Azri Sarum
BurgezzE.T.F
56
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Posted - 2013.07.16 07:22:00 -
[1] - Quote
Perhaps we just need to update their current design to reduce the spamming and make them more tactical. The ones we have now feel... dumb. There is no more thought to their placement other than make sure we have a bunch close to the target and hope the enemy can't take them all out. We litter an area with them because there is no need to really do anything else with them.
Reading over the replies it sounds like there are two main uses for uplinks, point assault / defense, and flanking / backdoor maneuvers. There are also several shortcomings, namely quick respawns on a point creating this weird, chaotic zergfest situation, and not having much tactical use/thought involved.
What i propose is to replace the current version with two variants. Numbers are just for illustration.
Stealth Uplink can carry 1/2/3 and deploy 1/2/3 depending on tier used 2/4/6 clones Shows up to active scanners, or passing within 15/10/5 meters, otherwise cloaked low hit points ~200 Placed like the current ones No bonus to spawn time. Low cpu/pg usage Limited to scout suits
Ideal for covert maneuvers, flanking, getting behind enemy lines. Its a bit better than what we have now for several reasons. Only scouts can bring them, limiting the number of players with them. They also have lower spawn counts. The idea is they get placed, a squad spawns in, and its gone. Short duration, but stealthy.
Beachhead Uplink can carry 1 / can have 1 deployed Nominal fitting costs, but higher isk cost, give a little more weight to the decision to use one. 20/30/40 clones Can not be placed within 100/75/50 meters of a null cannon. Low hit points during activation, high hit points after activation 2k/4k/6k? by drawing power from the wormhole Visible anywhere on map Bonus to spawn time 8s / 6s / 4s Dropped and then activated, starting a 60/45/30 second online timer, visible to all players limit 1-3 per team
So for the beachhead, its a mini cru. When you go to plant one the act of doing so is sort of this beacon that goes up. Its obvious to the enemy what youre attempting, and its something they want to prevent. If you can defend it long enough for it to online you now have this hardened (ish) spawn point from which to assault from.
It has some health, so it won't be the easiest thing to take down, but not so much that a few remote explosives won't wipe it out if it gets overrun.
Your team can only place a limited number so their placement is now very important. It can't be placed right on an objective so you won't see the situation we have now of one team utterly dominating a point, spawning right on top of it within seconds of dying (assuming they disable spawn point spawning, which i hope they do). Now there is a short run back for each side, and with the limited placement of these it will be open to flanking maneuvers from stealth pads.
Planting one causes this sort of organic objective to happen. Your team sees the enemy starting to online one and its this new objective for you to attack, and for them to defend.
Just a thought, what do you guys think? |