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2012-07-10, 08:15 PM | [Ignore Me] #151 | |||
Master Sergeant
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it makes it too easy for attackers to attack because all they need is to get one person at the flag/base for there to be the whole squad to "pop up" there imo making squad spawning not work within a bases soi would be a good way to balance it |
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2012-07-10, 08:20 PM | [Ignore Me] #152 | ||||
Colonel
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Last edited by Stardouser; 2012-07-10 at 08:25 PM. |
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2012-07-10, 08:24 PM | [Ignore Me] #153 | |||
Staff Sergeant
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and in ps2 it will be very easily and heavily exploited. as i described: get a 100 person outfit to fill a single sunderer or galaxy up with 10/100. each of those 10 in the vehicle are in separate squads of 10. then when they get to where they want to deploy the other 90 hit the deploy button and everyone drops in and 10 becomes 100. at that point it doesn't even matter if there's a 5 minute cooldown on the ability. how are you going to defend against that? that's why there needs to be a soi so drop pods don't become the cheese tactic, making the game a zerg joke. |
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2012-07-10, 08:25 PM | [Ignore Me] #154 | |||
First Sergeant
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It would have completely negate the courtyard defense. There's a reason 12-24 man galaxy drops were dangerous, because they could bypass so many defenses. But they were balanced by the fact that you had forewarning it was coming. The stonking massive ship slowly making it's way over the base. They took time and effort to setup. Squad spawning does NOT take time and effort. It is something that can be done easily, and completely negates the need for the galaxy as a troop transport. Already the maps are designed to be COD run and gun fests. We don't need to take this further into negating the home advantage. And as a BF2-3 organized clan player, I can tell you it WILL be abused in this fashion. Hell, nearly every strategy revolved around using squad spawning. Last edited by Shade Millith; 2012-07-10 at 08:26 PM. |
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2012-07-10, 08:30 PM | [Ignore Me] #156 | |||||
Colonel
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Of course, my biggest BF2 map was mashtuur, where the more important flags were the gas stations, and double blocking the spawns with vodniks was pretty much standard, if you didn't do it, squad spawning will just cause you to die to the defenders a lot before you get wiped. Last edited by Stardouser; 2012-07-10 at 08:35 PM. |
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2012-07-10, 08:35 PM | [Ignore Me] #157 | |||
Staff Sergeant
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the point is 10 galaxies coming in very slowly is something you can see approaching (and the galaxies cost resources to spawn). opposed to a single exploit galaxy with 10 members from 10 different squads ready and waiting to call in 100 more troopers from the drop pod menu... that is free and can be done every 5 minutes. that's broken. period. if you don't think this will be the most used tactic in all the big outfits, you don't know much about competitive video gamers. |
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2012-07-10, 08:37 PM | [Ignore Me] #158 | |||
Colonel
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And remember, I am NOT in any way arguing against a sphere of influence that will prevent what you are talking about. If you want the SOI to prevent people from doing this and forcing them to all spawn 100 meters or more away outside the base and get picked off as they walk in, that's fine with me. Everything I have been saying has been about the cooldown, I am not fighting you on the SOI idea. |
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2012-07-10, 08:42 PM | [Ignore Me] #159 | ||
First Sergeant
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Squad spawning anywhere (especially close to control points) as it stands penalises anyone defending. You might as well move to attacking, in the open layouts, with easy spawning, they look very difficult to defend. We might as well call it what it is, easy/chaotic spawning.
I am speaking about organised outfits, leave a few people to mop up control points, and the rest, would you honestly not hit an open target (which is what every base is) - with an easy spawn to get right next to their CC any time a SL lives long enough to make it that far? Why bother leaving good bodies behind to defend, beyond a few to make their life difficult. - I am not speaking about the zerg that will be behind anyway, I am speaking about the organised/skilled players, who will be better of working to what the game promotes - attacking. Now, attacking is fine, as long as people realise that is what this set up promotes, defending appears (in the current base layouts + respawning anywhere as we've seen) largely pointless if the enemy get in the actual base itself. - Again I am not speaking about the zerg that will be where the zerg will be (which SOE have catered for well), I am speaking as a player who will be in an outfit that plays to the games strengths shown in organised play. Whoever suggested highlighting the SL, I agree, he should be very visible via the hud, so ppl know who to take out. Last edited by Karrade; 2012-07-10 at 08:46 PM. |
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2012-07-10, 08:44 PM | [Ignore Me] #160 | ||||
Staff Sergeant
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so yeah, the travel time won't be as much as you think. think how quickly and closely the spawn points were for assault in the e3 footage. this is the same thing. very close and fast. the e3 footage had a base wit 3 objectives and 3 assault spawnpoints, effectively the same layout and distance as 6 total points in higby's footage.
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2012-07-10, 08:49 PM | [Ignore Me] #161 | ||||
Colonel
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Also, what in the world makes you think the galaxies are going to be deployed only 100 meters away? 100 meters is a long run for infantry(especially when you consider that that's 100 meters just to break the plane of the base f perimeter) but it's well within range of the base's turrets to blow your galaxy away. I rather think Galaxies are more likely to placed considerably further away than that. Last edited by Stardouser; 2012-07-10 at 08:53 PM. |
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2012-07-10, 08:53 PM | [Ignore Me] #162 | |||
First Sergeant
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There is no need to balance it for the other (defending) team, defending is already unbalanced against their favour via the open layouts, where you can spawn anywhere. Given even a very basic tactical understanding, surely you can see defending is largely hindered having an open base, + the ability to spawn anywhere within it, this is surely common sense? So the question becomes, would you commit time and effort to defend, or would you commit time and effort to attack such an open setup. Remember you only need to get ONE SL in range. Last edited by Karrade; 2012-07-10 at 08:55 PM. |
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2012-07-10, 08:54 PM | [Ignore Me] #163 | ||
Staff Sergeant
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let's just wait for the beta. get a few 1000 players in there to put these features or lack thereof to the test and the feedback will be overwhelming if something is just breaking the flow of the game.
personally i predict that defending bases will be absolutely impossible (just like it was impossible to hold them at e3) until some major changes are put in effect. |
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2012-07-10, 08:57 PM | [Ignore Me] #164 | ||||
Colonel
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And if you are really suggesting that squad leaders should run around with a permanent 3D spot, I don't even know what to say about something so crazy. This game isn't going to all about base sieges you know, you're going to see squads coming with no hope for stealth in the entire 64 square kilometers of the map.
Last edited by Stardouser; 2012-07-10 at 09:00 PM. |
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2012-07-10, 08:57 PM | [Ignore Me] #165 | ||||
First Sergeant
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No you are not, that is the point, if you are an outfit, you are going to do all you can to get that SL in range of capping. Sure the map sounds fun but when the novelty wears off, you'll see people heading for the base all the time! With SOI you can't do that, without you can - simple! -edit SL's will be the new infils! Cloakers that can spawn people anywhere (I hope that has been nerfed already ) Last edited by Karrade; 2012-07-10 at 09:01 PM. |
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