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2013-07-10, 03:16 PM | [Ignore Me] #1 | ||||||
PSU Admin
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Malorn dropped some Knowledge over on Reddit regarding the spawn system.
http://www.reddit.com/r/Planetside/c...wn_these_were/
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2013-07-10, 03:31 PM | [Ignore Me] #3 | ||
First Sergeant
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It's a step in the right direction.
The biggest thing that needs to be considered though, is increasing the spawn timer for Sunderers. That way they don't have an equal or greater time to respawn to facilities, giving a bonus to defenders, but also just making sense, since facilities are rooted in the ground and connected to infrastructure, while Sunderers aren't. That, and drop pods need to have less maneuverability. As they are now, they are the rods from god, shooting down at targets and guided rather effectively by the trooper. You guide them a good ways off from the central spawn beacon. One of the best solutions I have heard, is that you can engage airbrakes with your drop pod, which will allow you to manuver further off (We'll say, to the distance you can travel now) but it'll take 3 times as long to reach the ground, which means you can actually shoot down drop pods; or, you just shoot to the ground faster than you do now... but you have no control over where you land. This way drop pods don't become a way to hop halfway across the battlefield, they are just what they say... pods you drop into battle with. That is a bigger issue than Where you respawn, but that is my opinion. The changes detailed are good. Last edited by GeoGnome; 2013-07-10 at 04:40 PM. |
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2013-07-10, 03:39 PM | [Ignore Me] #4 | ||
Private
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So next version we need the squad leaders to be more mobile (such as flying ESF) in order to quickly re-deploy squads to critical positions across the map.
Out of nowhere we appear and crush you. Then when you fall back to the next base anticipating us pushing in...it never comes. -- Hopefully the new changes will only delay us for 1 minute for each hop. |
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2013-07-10, 07:14 PM | [Ignore Me] #6 | ||
Colonel
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Hey boss, it looks to me like these spawn changes would help accentuate the role of transport in this game. I totally agree that right now its far too easy to almost instantly get to any part of the map. Good work Malorn and keep the good changes flowing.
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2013-07-10, 04:12 PM | [Ignore Me] #7 | ||
Contributor PlanetSide 2
Game Designer |
Of course this isn't the only thing we're looking at. Battle flow both macro and micro is an important area for us to improve upon. Need to be careful with this sort of thing though due to the subtle but very significant impact it can have.
Mentioned this last week but we have some drop pod changes coming too. They won't be as steerable and defenders and for instant action attacker pods will come down in different parts of a facility. Defenders will come down in the interior and the attackers will come down around the outside for better flow. Squad deploy is a tricky one, but I'd like to have that function more like instant action and follow the above rules. |
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2013-07-10, 04:21 PM | [Ignore Me] #8 | |||
Sergeant Major
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2013-07-10, 04:50 PM | [Ignore Me] #10 | |||
First Sergeant
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That said, the above changes you mention, I had missed last week (Or if I hadn't I had forgotten about them). That said, they look really good, bar the question of: Will sunderer respawn speeds continue to match those of bases? Something else, is that while the sunderer respawn speeds are mitigated somewhat by no-deploy zones, this means sunderers further out in the open away from the base being less defensible. That in turn is somewhat covered by there being dome shield and cloak deploying sunderers. BUT, and this is a rather large but (Which yes, is wandering a bit off topic, but I think is applicable to sunderers in the future of PS2), will the changes to spawning in galaxies that was discussed by Higby, where you can respawn in your squads galaxy instead of there being deploying AMS galaxies, carry over to those other kinds of sundies. That is to say will the following become a reality: AMS Sunderer: Anyone can deploy there at any time; Cloak or shield sundy: only your squad can deploy there, but it has more protection. Or will those special kinds of sundy deploy protection things, occupy a defensive and not utility slot, so that an AMS can carry a special kind of protection with it in addition to it's AMS? Last edited by GeoGnome; 2013-07-10 at 04:52 PM. |
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2013-07-10, 08:55 PM | [Ignore Me] #12 | ||
Sergeant Major
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So placement won't matter?
__________________
>>Make resources matter!<< |
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2013-07-11, 05:31 AM | [Ignore Me] #13 | |||
Corporal
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2013-07-15, 10:53 AM | [Ignore Me] #14 | |||
Sergeant Major
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Reduce all this drop pod nonsene to a minimum and make transportation more meaningful. Drop pods should be a strategic element and not something you can do every 3 minutes if you feel like it. But I guess if you stop attackers from droping right ontop of bases and towers, where they should NOT be, then that's a start at least. Last edited by BlazingSun; 2013-07-15 at 10:54 AM. |
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2013-07-15, 12:41 PM | [Ignore Me] #15 | ||
Corporal
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Players spawn into towers, biolabs, and to a lesser extent amp stations because they are looking for a fight, and those facilities are defensible. Zerging and ghost capping empty bases is boring. In fact zerging is boring, there is no tension at all.
To make my point, let's look at what isn't worth my time; -Tech plants- by the time of any response, the opposition has downed the shields, setup a sundy surrounded by repair sundies and logged in an engy alt to rep the shields. Sundies spawn faster then base spawns, then you have a huge slog to get there since you can't use the laughably bad and harasser camped tunnels. Making the only "defense" the banana room and scu. -small bases are almost to a base , laughably bad, and indefensible, only good for shield heroing, except the ones with banana rooms. Terran crash site on esamir being the best example of terrible with the capture point being miles away and the spawn is not even in the same territory. SoE is afraid of any sort of fighting that might interrupt zerging and done it's utmost to nerf defending as far a possible and is doing so yet again, but what are you doing to promote fighting? People logout of this game because there are few fights and nothing to do. How about some spawns inside buildings near cap points where tanks can't spam players into jelly so real fighting happens? How about a cloaked ams so a greater attacking force isn't despawned out of the territory by c4 podding and shotgun fairies? So a defending force can have a spawn outside a spawn room for more then 30 seconds? |
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