoint of efficiency, it is best if one person can call a dropship and supply the team with those 5 - 7 uplinks in low-risk, highly-effective locations, as opposed to 3 or 4 people calling in dropships and trying to coordinate uplink deployment so that the map is covered evenly. Post BW, if a single merc deploys 5-7 uplinks, then in order for the uplinks to remain active, the bandwidth of his/her dropsuit must support the amount of deployed equipment, forcing the merc to remain in a logi suit for as long as he/she deems it necessary to provide team support in the form of uplinks. This renders the merc relatively ineffective for that period, now unable to deploy new equipment at the cost of losing uplinks and now forced to fit logi dropsuits for other purposes to prevent losing uplinks when changing battlefield functions. Whereas pre bandwidth, he/she could have continued contributing to the team more effectively in various classes of dropsuits. And that will hopefully encourage people to go around, drop the links where they need to, and contribute to the team as a whole. If The Pitcher could cover all the bases, then why do we need the team? So my post BW options after I deploy uplinks become: 1. Build a slayer logi without deployable equipment. 2. Build a repper logi without deployable equipment. 3. Build a point defense logi without deployable equipment. 4. Build a suppression logi without deployable equipment. 5. Build a hacker logi without deployable equipment. 6. Build a close range assault logi without deployable equipment. 7. Build a mid range assault logi without deployable equipment. 8. Build a long range assault logi without deployable equipment. 9. Build an AV logi without deployable equipment. 10. etc. logi without deployable equipment. This could be the same solution for deploying a proxy minefield as well. What BW just did was limit which dropsuit I have to wear in order to play the game. What BW just did was stop me from both effectively deploying a proxy minefield and effectively deploying uplinks and effectively deploying REs and effectively deploying hives simultaneously. I know how to do those things to effectively support the team and not spam. Why shouldn't I be able to drop multiple pieces of responsibly-placed equipment and then carry on in other roles and other dropsuits? For LOGIS, no.
Logis have double the Assault Bandwidth.
If you played logi, then you drop Links, and you still have at least 8 left to work with. So I think that's 2 Hives, or 2 RE's.
It is a bit hard on minefields, perhaps, but then, that BW on RE's and PE's can change. A BW of 1 Seems much more appropriate then 4 on RE's. But the implementation of the system itself does not bar changes. Hotfixes man...
I Live for Tears
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Clone D
Grundstein Automation
972
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Posted - 2014.12.07 06:30:00 -
[39] - Quote
CELESTA AUNGM wrote:Well,... not exactly. What I think is that the word "EFFECTIVELY" when it comes to deploying equipment, is tiffany-twisted difference in each player's overconfident mind. MANY of us think we have been "effectively" deploying and "effectively" helping players... I'm expecting that the Bandwith constraint will force all equipment carriers to either improve and sharpen their idea of effective deployment was, OR retire from equipment deployment and let some better carriers handle that job. ...Yep, sounds like an insult... but it's just logic that is cold sometimes.
I could point out specific locations on maps where uplinks have a high frequency of enduring the match.
I could point out specific locations on maps where proxies have a high frequency of destroying ground vehicles.
I could point out specific locations on maps where REs have a high frequency of getting kills during detonation.
I could point out specific locations on maps where hives are frequently needed by assorted classes, whether AV or reliable outposts for holding ground.
Does that sound like I don't know what I'm doing? I'm sure if you gathered statistical evidence, it would reflect that I know what I'm doing. Experienced players would probably agree that these are strategic locations that are refined empirically by playing many battles.
ISK Trader
channel: blitz
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ADAM-OF-EVE
Dead Man's Game RUST415
1670
|
Posted - 2014.12.07 12:12:00 -
[40] - Quote
Clone D. you do not have to place 5 uplinks and be locked into a logistics suit. you can quite easily place 1 or 2 strategic uplinks and still be able to change to most suits and your links will remain for most of the fight.
also why do you feel that it should be 1 persons responsibility to place all the strategic uplinks on the map. look at the old domi map with the central tower. before ladders people would fill dropships with multiple uplink users and drop them off on the pipes and buildings. that was a team effort is supplying those strategic items. . all of which would survive until the enemy would counter them.
i have been killed far more times jumping off buildings with zero situation awareness of what's waiting below than i ever have spawning in on a ground uplink.
there is a huge difference between safe/secure uplinks and efficient uplinks. some of your uplinks might get the odd players safely into the game but its my uplinks that get them into the fight. my uplinks are constantly burning out. to me thats efficiency not placing them somewhere they are not needed much at all
All Hail Legion
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Clone D
Grundstein Automation
984
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Posted - 2014.12.07 13:24:00 -
[41] - Quote
ADAM-OF-EVE wrote:i have been killed far more times jumping off buildings with zero situation awareness of what's waiting below than i ever have spawning in on a ground uplink.
