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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
|
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
|
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. |
|
Arx Ardashir
Imperium Aeternum
70
|
Posted - 2013.07.05 01:10:00 -
[31] - Quote
I'm surprised by all the "restrict uplinks to logi" ideas being thrown around. If uplinks are going to be restricted to anything, I'd say Scouts. Scouts are meant to be ahead of the lines, and nothing can win a battle faster than outflanking, and nothing flanks better than an uplink behind he enemy. Logis already have the needle, repper, and nanohives.
Must be all those killerbees. ;) |
Galvan Nized
Deep Space Republic Top Men.
49
|
Posted - 2013.07.05 01:15:00 -
[32] - Quote
Spawn uplinks seem pretty fine to me, they add a lot of strategy to the game. I hate spawning on objs more than uplinks.
However, I understand the OP feelings and I want there to be a spawn scrambler that is the opposite of an uplink. It should add time to a respawn from uplinks and should have a significant radius. It too could be based on the number of spawns so as to not make it completely destroy uplink usefulness. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
62
|
Posted - 2013.07.15 11:27:00 -
[33] - Quote
Scramblers? YES! I would love to sneak behind the attacking enemy and screw them over by placing a single gadget as aposed to shooting/stabbing/fluxing them one-by-one.
Restrict to logi? lol your joking right? Logi are always at the front line were as scouts are always BEHINDE the enemy. Best way to redline the enemy is to knock out there defenses. When they retreat to regain there defense... ATTACK WITH NO MERCY! (logis with ULs would help with that attack so... eh restricting is a no)
UL/team Cap? Do it! Once the cap is reached you will be unable to throw down anymore uplinks. (your uplink will be returned to you)
Minimum range? Only if the use limit is also implemented as without it the idea falls apart.
[kinda off topic] Cloak, deployable shield, AND scrambler? So many ways to build a logi lol |
Reno Pechieu
Algintal Core Gallente Federation
2
|
Posted - 2013.07.15 12:06:00 -
[34] - Quote
First, I hope this doesnGÇÖt end up hurting Scouts. While I primary play Logi, I also enjoy sneaking behind enemy lines and giving my team to option to flank the opposition.
So here are some comments on the subject:
Points for destroying uplinks (and other equipment on the battlefield): ItGÇÖs been said before, but itGÇÖs a good start. 10 WP seems descent
Hacking equipment: I think CCP has mentioned that this can be a possibility, although this wonGÇÖt end people dropping multiple at the same time.
Have it take some time to set it up: Just because it has the word GÇ£dropGÇ¥ in the name, doesnGÇÖt mean it can be tossed around. Making people spend time deploying it would make it harder to spam, also counter some of the meta-gaming placements.
Why is it better than the clone vats? No seriously, I would imagine that the clone vats should be superior, this could be done by having Uplinks not grant full health and/or ammo upon use. Higher level would grant more. (Although, this idea would kinda hurt Ambush) Either that, or they have a lifetime or uses before they shutdown
Precision scrambling: I feel that Precision strike needs to cost more, which is likely to make many people cranky (small digression). But if the commander had other options that didnGÇÖt cost as much, but served other tactical purposes, like a strike that jams or shuts down equipment in an area. |
Eskel Bondfree
DUST University Ivy League
130
|
Posted - 2013.07.15 17:57:00 -
[35] - Quote
Seems the main problem is that too many people have too many equipment slots and CPU/PG on their suits. There's a simple solution to this: make assault suits the superior choice for frontline duty. If everyone is running assault suits with a single equipment slot again instead of logi suits, they will think twice about carrying an uplink all the time. CPU costs of uplinks are huge, carrying them on assault suits means to sacrifice tank or damage ouput, especially on a shield tanked suit. |
Brutor Fartknocker
M.E.R.C. Freelancers Corp
0
|
Posted - 2013.07.15 18:14:00 -
[36] - Quote
I'm really surprised uplinks are getting so much hate, but really, its not that hard to take them out with a sidearm or flux grenades.The only time they are a problem is when you can't get to them, because the enemy team is beating you. I think the idea of equipment you deploy to somehow sabotage uplinks would be cool, regardless of specifics. There is no reason to put a cap on uplinks, limit them to a suit type, or change them significantly. I'm an assault, but I switch suit builds constantly, using uplinks at first, nanohives when needed, and whatever else as appropriate. They are a great source of war points, as they should be. If I want to primarily fight, and secondarily support my team, I should be able to do that. Yes, uplinks are a powerful support tool. As a powerful support tool, both sides should be using them. If the other team is all using duvolles with lai dai av grenades, then they are probably going to do pretty well. Not wanting to knock how good anyone is, but its not that hard to kill uplinks. They die to bullets, grenades, orbitals, just about everything except being ran over. They also don't move. Pretty easy to shoot something that's not moving. They are blatantly obvious on radar, they will stay there, and they show through walls/ceilings when you look for them.
