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Mavado V Noriega
SyNergy Gaming EoN.
3647
|
Posted - 2013.07.04 09:36:00 -
[1] - Quote
Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important |
The Black Jackal
The Southern Legion RISE of LEGION
606
|
Posted - 2013.07.04 09:43:00 -
[2] - Quote
Mavado V Noriega wrote:Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important
+1...
*Damn, just agreed with mavado.* j/k
:D |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
86
|
Posted - 2013.07.04 09:48:00 -
[3] - Quote
I stopped using the needle in Uprising as did many as you may has well have signed your own death warrant trying to find the activation point and then preying the stab would actually work first time. Sadly most of the time the answer was no and not long after you were lying on the floor next to the person you were trying to revive. This I think is the cause of the UL spam as it made more sense to drop them all over and respawn as necessary rather that wait for (nobody) a res.
I've not tried yet but from what I've heard the injector now works most\all the time so I'll be trying again and if it works maybe so will others and the UL spam will decrease. However knowing the majority of the player base I guess they will be taking the easy option regardless of how much it damages the gameplay.
It might affect their precious KDR and knock them down from elite status.
|
Rinzler XVIII
Villore Sec Ops Gallente Federation
2
|
Posted - 2013.07.04 09:49:00 -
[4] - Quote
Mavado V Noriega wrote:Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important
+1
I'm a medic and I usually start with an uplink to drop 1 at a safe location and 1 near the front of a firefight so if we start getting overrun we can drop back to the safe uplink or if we are battling near the frontlines but i agree uplinks should be restricted to Logi only and only 2 can be active from each player at any 1 time ... so u dont have ppl dying and constantly dropping more and more uplinks in 1 spot when they get back and i agree with your radius idea so ppl can;t drop uplinks within a radius of another uplink |
Baal Roo
Subdreddit Test Alliance Please Ignore
1783
|
Posted - 2013.07.04 10:03:00 -
[5] - Quote
Yes, the uplink spam is getting out of hand.
Starting to see the PC tactic of "10 uplinks per objective" even creep it's way into instant battles and FW now. |
Laurent Cazaderon
What The French CRONOS.
1677
|
Posted - 2013.07.04 10:04:00 -
[6] - Quote
Mavado V Noriega wrote:Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important
I think Uplinks are spammed for 2 main reasons :
1. Many assault in logi suits have tons of equipment slot and pg\cpu so they carry them all the time (i know i did...) 2. Drop Uplinks are too easily spotted on the mini map so spamming them since to be the only way to make sure some will survive when close to the enemy. 3. injectors were broken for months.
Now, even if you fix 1) people can still swap between suits at a depot, drop the uplinks and go back to whatever suit they want. If 2. is fixed, well spamming them will be even worse.
Maybe a team limit of how many Uplinks can be up at once ? But then, how do you make it work ? newest uplink dropped kills the oldest one ? Could lead to very frustrating situations where the blueberry screws you by dropping a useless uplink and thus destroying your very well located one.
I dont know. But i agree with the statement. |
BL4CKST4R
WarRavens League of Infamy
389
|
Posted - 2013.07.04 10:37:00 -
[7] - Quote
Mavado V Noriega wrote:Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important
Spamming 10 uplinks has its tactics, you get the entire team to spawn very fast on the spot the Logistics deem necessary. Also spamming uplinks, as of now, is necessary because of how easily uplinks are scanned and destroyed, and the fact they only spawn a limited amount of players before committing suicide. Not saying that spawning a million of them is any good, but they have to be spammed whenever the job needs to get done
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
888
|
Posted - 2013.07.04 11:06:00 -
[8] - Quote
As a habitual uplink abuser I must kindly disagree with your first point, Mavado. The second idea of a having some form of equipment jammer is an excellent idea. I'd go fives in a jammer.
Inb4 "its jammer time!" |
Rian CuThalion
D3LTA FORC3 Inver Brass
7
|
Posted - 2013.07.04 11:31:00 -
[9] - Quote
Mavado V Noriega wrote:Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important
How about a dropsuit module. Make it high or low but that person now has personal mobile jamming/EMI capabilities. For balance/logical reasons this should probably consume a rather high amount of PG. Not sure of what the radius would be though. Alternately if it is a piece of equipment have 2 types: smaller radius 360 jammer and a smaller angle (like the active scanner) jammer with a longer range.
|
Rian CuThalion
D3LTA FORC3 Inver Brass
7
|
Posted - 2013.07.04 11:34:00 -
[10] - Quote
BL4CKST4R wrote:Spamming 10 uplinks has its tactics, you get the entire team to spawn very fast on the spot the Logistics deem necessary. Also spamming uplinks, as of now, is necessary because of how easily uplinks are scanned and destroyed, and the fact they only spawn a limited amount of players before committing suicide. Not saying that spawning a million of them is any good, but they have to be spammed whenever the job needs to get done
+1
The uplinks are only as good as the team throwing them. Zerg rush isn't too effective on a solid wall of bullets and can end up getting them cloned. |
|
Sana Rayya
WASTELAND JUNK REMOVAL EoN.
