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2012-10-17, 02:22 PM | [Ignore Me] #1 | ||
Malvision
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Bring back the spawn generators instead.
I'm not sure why it was removed in the first place but I'd rather the fight end than just sit and camp each bases spawn room at every encounter. As an example: Yesteday I was at Snake Ravine with about 30 magriders camping the spawn room as we waited for the base to flip. In the spawn room there was about 10-15 NC that kept trying to push out. Each time ending in them being killed. I do see a purpose for this. It was boring as hell to sit there in the mags and I'm sure the other guys weren't having much fun either. So why is this even a part of the game? |
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2012-10-17, 02:30 PM | [Ignore Me] #3 | ||
Private
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Because when the SCUs were at smaller outposts my personal experience 100% of the time went like this.
1. Arrive at base. 2. Run to SCU, find it completely undefended and blow it up. 3. Cap base with minimal resistance. Fights at outposts are now actually interesting. When I am camped by 30 tanks I just spawn somewhere else, the battle is lost. I see people getting spawn camped who come out of the door to face a 20 man firing squad and all I think is why? You will be waiting for the XP anyway at least you have something to shoot at. |
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2012-10-17, 03:05 PM | [Ignore Me] #4 | |||
Malvision
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2012-10-17, 03:49 PM | [Ignore Me] #5 | ||
Contributor Major
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It doesn't matter where they move the spawn area to, there will always be a point where the attackers can spawn camp. SCU, as FatherJack pointed out, only served to end a battle before it began. I don't think that any conventional wisdom will solve these issues, because if that were the case they would already be resolved.
Teleporting defenders out of the spawn room to one of several locations might help. Drop pods instead of spawn rooms might help. Large underground facilities with many spawn points might help. But the best solution is already in the game: Spawn somewhere else and come back with a bigger offensive than what the enemy has taking the point. |
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2012-10-18, 04:34 AM | [Ignore Me] #6 | ||||
Major
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This is probably the best idea, as it not only prevents camping but the pods themselves could make Tanks more cautious about approaching bases.
Pull them out of our ass? Fact is, some of us don't have huge Outfits backing us up, so reinforcements are most likely NOT coming because they are too busy sitting on the FUCKING CROWN to give a damn about the rest of their Faction... Hell, I'm usually the only guy IN my Outfit online most of the time...
Hell, if there was actual coordination in this game, voluntarily throwing yourself into the meat-grinder could be a valid stalling tactic. The more time the enemy is focused on killing you at that particular base, the more time your allies would have to mount a proper counter-offensive. In other words, those greedy kill-whores might end up screwing their entire Faction's push over just because they wanted to pad their K/D. |
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2012-10-18, 04:38 AM | [Ignore Me] #7 | |||
Lieutenant General
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Where have I seen that before? |
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2012-10-18, 10:35 AM | [Ignore Me] #8 | ||
I'd love to see some tunnels connecting the buildings together. Maybe even a duct or something you duck into that runs from the spawn to the other buildings?
There were a couple of bunkers in PS1 that were linked by little tunnels. Always fun little firefights in those. Last edited by TheRagingGerbil; 2012-10-18 at 10:39 AM. |
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2012-11-05, 10:37 AM | [Ignore Me] #10 | |||
Private
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2012-10-22, 03:31 PM | [Ignore Me] #11 | |||
Lieutenant Colonel
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If the spawns were deep inside the bases like the original, would not be an issue. Fights right now just go to who ever drops the gen. That's outside, far away from the core of the base. Same with the spawn points. I have no idea why the treat spawn locations, and gens af if they were latrine areas on a forward base. |
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2012-10-22, 11:18 PM | [Ignore Me] #12 | |||
Private
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2012-10-23, 06:51 AM | [Ignore Me] #13 | ||
Should be like in PS1, you're not worth much in point value until you've lived for a certain period of time. Fresh spawns should be next to nothing in kill points. Current system is a roughly a one cert point gain for every two kills; 100pts per kill plus bonuses. No kill points then no cert points, possibly lesser camping or at least maybe be able to get out of a spawn to make a fight more worthwhile. Anyone who spawn camps then are padding their useless KDR stat that means squat. Of course, there will be those that will still do so.
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2012-10-23, 02:16 PM | [Ignore Me] #14 | |||
Malvision
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It wouldn't fix the camping of the spawn rooms but it might make it a little less appealing for people that like to farm kills. |
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2012-10-23, 02:31 PM | [Ignore Me] #15 | |||
Lieutenant Colonel
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However. No one will care how much XP a kill gives. Its all about the number one. One more kill count. one more "Did you see, I totally got that guy, AND his three friends that were right behind him! They had nowhere elese to go, but you see, I'm awesome. Lets go play some Battlefield, this game sucks, I'm not walking to the next base.". This seems to be the game-play they want. This is not Accidental design. They do not even have doors on buildings with direct LOS to Objectives. Last edited by MrBloodworth; 2012-10-23 at 02:34 PM. |
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