Uplinks already cost quite a bit to wear, I usually forgo a sidearm to use one. Should they be so expensive you have to run a naked suit with the cheapest gun possible to use them? How is anyone having problems if the uplinks are clustered together? Its really dumb to drop them on top of each other, because then even a locus grenade can take them all out. The level one uplink blows, you pretty much have to buy up to advanced to make them useful at all. Uplinks are no where near as good as a cru, they don't have 30000 health and they don't have an unlimited number of spawns.
Nanite injectors rock now, so I really don't get the complaints. Anyone who has played since 1.2 would know, since almost always its an easy stab at the person and voila, they get back up.
I can't believe this has gotten the attention of the deva at CCP. This is as much a problem as the other team having too many players, the other team using guns, and vehicles hurting me when they run over me. |
Thor Odinson42
Molon Labe. League of Infamy
649
|
Posted - 2013.07.15 18:19:00 -
[37] - Quote
Make uplinks harder to detect and they won't be spammed. I think uplinks and the scanning power of the dropsuits should be tied together.
For example a heavy with anything but maxed out scanning precision shouldn't be able to see an uplink.
People are running guys that their entire job is hunting and placing uplinks. This job would be much more vital if the scanning skills were more important. |
SponkSponkSponk
The Southern Legion rise of legion
89
|
Posted - 2013.07.16 03:50:00 -
[38] - Quote
Quote:Make uplinks harder to detect and they won't be spammed.
I find this very hard to believe.
Say I'm trying to control an area that has two control points on it.
If I deploy two dozen drop uplinks nearby, I am much more likely to retain control of one or both points for the entire game.
This doesn't change if uplinks are harder to spot; in fact, the tactic becomes more effective.
What will eventually happen is that both teams will spam uplinks on contested points, but due to them being harder to find, the uplinks will stay around all match and it will be impossible to actually secure a control point.
Uplinks need to be fewer per team before they can be harder to find. |
Azri Sarum
BurgezzE.T.F
56
|
Posted - 2013.07.16 07:22:00 -
[39] - 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? |
Cat Merc
BetaMax. CRONOS.
3261
|
Posted - 2013.07.16 20:01:00 -
[40] - Quote
Shameless plug: https://forums.dust514.com/default.aspx?g=posts&m=1063731#post1063731 |
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Gorra Snell
BetaMax. CRONOS.
54
|
Posted - 2013.07.16 21:28:00 -
[41] - Quote
Provolonee wrote:+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.
I like this solution |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
73
|
Posted - 2013.07.16 21:30:00 -
[42] - Quote
Baracka Flocka Flame wrote:+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.
ugh, you would risk that becuase it would cost you a clone. In PC when you are limited to (sometimes) only100 clones, it is important...
thinkbeforeyouspeak sir. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1958
|
Posted - 2013.07.17 23:31:00 -
[43] - Quote
Cenex Langly wrote:Baracka Flocka Flame wrote:+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. ugh, you would risk that becuase it would cost you a clone. In PC when you are limited to (sometimes) only100 clones, it is important... thinkbeforeyouspeak sir.
That would be great if the gameplay in PC actually supported your argument. In reality, PC has the most uplink spam of any gamemode, and spotting an injector in PC is like spotting a unicorn. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
197
|
Posted - 2013.07.19 09:35:00 -
[44] - 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
Plus if a person really thinks about it, here is a piece of logic why needles, are far superior to uplinks in the long term of a match, pub or CB/PC.
Since using an up link means two things: 1) lose a suit/fitting, 2) lose a clone, so if it is close (numerically speaking in the number of clones separating the two teams from each other and from the total clones left available and therefore till the end of the match).