10
|
Posted - 2013.07.04 12:02:00 -
[11] - Quote
What's the problem with spamming uplinks? They clutter up the map for you or something? Whenever I get to a supply depot I switch to my Aurum uplink fit and put down fast ones, then switch back to R-9s to deploy closer to the objective. Better to have too many uplinks as opposed to too few, and the more there are, the less likely they will be destroyed by a sneaky scout before someone can spawn and take him out. |
Captain Wontubulous
Nova Corps Marines Ishuk-Raata Enforcement Directive
10
|
Posted - 2013.07.04 12:16:00 -
[12] - Quote
The same as spamming uplinks is a tactic so is denying your opponent uplinks. If they're beating you because they're dumping uplinks in one spot it's because your team isn't taking them out. Stop thinking only about kills and start thinking about winning. If we neutralize everything that comes out that changes how we have to play then eventually we'll just be standing in two lines shooting at each other with ARs. |
Korvin Lomont
United Pwnage Service RISE of LEGION
38
|
Posted - 2013.07.04 12:27:00 -
[13] - Quote
Hmm uplinks are viable tactic especially in domination matches and of course in PC matches as well. From my experience the team with more/better placed uplinks wins in 8 out of 10 battles.
In most battles it is important to get fast and save to objectives/strategic points and an uplink is the safest way to get to there, apart from this they easy to spot and therefore you need more to keep them alive.
Just on a sidenote Flux grenades are pretty effective against dropped equipment... |
Mavado V Noriega
SyNergy Gaming EoN.
3653
|
Posted - 2013.07.04 14:07:00 -
[14] - Quote
Captain Wontubulous wrote:The same as spamming uplinks is a tactic so is denying your opponent uplinks. If they're beating you because they're dumping uplinks in one spot it's because your team isn't taking them out. Stop thinking only about kills and start thinking about winning. If we neutralize everything that comes out that changes how we have to play then eventually we'll just be standing in two lines shooting at each other with ARs.
1. u think we lose often? lol 2. u think ppl beat us cuz of uplink spam? lol 3. ur lecturing ME about focusing on wins and not stats? u realise i run a competitive clan right? lol
@Caz yes uplinks are too easily spotted, fix that add a radius limit and we're good to go. |
Sgt Kirk
SyNergy Gaming EoN.
738
|
Posted - 2013.07.04 14:34:00 -
[15] - Quote
Captain Wontubulous wrote:The same as spamming uplinks is a tactic so is denying your opponent uplinks. If they're beating you because they're dumping uplinks in one spot it's because your team isn't taking them out. Stop thinking only about kills and start thinking about winning. If we neutralize everything that comes out that changes how we have to play then eventually we'll just be standing in two lines shooting at each other with ARs. you dont play this game a lot do you? |
Mavado V Noriega
SyNergy Gaming EoN.
3655
|
Posted - 2013.07.04 14:43:00 -
[16] - Quote
Sgt Kirk wrote:Captain Wontubulous wrote:The same as spamming uplinks is a tactic so is denying your opponent uplinks. If they're beating you because they're dumping uplinks in one spot it's because your team isn't taking them out. Stop thinking only about kills and start thinking about winning. If we neutralize everything that comes out that changes how we have to play then eventually we'll just be standing in two lines shooting at each other with ARs. you dont play this game a lot do you?
not corp battle wise at least judging by the response |
Vyzion Eyri
The Southern Legion RISE of LEGION
802
|
Posted - 2013.07.04 15:09:00 -
[17] - Quote
I wouldn't want to see either. Too many injectors and medics fight for points, ending up bumping into each other and blocking each other from reviving someone and becoming a tangled mess of free WP for the other team.
On the surface, uplink spam doesn't seem too bad. Except when you realise wormholes are being created by those tiny things, and the energy required for that shouldnt last long. I'd say uplinks should capitalise on their disposability.
Make all uplinks have high respawn speeds, but nerf their amount of spawns insanely.
Militia ULs should only work for one spawn. Standard, 2, adv 3, proto 4.
Spawn timers on the other hand are 20% less for militia and 75% less (which means spawns can get less than a second).
