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Brush Master
Onslaught Inc RISE of LEGION
1409
|
Posted - 2015.01.28 19:03:00 -
[1] - Quote
The following are bullet points and talking points from several discussions on the Biomassed channel on Skype. I imagine many of these ideas are not new but I did not find any recent.
At the end I would like you answers two questions:
- Do you agree with the current iteration of uplinks?
- Which suggested changes do you agree with?
Problems:
- Uplinks are plentiful on maps
- Players will glitch or place uplinks high where they are hard or impossible to destroy
- Logis run out of uplinks fairly fast during heated engagements
Possible Ways to Reduce Problems:
- Reduce the number of spawns of uplinks to 6 or fewer
- Increase the number of carried uplinks to 10 or greater to offset number of spawns
Benefits of Change:
- High/Glitched uplinks are far less useful as they run out quickly
- Dedicated logis gain more benefits as other players just laying down uplinks and switching out would not last long
- Logis have to make less trips to a supply depot with increase in capacity
- Logi skills could be added/refactored to to increase spawn counts / number carried.
Wrapping It Up Overall, as someone that has run Logi since Logis existed in Dust, I feel a change similar to those suggested would change how uplinks are used, from a throw in a good spot and forget it for most the match to an actual piece of equipment that really makes the logi shine. Leave your comments below, please keep it on topic.
Also be sure to Vote on the Trello Card here, https://trello.com/c/X49WPpOl
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Drecain Midular
Molon Labe. General Tso's Alliance
43
|
Posted - 2015.01.28 19:47:00 -
[2] - Quote
This sounds like good changes to me, but I'd love to hear the PC crowds input on it. I don't PC myself and I imagine that what you suggested might make it even harder to get an entrenched squad off a point if their logi almost always will have extra links that you can't flux..? |
Kevall Longstride
DUST University Ivy League
2367
|
Posted - 2015.01.28 20:35:00 -
[3] - Quote
Part of the problem with uplinks is that as a concept, they are incredibly powerful.
A lot of games have deployable equipment that can allow a player to respawn at a point of their choosing. Dust is the only one I've played that allows your whole team to use them too. It's like allowing a meta 1 frigate in Eve to drop Cyno's where ever they want.
They've also negated the need for vehicle transport, an important and completely wasted opportunity to give vehicles another role in the game. Why should CCP devekop a Medium Light Troop Transport for the game when a speed tanked scout can get most, if not all of your team there much quicker?
It's also by now an established legacy tactic after two years to use these OP Deployables as a Dust equivilant of the Eve Blob, a very efficient and effective means to win. Which is why players can get a little heated about possible change. We've seen that many, many times on these here forums.
As much as I would personally like to, we can't just remove them from the game outright. But they do need curtailing a little.
Now my own personal preferance is the Spawn Grenade idea, where only 1 or 2 spawns would be allowed to happen on each link but the logi could carry a lot of them, meaning they become less drop and forget and have to actively managed instead, keeping the tourists out of logi work.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Kain Spero
Negative-Feedback
4450
|
Posted - 2015.01.28 21:03:00 -
[4] - Quote
I really would like to see the overall power of the uplink reduced. I like the idea of carrying more links but having less overall active on the field. I have to agree that uplinks have largely marginalized the transport role of vehicles.
I don't think limiting links to just squads is really a good way to go though. I would rather their balance be adjusted in a way that makes them less overpowering even if they are available to the whole team to spawn on.
Many serious fights really just boil down to who can spam the most links and which team is the best at killing those links.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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lee corwood
Knights Of Ender RISE of LEGION
1150
|
Posted - 2015.01.28 23:28:00 -
[5] - Quote
Whether for the better or not, I'm not certain. I tend to try to always keep count of my own links but that is often hard to do when they get lost in the pile. I feel like this BW only hurt nanohives in a bad way. Why waste time putting down a nanohive for all of 15 seconds when you fear losing a far superior uplink. Considering the state of all EQ, I'm not sure how I feel about this, but I do agree the uplink is the most abused. I'm trying hard to keep an open mind, but we won't really know until we get our hands on it.