So a team loses less clones, and thereby less suits which turns out to a more cost effective game, i.e., you make ISK. Which isn't that's what it's all about? Making that COLD and HARD ISK!
THe thing is, and I believe this to be itching in the backs of peoples' minds as they make the choice between spawning in or hoping for the needle (and maybe one, two, or more spastic jolts from ground to and down repeatedly) is that will it work this time, and does some one have a beed drawn onto the fool hooking me up with the revive?
Needless to say I would prefer to have the needle going instead of links all the time and make a bit more money per match.
OH! When is PVE coming out??? The needles there would be much more fun!! |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
56
|
Posted - 2013.07.19 10:42:00 -
[45] - Quote
The idea of limiting the number per side is good, as long as better equipment (i.e. proto level) isnt bumped off the map by some one tossing out the Milit Blueprint.
Here is where I see the biggest difference in the eyes of a player on the receiving end of the needle/uplink. -The Needle: When some one picks you up with a needle you get back in the fight instantly with 30/50/80% (Numbers are close but not 100% sure they are spot on) health Do you really want to be picked up in the middle of a fire fight with NO SHIELDS and 30% armor? In most matches (public and FW) the majority of the time you will be picked up with the 30%, once in a while 50%, and almost never with an 80%. In Ambush its even less often to see a high grade needle and you see low grade ones almost every game. The final reason for not running needles is explosions and shooting a body 1-4 times eliminates the ability to revive the player.
-The Uplink: Why would you wait for a needle when you could just respawn with full health and shields in a better tactical location with full ammunition ready to kill? With the exception of ambush/OMS there is very little incentive to stick around and be picked up by the player with a needle unless you are running a proto suit.
If you want to see the needle used more give a bigger incentive NOT to the people using the needle, but to the ones being picked up by it. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1969
|
Posted - 2013.07.20 00:22:00 -
[46] - Quote
Kazeno Rannaa 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 Plus if a person really thinks about it, here is a piece of logic why needles, are far superior to uplinks in the long term of a match, pub or CB/PC. Since using an up link means two things: 1) lose a suit/fitting, 2) lose a clone, so if it is close (numerically speaking in the number of clones separating the two teams from each other and from the total clones left available and therefore till the end of the match). So a team loses less clones, and thereby less suits which turns out to a more cost effective game, i.e., you make ISK. Which isn't that's what it's all about? Making that COLD and HARD ISK! THe thing is, and I believe this to be itching in the backs of peoples' minds as they make the choice between spawning in or hoping for the needle (and maybe one, two, or more spastic jolts from ground to and down repeatedly) is that will it work this time, and does some one have a beed drawn onto the fool hooking me up with the revive? Needless to say I would prefer to have the needle going instead of links all the time and make a bit more money per match. OH! When is PVE coming out??? The needles there would be much more fun!!
No one but new players who aren't in corporations care about ISK. CCP hands it out like candy, to the point that it's almost entirely irrelevant unless you're a pilot... and most serious pilots are getting stipends from their corp since no running infantry cares about ISK. |
Zatara Rought
TeamPlayers EoN.
586
|
Posted - 2013.07.30 07:46:00 -
[47] - Quote
Only thing I'll say is this. I run gallente logi. I partially specced gallente logi for the ability to run quad proto links, I can lay down 9 with one fit. If links were given a limit per team I'd adapt, nevertheless I hope it's more than ten. With maps as large as they are your team should never all be in the same place at the same time. If you limited links to 15, that's 5-8 per objective if you're holding 2-3. I just lol at the 10 second timer link spams that pervade some domination matches.
On a different note I'd prefer matches placed like domination where owning the objective doesn't mean you can spawn on it, to make cru's less expendable. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2067
|
Posted - 2013.07.30 21:30:00 -
[48] - Quote
Zatara Rought wrote:Only thing I'll say is this. I run gallente logi. I partially specced gallente logi for the ability to run quad proto links, I can lay down 9 with one fit. If links were given a limit per team I'd adapt, nevertheless I hope it's more than ten. With maps as large as they are your team should never all be in the same place at the same time. If you limited links to 15, that's 5-8 per objective if you're holding 2-3. I just lol at the 10 second timer link spams that pervade some domination matches.
On a different note I'd prefer matches placed like domination where owning the objective doesn't mean you can spawn on it, to make cru's less expendable.