Essentially you'll be limited to telling your squad to spawn on your 2-3 uplinks, and after they have, the uplinks are mostly expended.
Bit more tactical, and if we could lock uplinks to squads again, it'd be awesome for getting your squad to a point fast.
|
Lunamaria Hawkeye
SyNergy Gaming EoN.
203
|
Posted - 2013.07.04 15:17:00 -
[18] - Quote
Laurent Cazaderon wrote:Mavado V Noriega wrote:Ok so this is 1 of many feedback posts ive been wanting to make a while but been slackin cuz well......loldust and lolccp listening to feedback for once but here goes.
I have a serious problem with the tactical play in this game when it comes to uplink spam. Seems "tactics" seem to be spam 8-10 uplinks on a point and zerg. Imo that isnt tactics thats poor gameplay balance.
Games that let u use custom spawn points are usually limited to a class thus limiting how many can be active on the field at once cuz no one will all run that one class. Now DUST is different and i dont think it should be limited like that however there are some fixes that could make uplinks more tactical
1. Implement a radius barrier, meaning uplinks cant be placed too close to one another or the previous 1 is destroyed. This prevents ppl from spamming 10 in 1 spot and makes ppl THINK where they need to strategically place their uplinks
2. Equipment jammer, this is more a SoonGäó aka 2015 fix/implementation but how about a piece of equipment that jams/disables enemy equipment in an area?
1st option is something that can be done soon-ish imo
Moving on now.............
Uplink Spam vs Needle spam IMO i rather see needle spam than uplink spam for various reasons
1. Injector is vastly underused 2. Using the injector is more risk involved than just spamming a million uplinks in a spot 3. Making a medic role actually viable and more important I think Uplinks are spammed for 2 main reasons : 1. Many assault in logi suits have tons of equipment slot and pg\cpu so they carry them all the time (i know i did...) 2. Drop Uplinks are too easily spotted on the mini map so spamming them since to be the only way to make sure some will survive when close to the enemy. 3. injectors were broken for months. Now, even if you fix 1) people can still swap between suits at a depot, drop the uplinks and go back to whatever suit they want. If 2. is fixed, well spamming them will be even worse. Maybe a team limit of how many Uplinks can be up at once ? But then, how do you make it work ? newest uplink dropped kills the oldest one ? Could lead to very frustrating situations where the blueberry screws you by dropping a useless uplink and thus destroying your very well located one. I like the limit per people. At the moment, if you have DU lvl 5 and you take both R9 and quantum, you can drop 5 (4?) at once. That's huge. I also like the limited to logi thing. It's not rare in EVE to have specific equipment limited to specific ships. Like cover ops modules or extra drone slot modules for super carriers.
Well you mention problems with blueberries, imo the drop uplink spam isnt as much a problem in pub games, though I admit I have seen a few corps taking their pro uplink strats from PC and using them in pub games. Idk if they are trying to get WP or just die a lot, probably both tbh.
As far as your EVE comparison goes, modules are restricted in a way that makes sense, to prevent some obvious silliness (for instance covert ops cloaks on every ship). I don't think that uplinks present the same balance issue. There is nothing inherently OP or broken about an assault carrying an uplink. My problem is that there is no tradeoff or counterplay for doing so. Everyone has so many equipment slots in PC games (high end suits), you are not really losing anything by throwing an uplink on your fit. I think a few things could be done to fix this, some of which are mentioned above.
1. Equipment jammers seem like the most obvious solution. I think this would provide an outstanding counterplay to uplink spam. It would encourage more thoughtful placement of uplinks. As Mavado mentioned this is probably not the most easily implemented solution, but I see no reason why CCP would be unable to do this.
2. Drastically increase the fitting requirements of an uplink to the point where you are actually sacrificing other equipment or modules to fit one. In EVE a great deal of the balance comes from PG and CPU requirements, and it is an amazing way to add balance to the game without specifically limiting players to what can and can't be fit on a ship. Imo this mechanism is underused in DUST. If this were implemented I think logis would become the primary drop uplink users due to their high PG and CPU, but it would not specifically limit uplinks to logi suits.
3. Uplinks placed too close together destroy each other, or something to this effect. It was suggested above, just repeating it.
|
Baracka Flocka Flame
SyNergy Gaming EoN.