And lastly, as someone that is supposed to be the master deployable closet, this won't sit well at all with me until I get some BW meter on my interface!
Knights of Ender Director
Logi 4 Life | Youtube Vids
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The-Errorist
979
|
Posted - 2015.01.29 00:01:00 -
[6] - Quote
I support this.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Zindorak
Nyain Chan
1682
|
Posted - 2015.01.29 00:28:00 -
[7] - Quote
I like uplinks the way they are. They don't need any nerfs but +1 to max carried or deployable could be useful Also colour of your links should be different
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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The-Errorist
979
|
Posted - 2015.01.29 00:56:00 -
[8] - Quote
lee corwood wrote:...
And lastly, as someone that is supposed to be the master deployable closet, this won't sit well at all with me until I get some BW meter on my interface! Come vote on this trello card.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Sarus Rambo
Isuuaya Tactical Caldari State
177
|
Posted - 2015.01.29 01:04:00 -
[9] - Quote
Kevall Longstride wrote:Part of the problem with uplinks is that as a concept, they are incredibly powerful.
A lot of games have deployable equipment that can allow a player to respawn at a point of their choosing. Dust is the only one I've played that allows your whole team to use them too. It's like allowing a meta 1 frigate in Eve to drop Cyno's where ever they want.
They've also negated the need for vehicle transport, an important and completely wasted opportunity to give vehicles another role in the game. Why should CCP devekop a Medium Light Troop Transport for the game when a speed tanked scout can get most, if not all of your team there much quicker?
It's also by now an established legacy tactic after two years to use these OP Deployables as a Dust equivilant of the Eve Blob, a very efficient and effective means to win. Which is why players can get a little heated about possible change. We've seen that many, many times on these here forums.
As much as I would personally like to, we can't just remove them from the game outright. But they do need curtailing a little.
Now my own personal preferance is the Spawn Grenade idea, where only 1 or 2 spawns would be allowed to happen on each link but the logi could carry a lot of them, meaning they become less drop and forget and have to actively managed instead, keeping the tourists out of logi work.
I agree with this completely. Removing them from the game should be the goal though, everything between then is just trying to mitigate a fundamental flaw that was their conception. There is literally no point in using a dropship or any other future transportation to move troops around. Reducing the number of spawns per uplink makes it harder to have a lot of deployed uplinks, but it would still be possible with a couple logis to continuously keep an area filled. I vote for removal if there are substantial alternatives, and untill then making them are hard to spam as possible.
This sums up 75% of forum posts.
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lee corwood
Knights Of Ender RISE of LEGION
1151
|
Posted - 2015.01.29 01:19:00 -
[10] - Quote
The-Errorist wrote:lee corwood wrote:...
And lastly, as someone that is supposed to be the master deployable closet, this won't sit well at all with me until I get some BW meter on my interface! Come vote on this trello card.
Done.
Knights of Ender Director
Logi 4 Life | Youtube Vids
|
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SILENTSAM 69
SONS of LEGION RISE of LEGION
750
|
Posted - 2015.01.29 01:34:00 -
[11] - Quote
I think that Drop Uplinks should be handeled similar to Cloaks in that the logi should get a bandwidth bonus in using them, while the bandwidth requirements make them pretty much unusable to other classes.
This way it will help the logi shine, while making it so we don't have every suit type having their own Drop Uplink fitting. |
Kaze Eyrou
DUST University Ivy League
1813
|
Posted - 2015.01.29 02:50:00 -
[12] - Quote
Kevall Longstride wrote:Why should CCP devekop a Medium Light Troop Transport for the game when a speed tanked scout can get most, if not all of your team there much quicker? But if a Medium Light Troop Transport can support a Mobile Supply Depot vehicle module, then there's a powerful vehicle that can do something that a Scout, a LAV, and a HAV can't do.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Kaze Eyrou
DUST University Ivy League
1815
|
Posted - 2015.01.29 03:11:00 -
[13] - Quote
lee corwood wrote:The-Errorist wrote:lee corwood wrote:...
