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2012-12-17, 12:59 PM | [Ignore Me] #46 | |||
Major General
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Of course, that's the first step. Next step is to redesign locations with appropriate attack and defense vectors providing varied game play for different class types. More defensible locations but with different attack vectors. Balance the attack vectors with the defensive capabilities of the location giving more of an edge to defenders. |
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2012-12-17, 01:45 PM | [Ignore Me] #47 | ||
Contributor Sergeant
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Isn't this basically what we have now? Hack and Hold, 15 minute base. Decreases for Adjacency and decreases more if there are more people holding the control area...
Sounds like exactly what you are asking for. As to the other targets in the base, they have several generators and an SCU. Some are inside some are outside. Seems like it is almost where you want it to be. Personally I think that the Gate Generators need to be inside the Wall Towers. Make the walls an actual defense point. |
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2012-12-17, 01:57 PM | [Ignore Me] #48 | ||
Private
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Well the point is that defending gives you just as many points as attacking as long as there are actually people to defend against, no one wants to just sit alone in an empty base hoping that someone might... attack it.
It's just much more efficient to use the drop in ability to emergency defend when the base is actually getting captured or are under a heavy attack. Sadly at the point where you actually need to defend then your usually already at a supreme disadvantage due to force disparity. Personally I'm hoping that this issue will work itself out when there are more outfits around, so you can get an entire squad/platoon deployed to defend at the same time, instead of random people arriving one at the time just to get slaughtered by the opposing force/outfit. I'm personally disregarding the entire "reward" system here though, because even if your attacking and capturing bases or destroying important nodes/generators the rewards for doing 'important' work for your team is to low. Even capturing a major 1000 reward base, normally it goes like this -> intense fighting (for a varying time), then you have 10 minutes of simply standing around doing nothing except maybe killing people trying to escape their spawns (that are getting heavily camped at that stage). And honestly standing around 10mins for a 1k reward is just much less then what you would get from actually killing people / turrets / tanks that I don't feel it matters much in a attack/defense versus points argument. True getting snubbed off points because your successfully defending instead of attacking is annoying, but the main source of scores is still from actual kills. And as I mentioned no one wants to simply sit around waiting for a base to get attacked. I do feel some things should be better rewarded tho (maybe with diminishing returns to reduce any kind of farming). Some things like standing on capture points (the [#/#] ones) just doesn't give you any return at all. There are a lot of times I see only 1/2 players standing on a #/6 tech lab capture point for example simply because it just doesn't give you anything while at the same time covering the entrances gives you 200-300 score/minute (which is low if they're actually trying to take the base back) and you still get all the points once those standing at the capture point have succeeded taking the base. But please do add some defensive bonuses (for people who've actually fought in the base > to prevent afk farming), and some bonus points for capturing a base (maybe dependent on the duration the player spent being one of those at the capture point). You might even consider increasing the reward for most of the others 'mission' specific objects as well since right now just farming in a heavily populated area gives you waaaay more then any kind of base capture/defense. Which is a bit sad since a capture/defense objective gives your team a much bigger overall advantage then simply sniping 5 people next to a sunderer ever will (even if sniping 5 people gives you much more points). Anyway I love the game (although I didn't play PS1 so I don't know what I missed there ;D) but it's starting to feel like it's become a bit of a zerg > objective score farm atm, especially for non squad/outfit players. Last edited by Mriswith; 2012-12-17 at 02:01 PM. |
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2012-12-17, 04:03 PM | [Ignore Me] #49 | |||
Captain
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2012-12-17, 04:10 PM | [Ignore Me] #50 | |||
Major General
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The act of hacking, if we are talking about that and not a default E button, requires certs to perform faster. It also requires one hold a REK to perform the hack leaving the person vulnerable. It also produces different strategies for defenders trying to resecure a hack as well as attackers trying to defend the hack... |
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2012-12-17, 04:12 PM | [Ignore Me] #51 | |||
Captain
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And the Hex system is ridiculous which promotes the "Zerg". Which has been talked about a Million times already. Any how Higby has palmed us all off again. This Chinese guy hit the nail on the head.
