Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Fox Gaden
DUST University Ivy League
736
|
Posted - 2013.07.29 16:16:00 -
[1] - Quote
Drop Uplink spam started because Drop Uplinks are visible to everyone, which made them extremely easy to locate and destroy. The only reliable way to insure that your team has a spawn point at strategic points is to drop so many Drop Uplinks that your enemy does not have time to kill them all. This has resulted in Logi equipping multiple types of Drop Uplinks in order to deploy more at one time, and other suits selecting Drop Uplinks over other equipment choices. In a PC match you can have more Drop Uplinks deployed on the field than mercs.
Drop Uplink spamming is a brute force technique forced on us by mechanics. The only strategic element to placing them is if you can find a hard to get to location to place them such as rooves.
I thought Drop Uplinks were a lot more fun in Chromosome when you would see enemy coming from the same general direction and you would go looking for the Drop Uplink. They were not overused so much because you had a chance of hiding them.
Proposed Solution: I suggest that the Drop Uplink should only light up for everyone to see on map and on radar for 1 second after someone spawns at one. The rest of the time they should only show up if they are within your passive radar range, the passive radar range of a team mate, or have been actively scanned.
This way there is some hope of being able to hide your uplink in low traffic areas. But if people are spawning at it, the enemy will see it appear briefly and get some idea of where it is. They can then go looking for it and try to get within scanning range, or try to get a visual on its location.
I think this provides a good balance between being able to try to hide your uplinks, while not making them impossible to find. It also adds another role to the Gallente Scout suit as their extra sensor range would make them more adapt at finding Drop Uplinks. |
Charlotte O'Dell
Mango and Friends
782
|
Posted - 2013.07.29 17:15:00 -
[2] - Quote
I like this idea. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
370
|
Posted - 2013.07.29 17:17:00 -
[3] - Quote
old way good way |
Oso Peresoso
RisingSuns
382
|
Posted - 2013.07.29 17:18:00 -
[4] - Quote
Its certainly an idea. Seeing drop uplinks from forever far away is kind of lame. And having them instantly reveal your position (because they've been placed or destroyed) is also lame. |
Django Quik
R.I.f.t
1158
|
Posted - 2013.07.29 17:20:00 -
[5] - Quote
Uplinks are no longer visible to everyone even across the map but the detection range on these and nanohives is far too great. That said, if uplinks were only detectable within the pitiful 10m passive scan radius we all have, they'd basically be invisible and they're already far too much of a deciding factor in every battle as it is. Something needs to be done to make their use more situational and less a case of spam them everywhere and win.
I should add that even if uplinks were harder to find, people would still spam them because they're so useful and having more spread around would make it harder to figure out where the people are spawning from.
TL:DR drop uplinks are OP |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
314
|
Posted - 2013.07.29 17:48:00 -
[6] - Quote
Won't stop people from spamming them I'm afraid...it'll just make it even harder to take out enough droplinks to not make the game a "whoever spams the mots wins" game |
Fox Gaden
DUST University Ivy League
744
|
Posted - 2013.07.29 19:57:00 -
[7] - Quote
My origional idea was to have Drop Uplinks and Nanohives go back to having a 30m detection range, but I thought the idea of them pinging on the radar when used was more interesting.
Also, if everyone does not need to equip drop uplinks, then other equipment would be used more. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1399
|
Posted - 2013.07.29 20:05:00 -
[8] - Quote
Something more similar to the pre-uprising where hiding them and such mattered would be good. I figure they should only show up if you have eyes on them or if someone hits it with an active scanner. It makes scanners useful, and removes the brute-force necessity. |
BARDAS
DUST University Ivy League
249
|
Posted - 2013.07.29 20:11:00 -
[9] - Quote
Should only show up for a few seconds after someone spawns, someone visibly finds one, or the active scanner picks it up. I don't think it would remove the spam though. Now that people are used to the spam I think that it would continue even if this happened. It would just be harder to detect unless a dedicated scanner came along. Would be a nice little sub-role for Scouts IMO. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2042
|
Posted - 2013.07.29 20:54:00 -
[10] - Quote
At this point, making them harder to see again wouldn't change the uplink spam problem, it'll just make it worse.
A more "brute force" method is going to have to be applied by CCP to stop this brute force "tactic." I doubt they're going to do anything about it though, so might as well just get used to this strategy reducing element. I mean, we can already spawn on objectives, so it's not like CCP is particularly worried about making the game particularly strategic in the first place. |
|
Ren Ratner
Infinite Raiders
24
|
Posted - 2013.07.31 23:47:00 -
[11] - Quote
The fact that uplink spam fittings only work with multiple variants of the drop uplink indicates that this isn't working as intended.