And lastly, as someone that is supposed to be the master deployable closet, this won't sit well at all with me until I get some BW meter on my interface! Come vote on this trello card. Done. Done as well.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Cross Atu
OSG Planetary Operations Covert Intervention
4039
|
Posted - 2015.01.29 05:49:00 -
[14] - Quote
My sense of things in order.
#1 is somewhat subjective how many "a lot" of something is has a deeply contextual element and what it is contrasted with matters fundamentally. For my ISK spawn camping is far too plentiful within Dust 514 even in the current game state and further bottle-necking possible spawn locations without first being able to prevent a further spike in the negative behavior of spawn camping is not a positive step for the health of the game. I would rather see more spawn options than less; the addition of possible sky spawns, the improvement of CRUs, and mCRUs etc.
#2 - Bugs should be fixed. Misuse of bugs to make a game asset behave outside of its intended effect is problematic and should be eliminated.
#3 - Logi play with links is often more passive and less dynamic than would be ideal, improving this situation by making uplinks more granular seems like a soundly positive step for the health of the game.
The CPM proposed awhile back, and I still fully endorse, the idea of reducing spawns per link to 5 (initially the thought was 1 however there were some tech limits server side which made that less than ideal) and scale max carried (not max active) upward to keep total payload at present levels. This change would require a more active role from players to keep an uplink present but would allow those who are not using links in a passive 'fire and forget' manner to better conserve and deploy their resources as a single flux would not longer wipe out 25 spawns worth of link. On balance it is a win-win.
If after such a change uplinks are deemed to be too potent (based on in game metrics) then the next step would be to scale up their CPU/PG costs so that fewer fits could run them thus raising their opportunity cost. BW costs can also be tuned up or down as needed for proper polish.
Most importantly approaching this or any change with an iterative rather than sweeping methodology is key to avoiding the (all too frequent) mistakes of Dust past. The current Dust Dev team as done a bang up job of this and we should make every effort to support the continuing use of an iterative approach to Dust.
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
4039
|
Posted - 2015.01.29 05:50:00 -
[15] - Quote
Drecain Midular wrote:This sounds like good changes to me, but I'd love to hear the PC crowds input on it. I don't PC myself and I imagine that what you suggested might make it even harder to get an entrenched squad off a point if their logi almost always will have extra links that you can't flux..? Primary the Logi
See a cool idea thread? Mail me the title and I'll take a look =)
|
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
237
|
Posted - 2015.01.29 06:01:00 -
[16] - Quote
Brush Master wrote:The following are bullet points and talking points from several discussions on the Biomassed channel on Skype. I imagine many of these ideas are not new but I did not find any recent. At the end I would like you answers two questions:
- Do you agree with the current iteration of uplinks?
- Which suggested changes do you agree with?
Problems:
- Uplinks are plentiful on maps
- Players will glitch or place uplinks high where they are hard or impossible to destroy
- Logis run out of uplinks fairly fast during heated engagements
Possible Ways to Reduce Problems:
- Reduce the number of spawns of uplinks to 6 or fewer
- Increase the number of carried uplinks to 10 or greater to offset number of spawns
Benefits of Change:
- High/Glitched uplinks are far less useful as they run out quickly
- Dedicated logis gain more benefits as other players just laying down uplinks and switching out would not last long
- Logis have to make less trips to a supply depot with increase in capacity
- Logi skills could be added/refactored to to increase spawn counts / number carried.