If you want to prevent zero situational awareneess, look around and down before you jump, my fellow merc. Intentionally face in the direction that makes the most sense when you land. This is far better than ground-spawn on top of a hostile RE.
ADAM-OF-EVE wrote:there is a huge difference between safe/secure uplinks and efficient uplinks. some of your uplinks might get the odd players safely into the game but its my uplinks that get them into the fight. my uplinks are constantly burning out. to me thats efficiency not placing them somewhere they are not needed much at all
I don't want to place uplinks where they are not needed. What would be the point of that?
I'm glad that your ground-deployed uplinks help soldiers get into the fight, bro. That's important. But I also hope that somebody is protecting them, so they don't get camped/REd and destroyed by hostiles.
ISK Trader
channel: blitz
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ADAM-OF-EVE
Dead Man's Game RUST415
1671
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Posted - 2014.12.07 14:37:00 -
[42] - Quote
Clone D wrote:ADAM-OF-EVE wrote:i have been killed far more times jumping off buildings with zero situation awareness of what's waiting below than i ever have spawning in on a ground uplink. If you want to prevent zero situational awareneess, look around and down before you jump, my fellow merc. Intentionally face in the direction that makes the most sense when you land. This is far better than ground-spawn on top of a hostile RE. ADAM-OF-EVE wrote:there is a huge difference between safe/secure uplinks and efficient uplinks. some of your uplinks might get the odd players safely into the game but its my uplinks that get them into the fight. my uplinks are constantly burning out. to me thats efficiency not placing them somewhere they are not needed much at all I don't want to place uplinks where they are not needed. What would be the point of that? I'm glad that your ground-deployed uplinks help soldiers get into the fight, bro. That's important. But I also hope that somebody is protecting them, so they don't get camped/REd and destroyed by hostiles.
please stop repeating this nonsense about how uplinks are always camped, its a rare occasion if that. it is of minor consequence. every one of your arguments is a repeat of this argument which rarely affects anyone. besides even if it where true the new uplinks after the patch will scan out enemy campers so this whole argument is BS. it is going to be even less likely for players to camp equipment.
you are fixated on one aspect of the changes crying foul and ignoring all the other features which combat your issues
All Hail Legion
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Clone D
Grundstein Automation
984
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Posted - 2014.12.07 17:22:00 -
[43] - Quote
ADAM-OF-EVE wrote:please stop repeating this nonsense about how uplinks are always camped, its a rare occasion if that. it is of minor consequence. every one of your arguments is a repeat of this argument which rarely affects anyone. besides even if it where true the new uplinks after the patch will scan out enemy campers so this whole argument is BS. it is going to be even less likely for players to camp equipment.
While I always check the overhead map thoroughly before spawning in, my experience with using ground spawns (both uplinks and CRUs) has shown me a high frequency of campers. Why do people camp/RE? Because they are easy kills. Some matches, I have been camped as much as 75% of spawn ins due to people having placed unsecured uplinks. I have frequenly observed my team spawn camping, and when I play with advanced squads, nobody destroys a link without first asking, "Are we camping this?"
Uplinks and CRUs will reveal limited TACNET data post 1.10, with limited range and limited precision. Don't think that camping is about to come to a halt. People will simply build fittings that allow them to camp without being picked up by CRU/uplink passive scans. Besides, how hard is it to camp by standing further than 5 - 15 m away? That is basic camping distance anyway.
We will see how likely it is for players to camp uplinks post 1.10. I am guessing that nothing will change in regard to spawn campers.