434
|
Posted - 2013.07.04 16:29:00 -
[19] - Quote
+1 Always a fan of making players think and use awareness(using a needle) then just spamming uplinks that bring people back in 3 seconds. Makes the Needle/CRU abosulutly useless lol. Why would i risk running out and picking somoene up and covering them as they get up when i can just wait 4 seconds for them to be back in the fight... lol
Also lol @ the guy talking about losing and stats... good old DUST forums. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
66
|
Posted - 2013.07.04 16:37:00 -
[20] - Quote
Lunamaria Hawkeye wrote:Laurent Cazaderon wrote:I also like the limited to logi thing. It's not rare in EVE to have specific equipment limited to specific ships. Like cover ops modules or extra drone slot modules for super carriers. 2. Drastically increase the fitting requirements of an uplink to the point where you are actually sacrificing other equipment or modules to fit one. In EVE a great deal of the balance comes from PG and CPU requirements, and it is an amazing way to add balance to the game without specifically limiting players to what can and can't be fit on a ship. Imo this mechanism is underused in DUST. If this were implemented I think logis would become the primary drop uplink users due to their high PG and CPU, but it would not specifically limit uplinks to logi suits.
Both these ideas are terrible simply because that kills one of the roles of scouts (one of the few we have atm). How am I supposed to slip past enemies and provide a spawn point for my team behind the enemy's back or at an enemy held objective if I can't carry uplinks? |
|
Lunamaria Hawkeye
SyNergy Gaming EoN.
204
|
Posted - 2013.07.04 18:04:00 -
[21] - Quote
Krom Ganesh wrote:Lunamaria Hawkeye wrote:Laurent Cazaderon wrote:I also like the limited to logi thing. It's not rare in EVE to have specific equipment limited to specific ships. Like cover ops modules or extra drone slot modules for super carriers. 2. Drastically increase the fitting requirements of an uplink to the point where you are actually sacrificing other equipment or modules to fit one. In EVE a great deal of the balance comes from PG and CPU requirements, and it is an amazing way to add balance to the game without specifically limiting players to what can and can't be fit on a ship. Imo this mechanism is underused in DUST. If this were implemented I think logis would become the primary drop uplink users due to their high PG and CPU, but it would not specifically limit uplinks to logi suits. Both these ideas are terrible simply because that kills one of the roles of scouts (one of the few we have atm). How am I supposed to slip past enemies and provide a spawn point for my team behind the enemy or at an enemy held objective if I can't carry uplinks?
Quite frankly I dont care about your scout suit problems. |
Kushmir Nadian
Valor Coalition RISE of LEGION
294
|
Posted - 2013.07.04 18:18:00 -
[22] - Quote
Another one of the reasons the core game is poor. Not enough counters to gameplay and too many EZ mode weapons (yes i'm talking about you Flaylocks, LAV's and Thukkers) shouldnt active scanners and scan radius reveal uplinks? sigh...I guess thats to hardcore or something?
I wouldnt have a problem with Logis only having the CPU/PG to carry uplinks and max carried being limited to one uplink (as deployable spawns are powerful) but Logis have to be balanced first....and showing everyone where uplinks are? What part of tactical is that? Whatever....I dont even care enough to rant.
Would love to see Jammers and other rock/paper/scissors stuff but of course it'll take until 2016 to get implemented...sigh. |
Provolonee
Undefined Risk DARKSTAR ARMY
35
|
Posted - 2013.07.04 18:56:00 -
[23] - Quote
+10 WP for destroying equipment. I'm sure you would see alot less of them. How easily they are to spot makes spamming them necessary. You could also increase the flux grenades equipment destroying ability. |
Mavado V Noriega
SyNergy Gaming EoN.
3667
|
Posted - 2013.07.04 21:47:00 -
[24] - Quote
Kushmir Nadian wrote:Another one of the reasons the core game is poor. Not enough counters to gameplay and too many EZ mode weapons (yes i'm talking about you Flaylocks, LAV's and Thukkers) shouldnt active scanners and scan radius reveal uplinks? sigh...I guess thats to hardcore or something?
I wouldnt have a problem with Logis only having the CPU/PG to carry uplinks and max carried being limited to one uplink (as deployable spawns are powerful) but Logis have to be balanced first....and showing everyone where uplinks are? What part of tactical is that? Whatever....I dont even care enough to rant.
Would love to see Jammers and other rock/paper/scissors stuff but of course it'll take until 2016 to get implemented...sigh.
lol i feel ur pain bro ive also reached a point where i just dont care enough to rant......had this post to make like weeks ago had to bring myself to finally posting it now lol |
Major Lee High
Battle Response Organizations
31
|
Posted - 2013.07.04 22:16:00 -
[25] - Quote
Make them mostly squad only/personal, that only show on minimap for a few moments after a spawn or when spotted, like players. Proto versions for team use.
Also, no more spawning at objectives.