Wrapping It Up Overall, as someone that has run Logi since Logis existed in Dust, I feel a change similar to those suggested would change how uplinks are used, from a throw in a good spot and forget it for most the match to an actual piece of equipment that really makes the logi shine. Leave your comments below, please keep it on topic. Also be sure to Vote on the Trello Card here, https://trello.com/c/X49WPpOl No? Currently spawns are already down on uplinks and its simple to drop them yes but unless you invest time and isk placing them out of reach they are destroyed rapidly if found, this is not broken, I really think that it is something thought up by people who don't carry fluxes, are trying to spawn camp or just don't care what lengths people need to go to to get near indestructible links. It is difficult and you need to know your maps, that said it is just as easy to camp those ones and to destroy them even though they are nigh indestructible, extreme measures sure but they took extreme measures to put them there in the first place. Credit for them being in good locations should be rewarded with a good amount of spawns not a reduction nerf again.
Continue fixing the terrain so that you cannot glitch out links is a better answer. It is foolhardy to blame a perfectly good asset for a problem created by bad texturing.
Promoting Teamwork, Join a Squad Today!
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Kain Spero
Negative-Feedback
4454
|
Posted - 2015.01.29 13:29:00 -
[17] - Quote
Cross Atu wrote:My sense of things in order.
#1 is somewhat subjective how many "a lot" of something is has a deeply contextual element and what it is contrasted with matters fundamentally. For my ISK spawn camping is far too plentiful within Dust 514 even in the current game state and further bottle-necking possible spawn locations without first being able to prevent a further spike in the negative behavior of spawn camping is not a positive step for the health of the game. I would rather see more spawn options than less; the addition of possible sky spawns, the improvement of CRUs, and mCRUs etc.
#2 - Bugs should be fixed. Misuse of bugs to make a game asset behave outside of its intended effect is problematic and should be eliminated.
#3 - Logi play with links is often more passive and less dynamic than would be ideal, improving this situation by making uplinks more granular seems like a soundly positive step for the health of the game.
The CPM proposed awhile back, and I still fully endorse, the idea of reducing spawns per link to 5 (initially the thought was 1 however there were some tech limits server side which made that less than ideal) and scale max carried (not max active) upward to keep total payload at present levels. This change would require a more active role from players to keep an uplink present but would allow those who are not using links in a passive 'fire and forget' manner to better conserve and deploy their resources as a single flux would not longer wipe out 25 spawns worth of link. On balance it is a win-win.
If after such a change uplinks are deemed to be too potent (based on in game metrics) then the next step would be to scale up their CPU/PG costs so that fewer fits could run them thus raising their opportunity cost. BW costs can also be tuned up or down as needed for proper polish.
Most importantly approaching this or any change with an iterative rather than sweeping methodology is key to avoiding the (all too frequent) mistakes of Dust past. The current Dust Dev team as done a bang up job of this and we should make every effort to support the continuing use of an iterative approach to Dust.
0.02 ISK Cross
Pretty spot on I think on how to address the issue.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Brush Master
Onslaught Inc RISE of LEGION
1414
|
Posted - 2015.01.29 15:17:00 -
[18] - Quote
Kevall Longstride wrote:Part of the problem with uplinks is that as a concept, they are incredibly powerful.
A lot of games have deployable equipment that can allow a player to respawn at a point of their choosing. Dust is the only one I've played that allows your whole team to use them too. It's like allowing a meta 1 frigate in Eve to drop Cyno's where ever they want.
They've also negated the need for vehicle transport, an important and completely wasted opportunity to give vehicles another role in the game. Why should CCP devekop a Medium Light Troop Transport for the game when a speed tanked scout can get most, if not all of your team there much quicker?
It's also by now an established legacy tactic after two years to use these OP Deployables as a Dust equivilant of the Eve Blob, a very efficient and effective means to win. Which is why players can get a little heated about possible change. We've seen that many, many times on these here forums.
As much as I would personally like to, we can't just remove them from the game outright. But they do need curtailing a little.
Now my own personal preferance is the Spawn Grenade idea, where only 1 or 2 spawns would be allowed to happen on each link but the logi could carry a lot of them, meaning they become less drop and forget and have to actively managed instead, keeping the tourists out of logi work.
