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Funkmaster Whale
0uter.Heaven
28
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Posted - 2013.07.05 05:52:00 -
[1] - Quote
The idea of a creating a custom spawn point is pretty awesome. It lets you decide where you want to spawn and can change the tide of the battle by allowing the team to get into an area quickly and efficiently. The mechanic itself can present many problems for the enemy team because it creates a separate, unpredictable avenue for your own team to enter the battlefield.
Now, I'm sure many of us have witnessed the uplink nests in hard to reach areas or a complete lockdown of an area because there are too many uplinks. There are certain counters, namely flux grenades, which can be great tools in clearing out uplink/nanohive infestations. The point I'm here to try and get people to discuss is where they see uplinks in the future and how we can better tie them into the game. At present, the mechanic is horribly abused as Logis fit with 3 different types of uplinks go into a city or what have you and drop 8-10 uplinks all around the area. Multiply that times several other teammates and you have an everlasting shining beacon of uplinks cluttering your minimap.
The problem is most evident in PC matches where it effectively comes down to establishing a turtle around a certain number of points and swarming those points with uplinks so you can always get into the battle immediately. This is great and all because it keeps the battlefield lively and no shortage of foes, but it seems like the problem has gotten out of hand because it becomes so difficult to kill ALL the uplinks as there's always that one Logi who can throw down those 8 uplinks all over again at will. Uplinks are great, but there needs to be some sort of personal and/or team limit on the presence of uplinks. There are a few solutions I've seen mentioned but I'm eager to hear what people think of them. I'm in no haste to try and get rid of them, but I seriously think they need to be looked at as uplinks are making it impossible to take points because of the constant turtle and 3 second spawns. Here are some ideas:
1) Uplinks emit some sort of radius (in X, Y, and Z direction) that prevents the placement of another uplink within that radius.
2) A player can only drop a limit of 3 active uplinks (of which only one proto uplink variant is capable of). Any uplink past the third one will destroy the first accordingly. This is to prevent people who will fit a Logi with 2 different proto and 1 advanced variant and subsequently be capable of dropping 8 uplinks, then switching into fits with different variants and dropping even MORE uplinks.
3) Objectives could also have some sort of spawn radius where uplinks couldn't be dropped. This would make capturing objectives a little more prudent as far as preventing the team from spawning in the area and also give people some breathing room after capping an objective.
Discuss. |
Funkmaster Whale
0uter.Heaven
29
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Posted - 2013.07.05 15:41:00 -
[2] - Quote
Bump. |
Funkmaster Whale
0uter.Heaven
31
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Posted - 2013.07.05 22:16:00 -
[3] - Quote
I'm not advocating all the points I listed be implemented, only that something be done about uplink spam (especially in PC) since it has become the most viable strategy. It's not necessarily one that can be easily countered either since the only counter is to just get rid of uplinks and put down 10 of your own. Uplinks seem to have too little tactical use at the moment besides swarming objectives with them to overwhelm the enemy with teamspawning. |
Funkmaster Whale
0uter.Heaven
31
|
Posted - 2013.07.05 22:28:00 -
[4] - Quote
M3DIC 2U wrote: Though I have noticed that links seem to die a touch easier with flux grenades or is it just my imagination?
Flux grenades do a ton of damage to electronic equipment (>1000) and have a pretty big radius so they're currently one of the most viable ways to take out uplinks. The problem isn't finding/killing an uplink or two, it's when you go for an objective but there's 10 of them and the enemy is spawning on each of the others when you kill one. My biggest hopes are some solutions to uplink spam as well as preventing uplink placement around already designated spawn areas (Objectives, CRUs, namely). |
Funkmaster Whale
0uter.Heaven
57
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Posted - 2013.07.11 00:04:00 -
[5] - Quote
I think at the very least something should be done about the number of active uplinks one character can drop. |
Funkmaster Whale
0uter.Heaven
59
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Posted - 2013.07.11 04:11:00 -
[6] - Quote
SponkSponkSponk wrote:Three uplinks per person is still almost 50 uplinks per team, and would only get worse as the player cap increases.
That's why I think it's better to have a team cap, just like vehicles.
That would still require that EVERYONE on the team is skilled into prototype uplinks, which is fine. I'm all for team strategies that involve coordination to that level, but right now all it takes is one or two people to spam the hell out of uplinks which should definitely not be allowed. |
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