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Piercing Serenity
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854
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Posted - 2015.03.02 03:05:00 -
[1] - Quote
Hey all,
Personally, I think that drop uplinks need a big nerf. The motivation for this thread is to increase the tactical nature of DUST through positioning, fortification, and vehicle transportation.
Drop uplinks are too ubiquitous - to the detriment of other play styles - as well as much too tactically powerful for how many we can carry (In my opinion). This issue is aggravated by the many other spawn options that players have: Namely Null Cannons, and CRUs.
Here are my initial, proposed changes:
Of all of the spawn points, Drop uplinks have the most versatility. As a result, they should have the longest spawn in time. I suggest that Null Cannons should have a 10s spawn (fixed), CRUs should have a 15s spawn (More variable), and ISK Drop uplinks should have a minimum spawn timers of 20s, and a maximum spawn timer of 30s (Most variable). LP uplinks should have a minimum spawn time of 10-15s.
I will iterate on this idea over time, more so with Feedback. I believe that some changes to drop uplinks should be made, and that these changes can be the catalyst for more tactical game play - higher reliance on needles, vehicles, and higher tactical value of CRUs.
Thoughts?
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Piercing Serenity
PFB Pink Fluffy Bunnies
854
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Posted - 2015.03.02 03:21:00 -
[2] - Quote
gustavo acosta wrote:Timers are a bit long, however vehicles would need to be buffed so they can be consistent forms of transport.
I agree. If changes were made to drop uplinks, it would have to be part of a process where other forms of spawn mechanics were buffed. Any other suggestions?
Additionally, I would confer more bonuses to modules instead of base stats. Throw-away LAVs should not be the de-facto method of spawning in. Perhaps we could give a small shield bonus to the mCRU module?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Piercing Serenity
PFB Pink Fluffy Bunnies
856
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Posted - 2015.03.02 13:54:00 -
[3] - Quote
Ydubbs81 RND wrote:
Drop uplinks have been nerfed....coupled with the bandwith limit for suits, I think uplinks are fine. All but one of the proto uplinks have spawn timers longer than 10s. The other one shorter is in the amarr loyalty store, which you have to actively grind to earn (not to mention that you aren't earning any ISK in FW).
10s is a long time, 15 secs is an eternity....anything longer than that, I wouldn't even bother spawning. I think uplinks are being used in a tactical way atm, because you have to place them in good positions because they can be destroyed so easily.
Bandwidth did not nerf drop uplinks, but put a more firm upper limit on how many uplinks can be out, in my opinion. Whatever the status of uplinks before bandwidth - Overpowered, Balanced, or Underpowered - they are still the same after bandwidth. The problems are just less noticeable because uplinks are less prolific. Furthermore, so long as there is one uplink with a spawn time lower than any other form of spawn - Null cannon, mCRU, etc - that uplink will always be favored over the other spawn mechanics.
I'm also still not convinced by your argument. There needs to a sliding scale for every mechanic in this game. The more you gain in one category, the less you have in others. With respect to drop uplinks, the scale should be:
Static Location (Shortest Spawn time) <----------------------------------------------------------------> Variable location (Longest Spawn Time)
I might even go as far as to say that players should feel like they are waiting an eternity (15-20s) for spawning on an uplink. 90% of the time, Uplinks spawns are the result of losing positioning. Your punishment should be a longer wait.
Genral69 death wrote:
So what happens of you team is getting red lined completely . There's no chance you could call a dropship in without them seeing it. When I get red lined I try and get out with a clouck and put uplinks behind them so they are pined in. But maikng the changes you want would make it longer for people to spawn and most likely get the uplink killed quicker. Also if you haven't noticed maybe 3 out of the 16 guys your up against have Av from the start of the match
As I mentioned before, perhaps we could add some shield bonus directly to mCRUs. However, I don't think you are fully appreciating the changes that an uplink nerf would make. If uplinks were nerfed, there would be more vehicles with mCRUs (ideally) out before the team was redlined. So, as long as those vehicles are still up before a team loses most of its spawn points, they aren't redlined.
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Piercing Serenity
PFB Pink Fluffy Bunnies
856
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Posted - 2015.03.02 15:51:00 -
[4] - Quote
Vitharr Foebane wrote:no this would make yet another Amarr suit useless
I believe that it would be a soft buff to the Amarr logi - possibly to the detriment of other logis. A change like this would just further secure the role of the Amarr logis as the uplink users.
Perhaps we could include uplink bonuses to other logis (Gal Logi lowers the profile of the uplink) so that uplinks placed by other logis are not so marginalized
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Piercing Serenity
PFB Pink Fluffy Bunnies
857
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Posted - 2015.03.03 13:51:00 -
[5] - Quote
@YDubbs: I do not just want to reduce the frequency of drop uplinks, because I think that the current problem of "High uplink use" is a symptom of a larger problem. Currently, uplinks - a "solo" piece of equipment - is dramatically more powerful than a more team oriented option. Whenever we have a case like this, the team oriented option should be favored. This is a team game, after all. In this case, that means that the minimum spawn timer for drop uplinks must be higher than the minimum timer of a mCRU. Personally, I would be okay with uplinks having a lower bandwidth cost (more uplinks out) if they were more in line with the other balancing philosophies of the game.
@General: Spawning on an mCRU is no more dangerous that spawning on any individual uplink. Because uplinks are currently more prolific, your odds of spawning on a safe uplink are higher than your odds of spawning on a safe mCRU. However, I would reiterate that a change like this would promote more vehicles to carry mCRUs anyway, offering a higher "safe spawn" rate
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Piercing Serenity
PFB Pink Fluffy Bunnies
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Posted - 2015.03.04 00:28:00 -
[6] - Quote
Any other thoughts?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Piercing Serenity
PFB Pink Fluffy Bunnies
861
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Posted - 2015.03.04 08:01:00 -
[7] - Quote
For those who disagree with having a longer spawn in time for drop uplinks and a shorter spawn in time for mCRUs, can you elaborate on other ways that we can improve the value of positioning and defending assets while also encouraging the role of vehicular transport and teamwork?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Piercing Serenity
PFB Pink Fluffy Bunnies
861
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Posted - 2015.03.04 18:51:00 -
[8] - Quote
Bump
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