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PSU: Why can't I play the DEV Empire...?
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2014-02-15, 10:38 PM | [Ignore Me] #1 | ||
Sergeant Major
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This idea occurred to me when a member of TRG started a discussion about vehicle camping. Obliviously, it's war and things like that are going to happen. Then an idea occurred to me.
The problem spawning in the middle of a base full of tangos isn't exactly the best way to get people out of dodge. All that happens at that point is people spawn in a surrounded base and get cut down the moment they exit the spawn room. The solution Personally, I think a base should be locked if the enemy are at 70% or greater pop for 5 minutes or have fought there for 20 mins with 50% or greater pop (for at least 3/4 of the time), therefor giving the illusion (or reality) of control through troop support. That would force players to spawn to an adjacent base or another hot zone where they can actually put up a fight instead of being fodder for an already lost battle. Discuss away. replace/alter ideas. Etc. Last edited by Taramafor; 2014-02-15 at 10:42 PM. |
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2014-02-15, 11:00 PM | [Ignore Me] #2 | ||
Captain
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My outfit already hold a bio lab with 30% pop for more them 30 minutes.
Your idea fail. Maybe you can come with something better. But I do advice everyone to redeploy one minute before the base fall, so we can setup defenses on the next one. Too bad sometimes the enemy have the same idea and the respawn is already camped before the previous base falls!
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2014-02-16, 01:06 PM | [Ignore Me] #3 | |||
Sergeant Major
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2014-02-16, 07:35 AM | [Ignore Me] #4 | ||
First Lieutenant
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On the subject of spawns, how about multiple spawn areas? You can have the main room with the (never used) tunnels in place. Then you could have smaller spawn rooms (like the teleporter rooms in biolabs) placed throughout a base and even outside. It would make things easier for defenders. The attackers can only camp so many doors. lol
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2014-02-16, 07:44 AM | [Ignore Me] #5 | ||
Contributor General
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Hmmm, I don't think so.
At least not in that way. What is needed is a seige-breaker mechanism similar to the base drain in ps1 (which would then be refulled by an Ant) and luckily enough I think it's coming in the resource update. The old Ant mechanic was really quite simple and often simple works. Ps2 seems to be adding complication upon complication - which is ironic since one of the 'lessons learned' from ps1 for the devs when designing ps2 at the very start was that ps1 was too complicated. (Higby said many new players never ever found their way out of sanctuary, hence no sancs in ps2). |
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2014-02-16, 09:55 AM | [Ignore Me] #6 | ||
Sergeant Major
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The problem with multiple spawn areas is they all just get camped, theres really no way to counter spawn camping as people always need to come out at 1 specific place that can be found, the only other way to do it would be a teleport which put you at a random location everytime you used it which wouldn't work either.
OR instead they could make it so if you get to outnumbered a bomb gets set off which kills everything within a set distance from the spawn giving people a chance to push out and encouraging people to not camp so close. |
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2014-02-16, 10:20 AM | [Ignore Me] #7 | |||
Major
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I'm just going to cut and paste this old post of mine last year on spawn camping. The best way, Imo is to add an invulnerability when players exit the the shielded area. (Note, this was posted before Harassers were nerfed and before they changed the Amp Station layouts).
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2014-02-16, 10:15 AM | [Ignore Me] #8 | ||
A simple solution would be to make spawnrooms uncampable. But that's too much to do it seems...
I mean, it apparently takes a lot to move Biolab Spawnroom on top of the SCU area, or to place corridors arounds spawnrooms for easier push on smaller outposts (Look at new AMP Station designs for instance), or to use basic navigation hints (like arrows and signboards on walls) to give mindless zergs an idea of alternate routes out... |
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2014-02-16, 10:53 AM | [Ignore Me] #9 | ||
Major General
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They most likely won't put the below things in the game because it would prolong fights. They want fights to move around the map, not stay in one place for forever. The OPs idea is exactly what the devs want people to do on their own. They don't want to take away the tactic of being able to spawn in to a location and try to take it back by breaking out of the spawns.
