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Old 2014-02-27, 09:35 PM   [Ignore Me] #1
NewSith
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Do we really need spawnbeacons?


(Blatant outfit promotion included)


Here's a ComClash pre-season play between two outfits, one of which is rather famous among visitors here.

I strongly advise watching the video, but in case you wrongly consider it not worth your time I ask below:

If spawn beacons are generally used by more or less organized groups, rather than zerg and now we have squad vehicle spawning, wouldn't it be logical to remove beacons, which as of now bear a slight flavor of "uncounterable" as opposed to battlegals and such?

My thinking on the matter was caused by final interview in the vid, as I considered how boring the match would've been if 418 could just drop kamikaze engies with AV mines or C4 on MCY sundies non-stop.

P.S. Flash+EMP grenade combo counters smoke shielding + IRNV. But shhhh!
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2014-02-27, 09:37 PM   [Ignore Me] #2
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Re: Do we really need spawnbeacons?


I do
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Old 2014-02-27, 09:40 PM   [Ignore Me] #3
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Re: Do we really need spawnbeacons?


Originally Posted by Falcon_br View Post
I do
I doubt you even realize how thoughtful your answer is...
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2014-02-27, 10:12 PM   [Ignore Me] #4
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Re: Do we really need spawnbeacons?


What's worse, dropping a squad via beacon or dropping them via gal? In the end it amounts to about the same thing, but the mobility and precision afforded by gal drops is way beyond anything you can do with drop pods.
I don't see a major problem with them (beacons that is), and of course they add value to SLs and their members.
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Old 2014-02-28, 01:21 AM   [Ignore Me] #5
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Re: Do we really need spawnbeacons?


I'm sure that beacons have their place, but I, for one, rarely deploy on them because I'm never sure where I'm going to end up. I'd sooner hitch a lift in a Sundy/Gal or even spawn a base or two back and get my own transport.
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Old 2014-02-28, 05:17 AM   [Ignore Me] #6
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Re: Do we really need spawnbeacons?


I don't like them, a bit cheesy.
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Old 2014-02-28, 06:57 AM   [Ignore Me] #7
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Re: Do we really need spawnbeacons?


You know, the three replies before mine are all saying pretty much the same thing:

Spawn Beacons are becoming redundant, and I agree with that. They are going to be used even more seldomly now that vehicles can spawn squadmates. And while still being an option for organized play, they are not half as useful as a single flash acting as a forward spawnpoint, yet they contribute to creating tactical chaos wherever they are placed, and that's a bad thing.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2014-02-28, 07:07 AM   [Ignore Me] #8
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Re: Do we really need spawnbeacons?


Beacons must not have beams into the sky. In BF2142 spawnbeacons were just small devices planted on the ground and beeping.

This way Beaconbs will be harder to locate and destroy and might be a good option for spawning again.
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Old 2014-02-28, 09:12 AM   [Ignore Me] #9
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Re: Do we really need spawnbeacons?


Well until a better counter to the Galaxy is added into the game like say example: A base defense turret that fires TV guided missiles that do heavy damage to large vehicles.

PS2 is rightfully going down a path of rock-paper-scissors for everything and they have assigned the ESF to be the primary hard-counter to -all- Air?

Until a proper hard-counter is created for specifically the Galaxy, and not just a generic blanketed counter, yeah, the Squad Beacon will lose it's useful effect. But it won't ever die out or dissapear entirely.

Fans enjoy the drop-pod option to much to scrap the Squad Beacon.

Last edited by HereticusXZ; 2014-02-28 at 09:13 AM.
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Old 2014-02-28, 12:37 PM   [Ignore Me] #10
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Re: Do we really need spawnbeacons?


Originally Posted by HereticusXZ View Post
...Until a proper hard-counter is created for specifically the Galaxy, and not just a generic blanketed counter...
http://www.planetside-universe.com/s...d.php?p=872122

Yummy...
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2014-02-28, 12:47 PM   [Ignore Me] #11
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Re: Do we really need spawnbeacons?


I think spawn beacons are a critical element for those that want to play in small groups pursuing tactical goals. Beacons are plenty balanced by the fact that they are easily visible to the enemy and easy to destroy.
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Old 2014-02-28, 12:52 PM   [Ignore Me] #12
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Re: Do we really need spawnbeacons?


Originally Posted by mrmrmrj View Post
I think spawn beacons are a critical element for those that want to play in small groups pursuing tactical goals. Beacons are plenty balanced by the fact that they are easily visible to the enemy and easy to destroy.
And again, I have to mention Flashes that make a more reliable spawnpoints for small teams, mostly thanks to stealth upgrades and autorepair...

Beacon itself only adds pain in the back for AMS drivers, suffering from AV mines and C-4 charges, falling from the skies with enemy players attached to them.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2014-02-28, 01:46 PM   [Ignore Me] #13
HereticusXZ
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Re: Do we really need spawnbeacons?


Originally Posted by NewSith View Post
I have to mention Flashes that make a more reliable spawnpoints for small teams


You can't spawn on Flashes? It's only Galaxy and Sunderer.

The Squad Beacon isn't effective at all for anti-sunderer because of it's extremely small "Cone-of-Landing".

If the Beacon is useful for anything it's just to quickly insert troops into the zone, that's it. Unless the beacon itself is placed ontop of a priority target then it won't be a deciding factor in a fight.

I rather enjoy finding clever places to hide the Squad Beacon - Not just ontop of towers but to balance on the top of the antenna with it.

Ultimately though I agree the Squad Beacon is falling out of fashion only used as a last ditch effort when all other spawns are absent. The Galaxy is so much more effective and accurate as a drop-spawn.

I'd like to see the stat comparison between Galaxy Spawns and Squad Beacons deployed ever sense the vehicle-spawning update came out, or even Galaxy Spawns versus Squad Beacon Spawns.

Last edited by HereticusXZ; 2014-02-28 at 01:50 PM.
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Old 2014-03-09, 03:22 PM   [Ignore Me] #14
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Re: Do we really need spawnbeacons?


I actually think Spawn Beacons should have a completely different use entirely: Placing them creates a spawn jamming zone against enemy spawns. Only base/outpost spawns would be immune.
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Old 2014-03-09, 09:24 PM   [Ignore Me] #15
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Re: Do we really need spawnbeacons?


Originally Posted by Baneblade View Post
I actually think Spawn Beacons should have a completely different use entirely: Placing them creates a spawn jamming zone against enemy spawns. Only base/outpost spawns would be immune.
The idea that PS2 lacks any kind of denial mechanics is older than AA vs Air debate, sadly. I think it comes from the point of view that it's boring to deploy something that may not even be used. Just compare PS2 "minefields" to... No not PS1's. BF's minefields.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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