Don't get me wrong... I have an uplink spam fitting, it's called playing to win... but this seems broken. |
SponkSponkSponk
The Southern Legion
128
|
Posted - 2013.08.01 00:00:00 -
[12] - Quote
Django Quik wrote:I should add that even if uplinks were harder to find, people would still spam them because they're so useful and having more spread around would make it harder to figure out where the people are spawning from.
|
Seymor Krelborn
DUST University Ivy League
428
|
Posted - 2013.08.01 00:07:00 -
[13] - Quote
Fox Gaden wrote:Drop Uplink spam started because Drop Uplinks are visible to everyone, which made them extremely easy to locate and destroy. The only reliable way to insure that your team has a spawn point at strategic points is to drop so many Drop Uplinks that your enemy does not have time to kill them all. This has resulted in Logi equipping multiple types of Drop Uplinks in order to deploy more at one time, and other suits selecting Drop Uplinks over other equipment choices. In a PC match you can have more Drop Uplinks deployed on the field than mercs.
Drop Uplink spamming is a brute force technique forced on us by mechanics. The only strategic element to placing them is if you can find a hard to get to location to place them such as rooves.
I thought Drop Uplinks were a lot more fun in Chromosome when you would see enemy coming from the same general direction and you would go looking for the Drop Uplink. They were not overused so much because you had a chance of hiding them.
Proposed Solution: I suggest that the Drop Uplink should only light up for everyone to see on map and on radar for 1 second after someone spawns at one. The rest of the time they should only show up if they are within your passive radar range, the passive radar range of a team mate, or have been actively scanned.
This way there is some hope of being able to hide your uplink in low traffic areas. But if people are spawning at it, the enemy will see it appear briefly and get some idea of where it is. They can then go looking for it and try to get within scanning range, or try to get a visual on its location.
I think this provides a good balance between being able to try to hide your uplinks, while not making them impossible to find. It also adds another role to the Gallente Scout suit as their extra sensor range would make them more adapt at finding Drop Uplinks.
I would also add a limit to how many can be dropped by the team or reduce the number one merc can drop. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
835
|
Posted - 2013.08.01 00:11:00 -
[14] - Quote
I like your idea, it should be included.
TBH though, I thought the DU spam started because they're the "only useful equipment in PC".
I figured it was just the farmers bringing that **** to pubs. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
101
|
Posted - 2013.08.01 03:14:00 -
[15] - Quote
I agree with making them less viable
Now to reduce overuse in the long term, I'd say some form of ewar which can neuter them all within a given area |
Cross Atu
Conspiratus Immortalis Covert Intervention
1361
|
Posted - 2013.08.01 03:25:00 -
[16] - Quote
To the best of my knowledge CCP has confirmed that the current visibility of Uplinks is not working as intended and that there is a fix in the works to have Uplinks properly placed within the scan/TACNET system (more or less as they were within Chrome). It is a fix I am quite looking forward too.
0.02 ISK, Cross |
Malkai Inos
Opus Arcana Covert Intervention
959
|
Posted - 2013.08.01 03:29:00 -
[17] - Quote
Cross Atu wrote:To the best of my knowledge CCP has confirmed that the current visibility of Uplinks is not working as intended and that there is a fix in the works to have Uplinks properly placed within the scan/TACNET system (more or less as they were within Chrome). It is a fix I am quite looking forward too.
0.02 ISK, Cross That's an interesting tidbit and good news indeed. +1
|
Galvan Nized
Deep Space Republic Top Men.
190
|
Posted - 2013.08.01 03:58:00 -
[18] - Quote
Hiding them will do little to stop the Uplink spam, actually it will probably just make things worse because you wouldn't be able to destroy them. You place many to combat some getting destroyed yes but also want to give your team many points so they can choose where to spam.
I'm still waiting for the anti uplink that slows spawns within a radius as a way to counter constant spam and constant respawn. |
Foundation Seldon
Gespenster Kompanie Villore Accords
62
|
Posted - 2013.08.01 05:39:00 -
[19] - Quote
Galvan Nized wrote:Hiding them will do little to stop the Uplink spam, actually it will probably just make things worse because you wouldn't be able to destroy them. You place many to combat some getting destroyed yes but also want to give your team many points so they can choose where to spam.
I'm still waiting for the anti uplink that slows spawns within a radius as a way to counter constant spam and constant respawn.
Or why not just slow the spawn time of all uplinks across the board? Discourage their use by significantly increasing their base spawn time. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
186
|
Posted - 2013.08.01 07:08:00 -
[20] - Quote
*Didn't read all replays so don't know if this was said already*
Combine your idea with gaining WP for destroying equipment. This way, even if they do place a lot of links, they will spread them out meaning that a G-Scout like me (I take out equipment for fun as it is lol) would really have a job to do as they have to be stealthy enough to approach them and wreck 'em without being seen or... well you dead. And because they aren't as obvious I can even go as far as replacing the link with one of my own to add a layer of confusion (guy gets shot in the back by ally and think "Aren't we supposed to be spawning from over there?") Like logis, a scout that is specced into field management can wrack up a bunch of WP for the squad without needing to actually get a kill! Considering that scouts are designed as a non-combat class (although when specced correctly are far from useless in a fight) this would be a good way to use the forked end of that mighty hammer CCP is so fond of to pull scout out of the ground.
