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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
12
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Posted - 2015.07.03 04:37:00 -
[1] - Quote
Well I got to say the 6 uplink thing came out of no where but I love the more nano hives we got in that same patch. Before that it was almost pointless to put a nano hive down. The thing is if your going to limit drop uplinks in some way, at least make them a little harder to kill. Them 400+ shields and a little armor. They shouldn't go poof with any stray shot from about every weapon in the game.
As for some of your other ideas about near instant re-spawns, they exist. There is a proto uplink that gives you pretty much instant spawns at the cost of it going away if the logi who put it down dies. The problem is it's an arum only uplink.... Which is another rather short sighted idea, making equipment tied to a clone. If all your stuff goes away every time you die, things like uplinks become almost useless. Not only will all the people spawning in have to select another uplink and start again (we all love that), but you yourself will never benefit from your own uplinks. If you die you have to hope some one else on your team put some out, or spend 5 min running all the way back to battle...
Yeah that would be real fun. If your not an Amarr logi the limit of most uplinks is pretty bad, They have the 15 second spawn time and only allow 6 clones to spawn before they blow up. The progression from there is about 2-3 seconds faster and 3 more clones can spawn for every level of advancement. Trust me if your whole team is funneling threw your uplinks without putting more down (what most people seem to do), 12 -15 spawns doesn't last very long.
I wish that you got a bit more notice if an uplink ran out. As it stands now you really can't tell unless you have line of sight on the uplink, and can pick yours out. It's not like your uplinks are color coded by squad or anything either. |
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
13
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Posted - 2015.07.03 18:05:00 -
[2] - Quote
Indianna Pwns wrote:A huge problem is that the major flux strike is almost useless. It's supposed to allow a team to get rid of uplinks in hard to reach areas, however the fact that 6 can be carried means that as soon the strike has completed campers just replace them immediately. 6 carried is far to many, I would advocate 1 carry max only at MLT level and work from there.
Like I said before, if you go that far there will be no uplinks on the map and everyone will just quit or camp the MCC the first time they die. The maps are far to large in most cases to run to the objective every time you die from the spawn point. 1 uplink, that spawns a mere 6 people is garbage. Never mind the fact any stray round can destroy it in one hit. Supply depot's are rare if non existant in some maps, and their the only way other than dying to replace lost equipment
Nerf the heck out of uplinks if you want, but there better be a drastic increase of fixed spawn points around the map. More CRU",s better timer's at objectives etc. A lot of other FPS"S let you spawn in any where there is a team mate on the field, compared to that DUST's uplinks is pretty tame.
It might take far to much coding but another way to go is to make uplinks more like an active mod on a vehicles. You turn it on, it goes off and you turn it on again after some kind of cool down. You could make it time based (which probably wouldn't be that great) or spawn count based. So a milita one might do 6 people, wait 30-60 seconds and you can activate it again.
Frankly I have no real workable idea on what to do with uplinks. Yes it can be annoying to have people on top of things, but just to get rid of a few roof top campers it would suck to make very one walk from one objective to the next. Perhaps either decrease the cost of the major flux strike, to make it more viable to use. Or just slightly increase the effective range of the minor flux strike to make it a tactical way to take out uplinks. As it is now it seems to have less radius than a flux grenade which makes it okay for taking out a single uplink, but pretty useless to a group. |
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
13
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Posted - 2015.07.04 00:40:00 -
[3] - Quote
Indianna Pwns wrote:
You don't have to walk, there's these big metal things you may have noticed trundling around the map called vehicles. What you do is call one in, jump in and head towards the objective real quick like. Theres also this really great module that no one uses called a mobile CRU, they're great because its really difficult to spawn camp a moving vehicle that's shooting at you.
The more you know!
Vehicles are for the most party pretty expensive and unless you've sunk a few millions SP into piloting and equipping them they are death traps to just about any one who looks your way. You don't even need AV weapons to blow up LAV"S any more. Flux and spray, HMG, Laser riffles tons of things can kill them far to easily. Even militia tanks cost 50k or so and will blow up in a strong breeze. Add that to the price of the drop suit your using to actually fight in when you get to the objective, it gets costly.
Then you have the delay of calling one in. Sure some times it's pretty fast but at the start of the match when everyone is calling vehicles? You might have to wait half a minute for your vehicle, assuming the RDV doesn't drop it upside down or blow itself up
There is also a vehicle cap, I think it's around 5 vehicles on the field at one time for the entire team, but I'm not sure. If uplinks were basically gone and EVERYONE had to call in a vehicle every time they died you would run into a problem with none being available.
Vehicles used to work back in the day. Everyone got a free starter car and it could take a hit or two. It usually two at least two hits from a swarm launcher or AV grenade to blow up. Enough time to bail before you died at least. But then they drastically nerfed LAV's because of the whole murder taxi issue, got rid of the free starter car unless your lucky enough to get a BPO from a salvage box and made them about as safe as smoking in a gas truck. |
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