I like to do things in iterations, there are many things we could do but we should only do one basic thing at a time. Reducing the spawn counts and increasing carried at least makes them take on a more active role. I also thing the spawn times need adjusted but that is more of a phase 2. I disagree on the only 1-2 spawn in general. As a logi, if I just have to keep throwing an uplink out, it can become so tedious, so a balanced approach I believe is the better option. Now I will say you could maybe have variations with low spawns that give really fast spawns, just like we have now.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Brush Master
Onslaught Inc RISE of LEGION
1414
|
Posted - 2015.01.29 15:23:00 -
[19] - Quote
Kain Spero wrote:I really would like to see the overall power of the uplink reduced. I like the idea of carrying more links but having less overall active on the field. I have to agree that uplinks have largely marginalized the transport role of vehicles.
I don't think limiting links to just squads is really a good way to go though. I would rather their balance be adjusted in a way that makes them less overpowering even if they are available to the whole team to spawn on.
Many serious fights really just boil down to who can spam the most links and which team is the best at killing those links.
I believe most are just 1-2 right now. I thought about suggesting only 1 active at a time but I wanted to make an incremental suggestions with the less spawns and more carried to see the results of that. I agree that some balancing needs to be done between CRUs, mCRUs and uplinks. I also agree that uplink spam is often a required feature to win a serious battle.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
|
Brush Master
Onslaught Inc RISE of LEGION
1414
|
Posted - 2015.01.29 15:28:00 -
[20] - Quote
Zindorak wrote:I like uplinks the way they are. They don't need any nerfs but +1 to max carried or deployable could be useful Also colour of your links should be different
I run logi all the time and I do not see this as a nerf, I see it as a change in how uplinks are played and for those that run logi are rewarded more by carrying uplinks on their suit. In games you will often see people start with an uplink suit and then switch out to a different loadout the rest of the match, it is part of the reason you see so much spam on maps and have a hard time finding your link. There are many possible ways to tackle the issue, BW on suits definitely helped and maybe some more can be done with that as well.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1754
|
Posted - 2015.01.29 18:08:00 -
[21] - Quote
This post is another example of a " witch hunt " and it's a shame that there are CPM's co-signing for this as well .
There is nothing wrong with uplinks .
You have some claiming that there is spam and you just can't fix problems in-game from modes like Dom or Ambush or PC even and most of these changes are AGAIN coming from players in notable corps & people who run in-squads , which notably hurt solo players once said suggestions are implemented .
No one has time to break away from the pack to replace spawns that are in strategic places once their in a fire fight or the middle of a battle , notably Logistic players since they would be repairing / re-supplying players with ammo or scanning troop progress , once links pop for the most part , you just don't catch too many going to replenish them and you have Tactical Strikes , troops in squad , fluxes , forges , PLC's , FP's and other methods for link removal , this is just a attempt by those who just want easy mode served to them on a silver platter where they don't have to put forth any effort to remove them , themselves so they campaign for changes to make the EQ less effective .
What difference would it make if I had 10 links if they only allow 5 players to spawn from them and I would have to keep track and constantly break away from the action and troops that would need my assistance as a logistic player ?
This is just a method to " dummy down " strategic methods of game play .
Who places spawns down at ground level where they are easily destroyed unless their rushing a objective as a scout and need instant backup .?. once that position is overwhelmed , those links are quickly and easily removed and destroyed , killing their intended purpose .
These people just don't like to fight , or they just don't want to weather any storms of opposition , hence " easy mode " , this game is becoming COD more and more each day with this type of thought process , these same people who have help are killing the solo player and their experience all because they deem something troubling that in all fact is not .
This is not making a logi's job easier or more strategic infact , it's creating twice the work for those who specialize in link placement and killing the life of their intentions .
This is such a joke and you people need to put forth efforts in matters that are ACTUAL problems in-game and stop exaggerating situations to kill roles and experiences of OTHER players , OTHER THEN YOURSELVES .
Doubts are like flies and should be treated as such and crushed .
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Vesta Opalus
T.H.I.R.D R.O.C.K General Tso's Alliance
363
|
Posted - 2015.01.29 18:15:00 -
[22] - Quote
Kevall Longstride wrote:Part of the problem with uplinks is that as a concept, they are incredibly powerful.