ISK Trader
channel: blitz
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NextDark Knight
Molon Labe. General Tso's Alliance
682
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Posted - 2014.12.07 17:34:00 -
[44] - Quote
Response are :
Response 1 : I HATE EQUIPMENT SPAMMERS SO THIS IS A GOOD NERF. (People that don't want to see past the pain of seeing one or two equipment spammers a week)
Response 2 : I HATE UPLINKS BEING CAMPS SO THIS IS A GOOD NERF (People that are just idoits)
Response 3 : I PLAY WITH A DEDICATED LOGI SO SHOULD YOU (People that really arn't effected by the NERF)
Response 4 : THIS WILL IMPROVE THE GAME ( Well, only if you like being in the redline if you don't have dedicated logis)
Honestly.. this is a stupid update for pub matches.. Gold update for PC matches..
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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DDx77
The Exemplars RISE of LEGION
48
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Posted - 2014.12.07 18:06:00 -
[45] - Quote
I think Clone D brings up some very valid points. BW does seemingly limit roles If the main problem is uplink and nanohive spam, why not have BW for just those two types of equipment? I don't see the point in limiting proxies and RE's and also tying that limitation in with scanners, rep tools and even cloaks( well maybe I do with cloaks)
I also don't see the point in wiping all deployed equipment when you switch suit classes. I can still deploy uplinks in my scout but only keep them on the field as long as I stay in a scout suit? Why? Doesn't bother me, I'll just stay in a scout for the whole match then even though it would be fun to switch to assault or heavy. This idea limits fun and versatility
Imo it would be better when switching suits to have only the equipment that doesn't fall in with that suits BW be destroyed, not a complete wipe of equipment (Unless I'm not understanding BW correctly)
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Clone D
Grundstein Automation
984
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Posted - 2014.12.07 18:29:00 -
[46] - Quote
DDx77 wrote:Imo it would be better when switching suits to have only the equipment that doesn't fall in with that suits BW be destroyed, not a complete wipe of equipment (Unless I'm not understanding BW correctly)
Equipment will only disappear, in the order that it was dropped, if the deployed equipment exceeds the new dropsuit's BW. This aligns with your preference, so no worries there. It will not disappear completely unless you pull a non-commando heavy frame per http://dust514.com/news/blog/2014/12/uprising-1.10-overview-patch-notes/.
ISK Trader
channel: blitz
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Leadfoot10
Molon Labe. General Tso's Alliance
2476
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Posted - 2014.12.07 18:30:00 -
[47] - Quote
"why all the upset about bandwidth"
Because, generally speaking, people don't like change.
It is really just that simple, IMO. |
TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1398
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Posted - 2014.12.07 23:26:00 -
[48] - Quote
butthurt because they can't go 3500 on the scoreboard as easy.. now normal players who don't spam equipment have a better chance to make isk.
AKA Zirzo Valcyn
AFKing since 2012
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Michael Arck
6078
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Posted - 2014.12.08 01:10:00 -
[49] - Quote
Damn man, its disheartening to read how short sighted this community still is when it comes to many issues that are not really complex, but takes more than a simple "oh you just mad because you want to spam and be dedicated to a role" reply.
I keep checking back on these forums hoping to see a turn around. I'm afraid to step my foot into the **** pool. Is Dust even Dust anymore?
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Z3dog
BIG BAD W0LVES
45
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Posted - 2014.12.08 03:00:00 -
[50] - Quote
Meeko Fent wrote: If The Pitcher could cover all the bases, then why do we need the team?
Frequently in this game people don't have a team.
Dust 5/14
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
362
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Posted - 2014.12.08 04:55:00 -
[51] - Quote
Michael Arck wrote:Damn man, its disheartening to read how short sighted this community still is when it comes to many issues that are not really complex, but takes more than a simple "oh you just mad because you want to spam and be dedicated to a role" reply.
I keep checking back on these forums hoping to see a turn around. I'm afraid to step my foot into the **** pool. Is Dust even Dust anymore? Don't worry, Michael Arck! Dust is still Dust, and being more innovative and elaborate every new month. The "BW" as it is now famously called as we log it into gaming history( ) will NOT destroy uplink use for logis or anyone else----it will simply challenge us to define what we each thought was "experienced know-how at planting uplinks".