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2012-12-17, 04:27 PM | [Ignore Me] #52 | |||
Sergeant Major
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Also, make it so you can choose base spawns further away so you can get to the defensible locations from a larger region. next, having vehicles etc. cost more or have a shorter cool down timer the further from the warp gate. This makes the teams that are pushed (most likely because of population issues) they can spawn more vehicles from the gate and push back the zerg. This also makes tech plants more valuable for the attacking teams. Finally, lets make it so that continents can be a bit more level. If any team has more than 10% over population they should enter a queue or have it so that their vehicle cool down timers are increased by the amount of over population. Cool down timers are really the only thing that mean much to the vehicle spammers not XP. Last edited by Rahabib; 2012-12-17 at 04:28 PM. |
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2012-12-17, 04:42 PM | [Ignore Me] #53 | |||
Lieutenant Colonel
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IMO, if it went the other way (i.e. certs decrease resource costs/cooldown timer identical for everyone), vehicle players would feel the pinch much faster. But then what would be the point of resources ? If resources do not matter (or, said differently, do not matter enough to matter) and only the timer cooldown matters, we are back to a PS1 system (which also worked fined btw). Of course, I am merely discussing ideas, not judging which is best. |
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2012-12-17, 04:50 PM | [Ignore Me] #54 | |||
Sergeant Major
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2012-12-17, 05:22 PM | [Ignore Me] #55 | |||
Private
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So both the cooldown and the resources makes constant vehicle spamming impossible atm, especially on a continent that you don't "own". I know that resources are *plenty* if you can glide around not dying a lot but honestly if your playing on any continent that you don't have a major territory advantage on then your resources will be pretty sparse. Especially if you for example need to spam tanks (both the heavy and the normal one) to combat enemy tank groups. Btw I've got double c4 / dual grenades on my light assault, and oh man I'm running into some serious resources shortage, almost to the point where I would complain that c4 costs to much (it usually forces me to switch from infantry to air/tanks just to regenerate grenades and c4's). Last edited by Mriswith; 2012-12-17 at 05:27 PM. |
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2012-12-17, 06:44 PM | [Ignore Me] #56 | |||
Contributor Major
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I miss the old days when you could actually, you know, DIG IN and wait for your moment to sally forth. Or even dig in and buy time for the cavalry to show up. Can't do that anymore. Defense is all but physically impossible anywhere except the Crown. But all of this is a moot point. If you don't like getting stomped by the enemy zerg, just switch sides and instantly join them. Soon you'll be able to take all your certs with you, too. Yay. There isn't a point in adding a cooldown timer, either; people can just install another client. Right? This line of logic is now firmly entrenched in game design, and it can be stretched out as far as you please... and it bids fair to murder this game in its grave.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2012-12-18, 09:37 AM | [Ignore Me] #57 | |||
Brigadier General
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Links between continents have nothing to do with this. We will get that once we have 6 continents. The "multiple points" is simply not true. You have defined points, sometimes more than one, that you could attack directly. But it wasnt just you who saw those options, it was everyone. The zerg just went to the nearest base, knowing that enemys are there. Outfits could do something more sinister (Kusag-Enkidu LLU, Akkan-Hanish LLU, or flanking in general), but the majority of options didnt help you in the long run at all, as they just put you in between the frontlines, resulting in you getting crushed on two fronts, while your zerg is somewhere else. That isnt outfit play, thats just stupid. However, what PS1s lattice offered was the ability to kill benefit connections to the frontline, like blowing up Enkidu gen resulting in the enemy loosing the Marduk + Neti (or was it Neit?) + Zarqar + Enkidu benefit, wich hurt a lot if they didnt own Baal and Girru. So that was a big + of the system. It wouldnt work in PS2 tho. for once, you absolutly need to spread out people. You cant have two full zergs clashing each other, thats more than 1000 folks in one area, propably even in just one base. That WILL melt the server and result in this annoying render issues. But i think we can give this a try. Devs said one of the 3 new continents, i believe Oshur, is going to be set up like the PS1 continent. While no details where given what exactly they ment with that, i would love to see the whole thing have a lattice. You can easily fake one together with the Hex system, by simply only giving major bases territorys, have smaller bases only use one single hex (or even none if possible, its just towers without means to pull vehicles anyway), let base territorys connect with each other, and hack up the lattience by deploying uncapturable neutral hexes between bases. I grab myself a oshur map and make an example, brb. |
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2012-12-18, 10:08 AM | [Ignore Me] #58 | |||
Sounds to me like misplaced frustration on other peoples part.
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2012-12-18, 10:39 AM | [Ignore Me] #59 | |||
Brigadier General
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Anyway, Oshur, with a hex lattice thingy ish abomination. Sorry for the red propaganda, first picture i found. Greyish is Neutral, uncapturable territory. Rest is bases. Towers would be capture points without any territory attached to them. The lattice is intact, you can only go specific directions, based on what you own, but with the current capture mechanics of "own more surrounding stuff to cap faster" this map simply wont work. Could propably do a better job at it, especially on other continents (Oshur was a fucked up map really). |
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2012-12-18, 03:45 PM | [Ignore Me] #60 | |||
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