A lot of games have deployable equipment that can allow a player to respawn at a point of their choosing. Dust is the only one I've played that allows your whole team to use them too. It's like allowing a meta 1 frigate in Eve to drop Cyno's where ever they want.
They've also negated the need for vehicle transport, an important and completely wasted opportunity to give vehicles another role in the game. Why should CCP devekop a Medium Light Troop Transport for the game when a speed tanked scout can get most, if not all of your team there much quicker?
It's also by now an established legacy tactic after two years to use these OP Deployables as a Dust equivilant of the Eve Blob, a very efficient and effective means to win. Which is why players can get a little heated about possible change. We've seen that many, many times on these here forums.
As much as I would personally like to, we can't just remove them from the game outright. But they do need curtailing a little.
Now my own personal preferance is the Spawn Grenade idea, where only 1 or 2 spawns would be allowed to happen on each link but the logi could carry a lot of them, meaning they become less drop and forget and have to actively managed instead, keeping the tourists out of logi work.
Battlefield 2142 had a deployable spawn pad as well, and it was strong, but it was much harder to glitch them into walls or on top of high buildings in that game. The layout of the maps kept things on the ground for the most part, which was very nice.
P.S. Battlefield 2142 is pretty much what they copied to create dust, but without some of the cooler aspects like APCs that could fire you into the air in an escape pods or MCCs that you could actually assault and destroy from the inside out. Recommend anyone playing or developing this game give Battlefield 2142 a quit play just to see what its like. |
Brush Master
Onslaught Inc RISE of LEGION
1416
|
Posted - 2015.01.29 19:13:00 -
[23] - Quote
SILENTSAM 69 wrote:I think that Drop Uplinks should be handeled similar to Cloaks in that the logi should get a bandwidth bonus in using them, while the bandwidth requirements make them pretty much unusable to other classes.
This way it will help the logi shine, while making it so we don't have every suit type having their own Drop Uplink fitting.
Logis already get reductions to equipment as far as PG / CPU. Is it better to increase BW or give a fitting bonus? I will leave that up to the number crunchers. At this point, the general theme is we want to work on reducing the number of uplinks on the field while making sure logis have that most benefits when running uplinks.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
|
Brush Master
Onslaught Inc RISE of LEGION
1416
|
Posted - 2015.01.29 19:24:00 -
[24] - Quote
Cross Atu wrote:My sense of things in order.
#1 is somewhat subjective how many "a lot" of something is has a deeply contextual element and what it is contrasted with matters fundamentally. For my ISK spawn camping is far too plentiful within Dust 514 even in the current game state and further bottle-necking possible spawn locations without first being able to prevent a further spike in the negative behavior of spawn camping is not a positive step for the health of the game. I would rather see more spawn options than less; the addition of possible sky spawns, the improvement of CRUs, and mCRUs etc.
#2 - Bugs should be fixed. Misuse of bugs to make a game asset behave outside of its intended effect is problematic and should be eliminated.
#3 - Logi play with links is often more passive and less dynamic than would be ideal, improving this situation by making uplinks more granular seems like a soundly positive step for the health of the game.
The CPM proposed awhile back, and I still fully endorse, the idea of reducing spawns per link to 5 (initially the thought was 1 however there were some tech limits server side which made that less than ideal) and scale max carried (not max active) upward to keep total payload at present levels. This change would require a more active role from players to keep an uplink present but would allow those who are not using links in a passive 'fire and forget' manner to better conserve and deploy their resources as a single flux would not longer wipe out 25 spawns worth of link. On balance it is a win-win.
If after such a change uplinks are deemed to be too potent (based on in game metrics) then the next step would be to scale up their CPU/PG costs so that fewer fits could run them thus raising their opportunity cost. BW costs can also be tuned up or down as needed for proper polish.
Most importantly approaching this or any change with an iterative rather than sweeping methodology is key to avoiding the (all too frequent) mistakes of Dust past. The current Dust Dev team as done a bang up job of this and we should make every effort to support the continuing use of an iterative approach to Dust.
