Originally Posted by AuntLou
Light assaults can't get to the walls if the sunderers can't.
Oh a galaxy can get behind enemy lines????? Better nerf it!!!!
You get out from behind you mana turret and shoot them.
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You make it sound so easy when in practice it's not.
You can see and hear a galaxy coming and you have active base defenses that fight against that. The only thing preventing a squad beacon from raining down 11 over soldiers behind your defense requiring you to abandon your defenses making them completely irrelevant is if somebody can see the squad spawn beacon, which can pop up at any time anywhere throughout the base completely unannounced and silently, and destroy it before all 11 other squadmates fall within the base. As others have pointed out, this isn't an easy task. You don't even know which players have the capability of spawning troops so there is no possible way for you to know where the droppods will start raining down from. The entire strategy is reactive to the droppods which gives the droppods a major advantage that is easily exploitable.
You're supporting a mechanic that makes bases pretty much irrelevant and makes it impossible to sustain any real attack as zones of control are completely useless. Walls, buildings, turrets, shields, gens, engineer turrets, and mines are all almost irrelevant with the ability to easily drop within the confines of a base or on top of an enemy sunderer without any real counters or warning for the defenders. It's simply not a good mechanic and it's working against the flow of each battle.
During a large fight the interior of a base is pretty much chaos with droppods falling on top of the base constantly from many different squad deploy and squad beacons. The outside of the base similarly chaotic thanks to defensive squad deploys falling behind the attackers point of attack. This is a far cry from the nice flow each base had back in Planetside 1 and it's a key reason why people call base design terrible. There is no real way to defend against the constant stream of drop pods falling behind you. There is no reason to cover your flanks since the enemy never has to physically travel to reach them, they just have to fall out of the sky with no counters.
There is no real concept of controlling sections of a base with mechanics like the jump pads, teleports, and drop pods. Both attackers and defenders can utilize these various mechanics to get behind the enemy constantly. This ruins any sort of flow we would generally see in Planetside 1 and it's something this game would really benefit from.
If you want to drop a squad behind a line you should have to use a galaxy. There the defenders at least know where you are coming from and that you're coming at all. You can't just teleport behind them with virtually no warning. You have to work a bit if you want the element of surprise.
I'm not one for static defense myself, thus I rarely man turrets or lay mines, but the ability for an attacker to spawn closer to an objective via a sundy, squad deploy, or squad beacon, ruins base defenses in this game. Even an active defense is difficult if you constantly have to resweep over every objective just to clear out the enemies who have appeared out of nowhere. Small outposts can be overrun a matter of seconds with absolutely no warning from the squad beacon or spawn deploy and objectives at large bases can be overrun with no real defense from the dop pods falling from the sky.
In no way is it good design. I know people think it's all "good tactics" to get behind the line, but the methods used to get behind the line are not the same as actual flanking and cause more issues with the overall flow of battle than they benefit the game. Galaxies are severely underutilized and every base fight has become a TDM until the attackers can camp the terribly located spawn rooms all aided by the ability to continually drop right within the confines of an enemy base ignoring logistics and defenses.