Fixing Spawn Rooms 1) Prevent vehicles from being able to spam the exits of a spawn room. Only infantry should be allowed to directly affect the spawn room exits. 2) Reduce enemy vehicles influence around spawn rooms a) Give infantry the appropriate cover to have the chance to destroy enemy vehicles outside. b) Do not allow ground vehicles to get near the spawn rooms and give the ground infantry enough cover from the spawn to the capture point(s) so they are not subjected to spam from enemy air. Last edited by Crator; 2014-02-16 at 10:55 AM. |
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2014-02-17, 05:31 PM | [Ignore Me] #10 | |||
Master Sergeant
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We're already playing Steamrollside so locking a base's spawns due to population is just a pro-zerg approach that'll increase zerging. I've already solved the spawn camping on 70% of Auraxus at all small outposts: Put Spawn Room C from Freyr Amp Station into every small outpost. This is a sunken spawn room with roof egress and 5 tunnels/teleporters. Spread the five exits out by 50-100 meters apart from eachother. All teleporters/tunnel egress points come up into buildings with no line of sight to doors. Each building has 2-5 doors. So it becomes virtually impossible for air or armor to camp 20+ egress points, and infantry would only be able to suppress the spawn with an organized effort by camping 6 exits all at once. It's armor's and air's job to bombard the avenues to the capture point as it should be, not the spawn room. It's infantry's job to guard and defend the capture point, not camp the spawn room. Base defense is pathetic in this game even though defense is a core value from Planetside 1 that was abandoned. We're playing in airsoft/paintball arenas where a base is just obstacles equal to both sides. SOE apparently did this to attract Cod-kids and esports-esque tug-of-war, fast-paced battle flow in hopes of attracting mass competitive play. That's not Planetside. All we do in this current iteration is bring 55% attacking forces to a base and punch the I-Win-Button (60% to a Bio Lab). It's sad. It's pathetic. It's not Planetside. *sigh* You know what? I'm so tired of this. I'm unsubscribing. I have had enough. I just get in ESF's & Skyguards and shoot stuff these days. |
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2014-02-17, 05:39 PM | [Ignore Me] #11 | |||
Master Sergeant
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2014-02-16, 11:11 AM | [Ignore Me] #12 | ||
First Sergeant
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what about just removing spawn rooms? there are several player driven spawn mechanics that are much less campable and honestly, more fulfilling to use and and defend. and i'm sure more could easily be introduced.
just enhance player driven spawning, and make minor base adjustments that facilitate placing or repairing spawn tubes at the capture points. place these inside buildings so that all you can really spam is the doorways, but need to breach and clear with infantry to disable spawning at each location. after that the attackers have to hold the points for an extended time in classic king-of-the-hill fashion with only the exterior spawning mechanisms they brought along. this gives time (say 10 minutes or so) for the defenders to move back in from the next lattice point and try to clear and repair the spawn tubes one control point at a time. this way you can also remove the capture xp, so that there is no reason to hang around waiting, and no spawn room champions to babysit. this would also facilitate much more fighting between bases and make use of the available terrain for more than just racing to the next zerg spam camp, and running over friendly foot soldiers for sport. -- it seems to me the issue is on both sides of the spawn shield, for one thing. for another, you will never be able to design a spawn room that is uncampable because the spam has to meet the shield someplace. the way it's built around these shielded rooms that are separate from the objective makes no sense at all. there's a reason that king of the hill is in every game, and works just as well with little kids pushing each other off the swings as it does in paintball or online shooters. it's simple and fun. the guy who pushes the other guy out then has to not get pushed out. duh. Last edited by Obstruction; 2014-02-16 at 11:21 AM. |
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2014-02-16, 01:30 PM | [Ignore Me] #13 | ||
Sergeant Major
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Let's just turn spawn rooms into freaking battleships. Put huge guns on it that players can access from inside the spawn and are invulnerable while using.
But not really though I'm sure that would be terrible. I do wish there were something they could do though. Every time I see a liberator hammering a spawn room I just want to blow the junk out of it. Maybe we should give engineers mobile shield things like the ones from that one insomniac game that totally flopped. But that wouldn't work too well either. It's just a hard thing to do. I know looking at Esamir there is one base in particular (don't remember the name) where all the fighting happens at a middle ground between attackers and defenders, and the spawn is pretty much never camped. But this is all due to base design. I guess when you get right down to it that's the best way to stop the camping. |
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2014-02-16, 02:52 PM | [Ignore Me] #14 | ||
Contributor Major
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The problem is rotten base design. The problem is the boring-ass three-to-five minute ritual of trapping the defenders in their spawn-outhouse with no way to dig them out and no way for the defenders to go around. And the defenders stay and shoot through their mysterious permeable shield and the defenders spam them, usually with vehicle fire, because.... there's nothing else to do.
A few metal shields and/or fences and spawn-tunnels and lame-ass no-deploy zones are mere kludges. They treat symptoms of a disease that was engineered and hatched by the development team and that they decline to cure.
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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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