0.02 ISK Cross
Nice overall analysis. I mentioned glitches and obviously no feature should be changed to deal with a problem in another area but I just mention it as helping with said problem till those spots are fixed.
Great that we reached similar independent conclusions on the change.
I think my primary reason for the number 6 was that you could have your squad mates all spawn on it and have 1 more for the next person to spawn in with another link set, but that's just getting technical.
Again agree with the iterative process, part of the reason I only mentioned spawn counts and amount carried, something that can possibly be changed very easily and then build off it for additional updates.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Brush Master
Onslaught Inc RISE of LEGION
1416
|
Posted - 2015.01.29 19:34:00 -
[25] - Quote
DJINN Jecture wrote:Brush Master wrote:The following are bullet points and talking points from several discussions on the Biomassed channel on Skype. I imagine many of these ideas are not new but I did not find any recent. At the end I would like you answers two questions:
- Do you agree with the current iteration of uplinks?
- Which suggested changes do you agree with?
Problems:
- Uplinks are plentiful on maps
- Players will glitch or place uplinks high where they are hard or impossible to destroy
- Logis run out of uplinks fairly fast during heated engagements
Possible Ways to Reduce Problems:
- Reduce the number of spawns of uplinks to 6 or fewer
- Increase the number of carried uplinks to 10 or greater to offset number of spawns
Benefits of Change:
- High/Glitched uplinks are far less useful as they run out quickly
- Dedicated logis gain more benefits as other players just laying down uplinks and switching out would not last long
- Logis have to make less trips to a supply depot with increase in capacity
- Logi skills could be added/refactored to to increase spawn counts / number carried.
Wrapping It Up Overall, as someone that has run Logi since Logis existed in Dust, I feel a change similar to those suggested would change how uplinks are used, from a throw in a good spot and forget it for most the match to an actual piece of equipment that really makes the logi shine. Leave your comments below, please keep it on topic. Also be sure to Vote on the Trello Card here, https://trello.com/c/X49WPpOl No? Currently spawns are already down on uplinks and its simple to drop them yes but unless you invest time and isk placing them out of reach they are destroyed rapidly if found, this is not broken, I really think that it is something thought up by people who don't carry fluxes, are trying to spawn camp or just don't care what lengths people need to go to to get near indestructible links. It is difficult and you need to know your maps, that said it is just as easy to camp those ones and to destroy them even though they are nigh indestructible, extreme measures sure but they took extreme measures to put them there in the first place. Credit for them being in good locations should be rewarded with a good amount of spawns not a reduction nerf again. Continue fixing the terrain so that you cannot glitch out links is a better answer. It is foolhardy to blame a perfectly good asset for a problem created by bad texturing.
You mention spawns are down, I have not experienced any decline, this could be a case where game mode plays in, I primarily play in public matches. I have noticed that in some games there are excessive amounts of links and I tend to place mine further away from the crowds in strategic locations, combine with them have a low spawn time could contribute to my person experience. I admit there could be some biases in that I run proto links on all my logi builds.
Again, not a nerf but a shift, you still get the same spawns and actually get more carried so even if they are getting destroyed, you have plenty to reinstate spawn locations. I agree that any suggestion should not be based on improving the effects of a bug but thought worth mentioning that it would help with such cases until they are resolved.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Sarus Rambo
Isuuaya Tactical Caldari State
178
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Posted - 2015.01.29 21:22:00 -
[26] - Quote
Cross Atu wrote: #1 is somewhat subjective how many "a lot" of something is has a deeply contextual element and what it is contrasted with matters fundamentally. For my ISK spawn camping is far too plentiful within Dust 514 even in the current game state and further bottle-necking possible spawn locations without first being able to prevent a further spike in the negative behavior of spawn camping is not a positive step for the health of the game. I would rather see more spawn options than less; the addition of possible sky spawns, the improvement of CRUs, and mCRUs etc.