Should be clear at this point that I'm all for it.
`Sigh. Just another fun game of DUST . |
|
Phantom Vaxer
The Generals EoN.
72
|
Posted - 2013.08.01 08:43:00 -
[21] - Quote
Your proposed idea wouldn't keep people from spamming Drop Uplinks at all. Cause it would just make them harder to see which is an advantage not a disadvantage to counter spamming. What would help the spam of Uplinks is only allowing a team to drop only so many instead of having like 20 uplinks crowding the objectives or any point on the map have a limit that only like 4-8 uplinks can be active at a time for a team. Thats preventing spamming, not making them harder to detect. |
Guilbert 515
United Pwnage Service RISE of LEGION
14
|
Posted - 2013.08.01 08:59:00 -
[22] - Quote
Phantom Vaxer wrote:Your proposed idea wouldn't keep people from spamming Drop Uplinks at all. Cause it would just make them harder to see which is an advantage not a disadvantage to counter spamming. What would help the spam of Uplinks is only allowing a team to drop only so many instead of having like 20 uplinks crowding the objectives or any point on the map have a limit that only like 4-8 uplinks can be active at a time for a team. Thats preventing spamming, not making them harder to detect.
Absolutely correct! Either restrict them in number for the match like Vehicles, or restrict the amount one can carry. If CCP hides them from the map view before restriction, PCQ battles will become a bigger disaster. |
Bendtner92
Internal Error. Negative-Feedback
828
|
Posted - 2013.08.01 09:54:00 -
[23] - Quote
Uplinks should be harder do detect. An Active Scanner would be a huge counter to Uplinks.
Uplinks should also have higher spawntime than (m)CRUs. Uplinks give you the ability to spawn near or right on top of objectives while (m)CRUs allow you a faster spawn, but not necessarily close to objectives (mCRUs could spawn you close to objectives, but these also have the downside of being easier to kill).
That is how it should be. |
Fox Gaden
DUST University Ivy League
759
|
Posted - 2013.08.01 11:41:00 -
[24] - Quote
No, making Drop Uplinks harder to find would not immediately end Drop Uplink spamming. What it would do is slowly reduce Drop Uplink spamming as spamming would no longer be the only way to keep Drop Uplinks on the field. People would no longer feel obligated to choose Drop Uplinks over other equipment. Currently the more Drop Uplinks on the field the better. With this change, there would be a point where more Drop Uplinks would not make much of a difference.
The more significant change is that it would make the Drop Uplink mechanic more fun.
If this is combined with giving War Points for destroying Drop Uplinks, then hunting down drop uplinks becomes an interesting battlefield role. This role would favour Gallenti Scouts who could use another role right now. It would also add another role for Active Scanners.
It would make placing Drop Uplinks more fun, because with the ability to hide them somewhat, where you place them becomes more important.
It would make seeking and destroying Drop Uplinks an interesting challenge, as you would have to watch for the blip on the radar when someone spawns and try to remember where it was so you could get close enough to pick it up on passive scanners.
With a smaller number of Drop Uplinks on the field, the ones that are placed will be used more and the people who deployed them will get more War Points. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
527
|
Posted - 2013.08.01 11:56:00 -
[25] - Quote
Above all else DU spawning should be slow. They're a spawn point that can be established anywhere. That is an immense advantage.
They also allow you to spawn in significantly faster than fixed spawn points in the higher tiers... what?
The logical drawback for having them potentially bring people into the fight in an immediate position of power should be a penalty for their use. Slower spawn time for example. Currently it's faster which seems nonsensical.
Bonuses to spawning speed shouldn't be there, it ought to be a penalty to spawning speed which gets reduced in the higher tiers.
The chief advantage of tiny man-portable spawn points that can go anywhere is that they are tiny man-portable spawn points that can go anywhere. How powerful that is cannot be understated. It should be having to deal with drawbacks to offset that, not gaining further advantages over static spawn points or mCRUs.
|
Fox Gaden
DUST University Ivy League
759
|
Posted - 2013.08.01 12:06:00 -
[26] - Quote
Having Drop Uplinks spawn slower than CRUGÇÖs, but have skills and better equipment reduce that gap seems like a good idea.
You could also have the low end Drop Uplinks appear on the map/radar for a longer period of time when someone spawns, and have skills and better equipment that reduce this down to a 1 second flash |
Mobius Wyvern
BetaMax.