NOT meant to hurt the feelings of any poster (or author) in this thread, but if an uplink could talk back to the girl who deployed it, she might hear:
If you're busy planting 8 of me active around the map at the same time, just "for the team's convenience"---how will you ever be available to notice when your team needs ONE of me planted on the flank of the current firefight they are in?
If you planted me 4 times, and I got camped by reds 3 times---is it just possible that for 3 times out of 4, you're planting me in spots that are so predictable/noticeable, and so securable by the enemy, that the reds feel perfectly safe camping with lawn chairs and a boombox?
When you deployed 2 of me on opposite sides of Red Null-C, specifically so our team could strike from both sides at once, and won both C and the match----don't you think the team appreciated you more than when you deployed 6 of me on random "long walk to get off" rooftops and "20 seconds to get down" skyscrapers in those other matches that day?
BW may prove to be VERY helpful to us. Maybe by making us aware that, if you're planting equipment every WHERE that you think is safest, instead of waiting and planting equipment WHEN your blues need it, and AS each firefight unfolds,... some of us logi players may not be as skillfully HELPFUL to team as we've been thinking we are.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Bethhy
Ancient Exiles.
2566
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Posted - 2014.12.08 05:13:00 -
[52] - Quote
Leadfoot10 wrote:"why all the upset about bandwidth"
Because, generally speaking, people don't like change.
It is really just that simple, IMO.
Changing things for the worse in guise of a "Fix" is the problem.
Same as vehicle locking.
Same as matchmaking.
Same as needles just last patch. and many other examples.
This is a change that will impact daily DUST negatively. In Order to get CCP off easily from fixing a broken game mechanic that has been in practice since Closed Beta.
This is not a fix... It's a giant nerf band aid, With it applied the big problem of CCP having a game in which it's core game mechanics run like sh!t, WILL NOT BE FIXED. Entire contributing gameplay styles will be eliminated and made null in void And The actual problem (Game performance) Will not.
The Game will still run like Sh!t.
And Everyday DUST gameplay will suffer.
for the sake of an easy fix for CCP and their own game play performance issues they created themselves.. |
Z3dog
BIG BAD W0LVES
46
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Posted - 2014.12.08 22:52:00 -
[53] - Quote
Bethhy wrote:Leadfoot10 wrote:"why all the upset about bandwidth"
Because, generally speaking, people don't like change.
It is really just that simple, IMO. Changing things for the worse in guise of a "Fix" is the problem. Same as vehicle locking. Same as matchmaking. Same as needles just last patch. and many other examples. This is a change that will impact daily DUST negatively. In Order to get CCP off easily from fixing a broken game mechanic that has been in practice since Closed Beta. This is not a fix... It's a giant nerf band aid, With it applied the big problem of CCP having a game in which it's core game mechanics run like sh!t, WILL NOT BE FIXED. Entire contributing gameplay styles will be eliminated and made null in void And The actual problem (Game performance) Will not. The Game will still run like Sh!t. And Everyday DUST gameplay will suffer. for the sake of an easy fix for CCP and their own game play performance issues they created themselves..
I'm really not surprised devs in the "people's republic" are calling nerfs buffs. It's actually kinda funny.
Dust 5/14
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ADAM-OF-EVE
Dead Man's Game RUST415
1686
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Posted - 2014.12.09 03:42:00 -
[54] - Quote
anyone not in a logi suit doing logi tasks is not a logi. dumping copious amounts of gear and then changing suits is not being a logi. if you are a single equipment user then BW does not affect you. if you are a logibro BW does not affect you. if you spam gear and change suits then yes BW will affect you. this is not a nerf disguised as a buff. this has never been a buff, this has always been a fix to something that has been broken for a long time and that is spam
you can call it strategic placing of multiple uplinks etc all you want but to any serious logibro its just spam for 1 purpose and that is to get the dropper WPs without any of the cost or risk real logis carry by not changing suits. not to mention it can prevent better use of permanent logistics own gear.
i am a full time logi. i have 1 suit in my fittings list and its a mini logi. i never spam. i hit top 3 often because i use my equipment when it is needed generating me WP because of the quality of my placement and timing and not because of spamming a large quantity.
its time for others to adapt and overcome as logis have had to do time and time again
All Hail Legion
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