A certain item you have to buy which allows you to spawn once anywhere on the map and drop from the sky like turrets do would be the absolute best. Also more CRUs on the map, spacing them farther from objectives would be nice.
Id love to see more deployables. Why cant we buy a CRU for like the cost of a tank and drop it on a specific spot on the map, instead of these drop uplinks? This would limit where you can drop them. There are lots of better alternatives that can be implemented that aren't as OP as uplinks are.
This sums up 75% of forum posts.
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Imp Smash
Molon Labe. General Tso's Alliance
595
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Posted - 2015.01.30 01:13:00 -
[27] - Quote
I still support an uplink tethering system. |
lee corwood
Knights Of Ender RISE of LEGION
1168
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Posted - 2015.02.05 07:34:00 -
[28] - Quote
These are just some thoughts. Not hating this idea, just really not sure I'm convinced to jump fully on.
While I agree that spamming was a problem, I don't think BW gave us much improvement.
For one, it was intended in part to reduce some of the load for the maps and not induce more server delays, which obviously failed. Mostly because CCP is loading in SUPER LARGE maps and then forcing us in a tiny area of huge ass said map.
For another, BW only really reduced spamming to nanohives, which completely destroyed the deployable bonus of a logi class, further making Gallente/Caldari logis still inferior to the Amarr/Min counterparts.
I'm fine with a lower count/higher carried but I don't think limiting it to squads would be desirable. I understand it's a team game but it's just not always possible. You're further negating a benefit from a newer player or a veteran solo player. We can scream 'so jump in a squad' all you want but regardless of the person's reason to run solo, you're only indirectly causing a small player base to potentially be even smaller.
Also with the floating around talk of reducing squad size, it basically becomes a useless paperweight on the field making the min logi the only logi (let's face it, it really already is) worth having. I don't think this is a nerf, but I don't think its a well constructed idea with the states the logis are in.
We're reducing EQ down to worthlessness, in this thread specifically to justify the existence of vehicle purpose which really isn't the fault of uplinks, but the fault of a small 16 v16 battle on a tiny ass map where our vehicles are almost forced to play bumper cars. My min scout can make it to an objective before a LAV can be called in and driven to the location. These maps are just too small of a 'playable' area to allow vehicles to shine (plus other factors I won't rant about here).
Additionally, removal of uplinks entirely means zero map strategy. We're now forced to always use a doorway/entranceway/rooftop jump after dumped by the vehicle to the objective which makes strategical pushes moot. Or requires more than one squad arriving at the same time at different doorways to take one point. That gets me thinking, yeah right, 2 random squads working together, and also, what about vehicle limitations. What if 3 pulled out LAVs and 2 are idling on the field. I got 1 DS in the air already. So I only have 1 LAV to transport a team of 14? While 2 are filled with Driveby Heavies?
I also see this as just another step to stripping a once useful role as a logi down to just being an assault, period. You're also forcing players to have to skill into vehicles for one reason or another for guaranteed transport which takes the whole 'play your way' out of the picture. Not every player likes/wants anything to do with vehicles, which is why its a specialization.
These are just food for thought. Not personally attacking you or the idea. Just thinking out loud and how I feel that this EQ review really should be tabled while much more important things (in my opinion) are implemented to retain the current player base and hopefully grow it.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Starlight Burner
ROGUE RELICS VP Gaming Alliance
106
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Posted - 2015.02.05 09:43:00 -
[29] - Quote
I do not agree entirely.
I would rather see Squad and Team uplinks.
Team Uplinks are only available in proto and a low grade ADV variant.
- Team Uplinks have lower spawn count per unit. Offset that with the ability to carry more uplinks on you. - Squad Uplinks higher spawn count per unit. Offset that with the ability to carry only 1 or 2. - Limit the logi to only be able to place down 3 or 4 total Uplinks of ANY kind of variant on the field.
This should fix uplink spam and encourage more users to carry uplinks.
Thank god for CCP Rattati!!
Rogue Relics is my home away from home.
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