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Cross Atu
Conspiratus Immortalis Covert Intervention
1086
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Posted - 2013.06.04 22:24:00 -
[1] - Quote
pink FLUFF wrote:Drop uplinks are essentially one of the best items a team can have on the field at any given point. However, I believe they should be limited to the number on field. There are games in which I have seen 15+ uplinks on the battlefield. If you skill into uplinks you can drop 5+ on your own. There could be a mechanic into play that the greater number of uplinks the less effective one is. As of right now it is too easy to spam uplinks everywhere making it a pain for the other team to counter this.
Before you guys complain I always carry uplinks on me and tell my guys to at least drop two on random locations. I am coming from the perspective of the 15+ uplink battlefield. It makes it too easy to get around the map after objectives have been taken.
Also no award is given for the destruction of any equipment so its pointless to destroy them for WPs. CCP has stated that they are adding in the hacking of deployed items that combined with the high fittings cost of Uplinks (plus their ISK and SP requirements of course) is quite sufficient for balance.
Besides which viable uplink placement isn't simple, if they're close together one flux wipes the lot. If they're in open ground it's camptastic and placed to far from combat zones they become of diminished tactical use.
They're useful to be sure but they're taking SP, ISK, high CPU/PG, and the single equipment slot that most suits offer.
Oh and point of clarity, you can only deploy 3 uplinks on your own with max SP into the uplink skill unless you're either A) A Logi running several types of uplinks in more than one Equp slot. B) Using a depot or suicide to swap fits for different uplinks. It's worth noting this so that others who haven't maxed uplink deployment aren't given a false sense of ease regarding their placement on the map.
Further the lack of injector function, the continued weak aspects of the repair tool and the ninja nerf to nano hives have all weighted equipment use towards uplinks. And the new spawning system makes camping harder, meaning that spawn points are actually serving more of a purpose now than before since Mercs spawning in can actually contribute to the fight rather than be killed before they even finished spawning as used to be the case.
0.02 ISK Cross
ps ~ part of why more uplinks are being deployed under Uprising is that you can see the links all over the map so they're popped more quickly and easily, this leads to teams compensating by simply spamming them. Uplinks are on balance weaker under Uprising than they were under Chrome and earlier but only now are there threads calling for nerfs. In that way it's much like the calls to nerf the Minmitar Logi suit in Uprising despite it remaining unchanged since before CODEX (aside from Uprising adding +15% more hacking speed buff in exchange for roughly a Mill SP, but the nerf cries haven't been about it's hacking abilities). |
Cross Atu
Conspiratus Immortalis Covert Intervention
1086
|
Posted - 2013.06.04 22:30:00 -
[2] - Quote
cy6 wrote:Bendtner92 wrote:
Another thing is that Injectors don't work at the moment, so people have just swapped those for even more Uplinks.
I just found out yesterday that its as simple as hovering over someone and pressing O. The quick access to revive really changed the need to switch to nyanite injector and pressing r1 to use it. very useful now The new feature is nice I agree but it doesn't circumvent the current targeting bugs within the revival system. CCP has confirmed they're working on these bugs which is good but at present if the point of death is in the air or on an incline (or the result of a vehicle impact, or often even an explosion) then the placement of the "revive point" can be such that it is functionally impossible to access even assuming a fully secure zone within which to try.
0.02 ISK Cross |
Cross Atu
G.U.T.Z Covert Intervention
1493
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Posted - 2013.08.17 02:23:00 -
[3] - Quote
pink FLUFF wrote:Drop uplinks are essentially one of the best items a team can have on the field at any given point. However, I believe they should be limited to the number on field. There are games in which I have seen 15+ uplinks on the battlefield. If you skill into uplinks you can drop 5+ on your own. There could be a mechanic into play that the greater number of uplinks the less effective one is. As of right now it is too easy to spam uplinks everywhere making it a pain for the other team to counter this.
Before you guys complain I always carry uplinks on me and tell my guys to at least drop two on random locations. I am coming from the perspective of the 15+ uplink battlefield. It makes it too easy to get around the map after objectives have been taken.
Also no award is given for the destruction of any equipment so its pointless to destroy them for WPs. WP for destroying uplinks and other equipment is coming, so no worries there.
A dedicated logi can deploy 14 uplinks so limiting the numbers as you are saying hits support players most. In fact nerfs to uplinks in general hit support players most because while other classes can use them they are the primary utility and earnings source for support players.
Uprising has already seen a nerf to nanohives, bugs with both uplinks and injectors, continued issues with repair tools, a nerf to the eHP of all Logi suits (not just the Cal Logi which I never ran) etc.
There's been a hard push from many in the community to nerf the combat ability of logi, the durability of logi and various forms of equipment (the source of utility and earnings for logi), the role is getting squeezed from all sides and it seems that this trend isn't being actively considered within the various threads doing it.
0.02 ISK Cross |
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