I would love a personal only one, maybe a nice proto one that doesn't show up on the map. |
Viktor Zokas
187. League of Infamy
14
|
Posted - 2013.07.04 22:21:00 -
[26] - Quote
Just put a limit on the range any drop link can be within another friendly drop link. Make it a huge range.
Or multiply the CPU and PG on droplinks and give the logistics suit a role bonus reducing the PG and CPU by some odd %. But of course would mean logistic suits need to be rebalanced to perform the role of 'logistics' instead of the gib fest you see now with them. |
SponkSponkSponk
The Southern Legion RISE of LEGION
47
|
Posted - 2013.07.04 23:45:00 -
[27] - Quote
Mavado V Noriega wrote:Sgt Kirk wrote:you dont play this game a lot do you? not corp battle wise at least judging by the response
Uplink spam is very difficult to combat - it's entirely possible for respawning players to drop uplinks faster than grenades can take them out.
Personally, I am in favour of a cap on drop uplinks.
Enforcing a radius won't work; players will just space them out around the map, but you'll still have thirty uplinks littered around important points, only now it will be harder to track them all down.
Enforcing a per-player cap won't work, because it still means 16 players = 39 uplinks, unless you also nerf the number of active available on prototype uplinks.
Instead, I think there needs to be cap on uplinks per team. This allows specialized uplink-droppers to do their thing, while making it possible to shut them down without the entire team running out of ammunition.
I suggest a cap of 16 uplinks per side (one uplink per maxed player count). |
Kushmir Nadian
Valor Coalition RISE of LEGION
295
|
Posted - 2013.07.05 00:18:00 -
[28] - Quote
Mavado V Noriega wrote:Kushmir Nadian wrote:Another one of the reasons the core game is poor. Not enough counters to gameplay and too many EZ mode weapons (yes i'm talking about you Flaylocks, LAV's and Thukkers) shouldnt active scanners and scan radius reveal uplinks? sigh...I guess thats to hardcore or something?
I wouldnt have a problem with Logis only having the CPU/PG to carry uplinks and max carried being limited to one uplink (as deployable spawns are powerful) but Logis have to be balanced first....and showing everyone where uplinks are? What part of tactical is that? Whatever....I dont even care enough to rant.
Would love to see Jammers and other rock/paper/scissors stuff but of course it'll take until 2016 to get implemented...sigh. lol i feel ur pain bro ive also reached a point where i just dont care enough to rant......had this post to make like weeks ago had to bring myself to finally posting it now lol
Yup..you're klilling me CCP. Its like you dont want my money, and thats cool. Hardcore and Tactical or Casual....CHOOSE. While you're at it the game has to work most of the time, right? Logged on today got disconnected three times and then got the mic glitch. Was gonna reset but then didnt even bother...was just like "screw it, I just won't be able to talk." WHATEVER.
Haven't spent money on the game in 2 months and won't until its a finished title. THROUGH giving money for potential and "maybe they'll get it right" DONE. FINISHED.
I'm still here for one reason and one reason alone. The people I brought to the game. THAT'S IT, THATS ALL. I'm not the guy who convinces people to play/spend a few bucks and then leaves them high and dry because I get mad at the Developer. I've lost enough credibility bringing people here in the first place. I'm not gonna compound that by bailing on guys who believed in me. |
Wojciak
Soldiers Of One Network Orion Empire
45
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Posted - 2013.07.05 00:24:00 -
[29] - Quote
Drop Uplinkins need to interfere with each other, ie if one is right next to another they have to have max time then if the there is another all three have 1.5 time ect. |
nukel head
Knights of No Republic
38
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Posted - 2013.07.05 00:55:00 -
[30] - Quote
Cybus Trama'dol wrote:I stopped using the needle in Uprising as did many as you may has well have signed your own death warrant trying to find the activation point and then preying the stab would actually work first time. Sadly most of the time the answer was no and not long after you were lying on the floor next to the person you were trying to revive. This I think is the cause of the UL spam as it made more sense to drop them all over and respawn as necessary rather that wait for (nobody) a res. I've not tried yet but from what I've heard the injector now works most\all the time so I'll be trying again and if it works maybe so will others and the UL spam will decrease. However knowing the majority of the player base I guess they will be taking the easy option regardless of how much it damages the gameplay. It might affect their precious KDR and knock them down from elite status.
I agree. I used to run with an injector almost all the time. I still did for some time after the launch of Uprising, but as you said it was almost a suicide mission to attempt to use it. What has become habit is for everyone to respawn as quickly as possible instead of considering revive, so now you have UL spamming.
Now that the injectors appear to be fixed, I have even dusted off my old logi fittings since revive and repair might be useful again. |
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