2797
|
Posted - 2013.08.01 13:45:00 -
[27] - Quote
Fox Gaden wrote:Drop Uplink spam started because Drop Uplinks are visible to everyone, which made them extremely easy to locate and destroy. The only reliable way to insure that your team has a spawn point at strategic points is to drop so many Drop Uplinks that your enemy does not have time to kill them all. This has resulted in Logi equipping multiple types of Drop Uplinks in order to deploy more at one time, and other suits selecting Drop Uplinks over other equipment choices. In a PC match you can have more Drop Uplinks deployed on the field than mercs.
Drop Uplink spamming is a brute force technique forced on us by mechanics. The only strategic element to placing them is if you can find a hard to get to location to place them such as rooves.
I thought Drop Uplinks were a lot more fun in Chromosome when you would see enemy coming from the same general direction and you would go looking for the Drop Uplink. They were not overused so much because you had a chance of hiding them.
Proposed Solution: I suggest that the Drop Uplink should only light up for everyone to see on map and on radar for 1 second after someone spawns at one. The rest of the time they should only show up if they are within your passive radar range, the passive radar range of a team mate, or have been actively scanned.
This way there is some hope of being able to hide your uplink in low traffic areas. But if people are spawning at it, the enemy will see it appear briefly and get some idea of where it is. They can then go looking for it and try to get within scanning range, or try to get a visual on its location.
I think this provides a good balance between being able to try to hide your uplinks, while not making them impossible to find. It also adds another role to the Gallente Scout suit as their extra sensor range would make them more adapt at finding Drop Uplinks. Sounds good to me. |
Draco Cerberus
Hellstorm Inc League of Infamy
226
|
Posted - 2013.08.01 14:29:00 -
[28] - Quote
When the fixes to the TacNet system have been made I am sure we can expect some DL spam but this is because of what players have learned to do due to the broken mechanic. I am eagerly anticipating the fix and hope that when it has been made people will consider using something other than a DL to spam the battle field with, like triage nanohives or maybe REs or Proximity Mines just to spice things up a little. |
Operative 1171 Aajli
Bragian Order Amarr Empire
98
|
Posted - 2013.08.01 18:46:00 -
[29] - Quote
Make them only scannable from 10m and make only two are functional at any one time. |
THUNDERGROOVE
ZionTCD
124
|
Posted - 2013.08.01 18:54:00 -
[30] - Quote
I would only be able to agree with this if there was a hard cap of ~5 uplinks per team. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1371
|
Posted - 2013.08.01 18:59:00 -
[31] - Quote
Draco Cerberus wrote:When the fixes to the TacNet system have been made I am sure we can expect some DL spam but this is because of what players have learned to do due to the broken mechanic. I am eagerly anticipating the fix and hope that when it has been made people will consider using something other than a DL to spam the battle field with, like triage nanohives or maybe REs or Proximity Mines just to spice things up a little. ^This |
Beren Hurin
The Vanguardians
904
|
Posted - 2013.08.01 19:07:00 -
[32] - Quote
Devs have said that you soon will only see what your squad sees. This will cut back on the 'noise' of deployables. Additionally, I am suggesting a 'next step' in EWAR that is implemented through the use of different sets of grenades.
I suggest reducing the effectiveness of fluxes against deployables as part of it and introducing a secondary EWAR flux grenade that is good against deployables, but also increases weapon overheat and reduces RoF on hybrid weapons.
Projectile/Explosive weapons also have a similar mechanic that could cause jamming based on how little endurance they have. A new type of grenade is introduced that could impact dropsuit endurance and risk these weapons jamming.
Reduced likelihood of uplinks getting fluxed and detected should take care of this problem though...
{[][] Friction and Ion Grenades: An Anti-Weapon EWAR System [][]}
|
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
189
|
Posted - 2013.08.02 02:23:00 -
[33] - Quote
Seriously, WP for destroying equipment and hiding equipment from the tacnet(OP idea) would fix this quick as;
- You would be giving flux users free WP if you place the uplink in the open and even more-so if multiple are clustered.
- Even if players spam them in hard-to-find locations it would be ok 'cause that's kinda the whole point and would require them thinking b4 actually placing the item.
- Snipers would have a new target (I find myself sniping uplinks from across the map sometimes).
`Sigh. Just another fun game of DUST . |
Jadu Wen
Xer Cloud Consortium
14
|
Posted - 2013.10.22 13:48:00 -
[34] - 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. |
Fox Gaden
Immortal Guides
1347
|
Posted - 2013.10.22 14:03:00 -
[35] - Quote
Actually, I am fairly happy with the way Uplinks are working right now. |
Jadu Wen
Xer Cloud Consortium
15
|
Posted - 2013.10.22 14:32:00 -
[36] - Quote
Thanks for the vote of support Fox. |
|
|
|
Pages: 1 2 :: [one page] |