I definitely agree with you on removing the objective spawning from Skirmish. I can't, off the top of my head, think of another single multiplayer FPS that lets you spawn on the capture points.
As far as the uplinks, I think 5-8 per objective is still clearly what most would consider "uplink spam."
I'd say 16 total per team would be more than adequate. That's an uplink for every guy on the field.
On a 5 point map that's still 3+ per objective, which seems like a pretty fair compromise. Even though, like you point out, for an average match that's still 5-8 per objective (since the objectives will be split between teams in a decent matchup), which IMO is completely ridiculous. But at least it would be an improvement over the current trend of 30+ per team that we currently see in "serious" matches. |
Zatara Rought
TeamPlayers EoN.
1124
|
Posted - 2013.09.01 14:45:00 -
[49] - Quote
10 players running the same gauged ishokune proto link = 30 links...that like 6-9 per obj with the potential for even more for multiclassing heavies. The current mechanics allow player allocation to matter. I can get less guys running links be ause we have 3 dedicated. If you idea prevailed we'd just adapt and do the same thing. Unless you hard cap it well still get just as many uplinks down, little only a fraction more difficulty.
I do think something should be done.
Just playing devils advocate. |
ADAM-OF-EVE
Svartur Bjorn
243
|
Posted - 2013.09.01 15:05:00 -
[50] - Quote
in an ideal world:
uplinks would be scout suit only.
nano hive would be assault/logistics only
needle/rep tool would be logi only
remote charges would be assault and scout only
logistics suits would not be able to fit grenades or light weapons
this would fix allot of issues
uplinks on scouts only would make them a must have in a fight in order to advance or protect a position.
tbh anyone could carry ammo so nano hives isnt an issue.
needle and rep tool only for logistics cuts down needle spam and makes the need for dedicated medics
remote charges on logistics suits is just op as they can carry so many of them. a medic shouldn't have that much power.add that to the no grenades or light weapons puts logistics fully into its support role leaving no margin for it to become an assault or jack of all trades suit.
no more drop uplink spam, no more needle spam, no more remote explosive spam, no more assault logi suits |
|
Skihids
Bullet Cluster
1999
|
Posted - 2013.09.01 15:15:00 -
[51] - Quote
ADAM-OF-EVE wrote:in an ideal world:
uplinks would be scout suit only.
nano hive would be assault/logistics only
needle/rep tool would be logi only
remote charges would be assault and scout only
logistics suits would not be able to fit grenades or light weapons
this would fix allot of issues
uplinks on scouts only would make them a must have in a fight in order to advance or protect a position.
tbh anyone could carry ammo so nano hives isnt an issue.
needle and rep tool only for logistics cuts down needle spam and makes the need for dedicated medics
remote charges on logistics suits is just op as they can carry so many of them. a medic shouldn't have that much power.add that to the no grenades or light weapons puts logistics fully into its support role leaving no margin for it to become an assault or jack of all trades suit.
no more drop uplink spam, no more needle spam, no more remote explosive spam, no more assault logi suits
Limiting fitting diversity and flexibility is the wrong wy to go about balancing DUST.
Take this to its logical conclusion and you will get the fixed clases of other FPS's.
|
Jadu Wen
Xer Cloud Consortium
14
|
Posted - 2013.10.22 13:31:00 -
[52] - Quote
You should check out this thread on Using Radiation Zones to Curtail Drop Uplink Use. I think it's a novel way to recondition but not force players to discontinue uplink spam of objectives. Plus it creates a system for highly dynamic play. |
Prius Vecht
Red and Silver Hand Amarr Empire
167
|
Posted - 2013.10.22 13:40:00 -
[53] - Quote
^very good suggestion.
I copied this from a thread on the main page because it made so much sense.
"there is no substitute for movement in a shooter. the ability to get from point A to point B is the most important aspect after shooting skill. beating the opponent to a choke point and/or being able to setup a defensive position is a decided advantage as defensive war doesnt require tactics as much as reaction to the attacker. defenders also have the adv of choosing the best cover to fire from leaving attackers the open areas.
this is true on COD sized maps, here in Dust with maps 4x the size of what we saw in MAG movement from the spawn to the critical area is even more important. the ability to respawn immediately at the chokepoint or objective is a different matter entirely. the advantage gained is incalculable. drop uplinks were poorly designed and have to be changed." |
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