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2013-06-05, 06:51 PM | [Ignore Me] #46 | |||
Master Sergeant
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And why anyone would oppose going back to the old spawn style of Planetside 1 just baffles me. |
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2013-06-05, 07:05 PM | [Ignore Me] #47 | ||||
First Sergeant
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2013-06-05, 07:47 PM | [Ignore Me] #48 | ||||||||
Lieutenant General
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What's that got to do with being a prick, would seem you're simply not willing to cope with critique on your ideas and argumentation?
- prevent farming - discourage farming - make farming unrewarding - or make it very hard to do.
To place that beacon, you have to be there first. To place that AMS, you have to start somewhere first. No solid spawns : spawn at only places where there are solid spawns. Warpgate. Warpgate spawn? Drive back with AMS to other side of the continent... By then, you'd have lost four bases. And uhm... have you ever considered that ESFs and Harassers and what not can go ahead to the next base to tactically kill any backup AMSes and spawn beacons that were placed before anyone had a chance to use it? Or do you want to suggest you will need to have people just sit and wait in backup bases twiddling their thumbs just to see if a single ESF or Lib or guy with C4 might come around before the other fight is over? You honestly think people would do that? Have you ever even sat and observed, just observed for a long time, how people play in game?
If you don't comprehend that, you're simply either not open to seeing it, or you're just not seeing it. A solid spawnbuilding doesn't require a zerg to maintain its spawnfunctionality against a zerg, a field AMS does.
This is a concern for small teams and solo players more so than it is for the derpiest of zergs. You want to insult them, fine, but don't ever design anything for a varied group of people ever again. Now, if you would suggest that there'd be only droppods instead of spawns at a base, that's been suggested before, but it will just be more farming the people landing disoriented all over the place with no coherency to it. Last edited by Figment; 2013-06-05 at 07:50 PM. |
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2013-06-05, 09:24 PM | [Ignore Me] #49 | |||||||
First Sergeant
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it's not a contest, nor is it a debate.
a suggestion related to the original post's topic was posted.
i'm trying my best to understand what is being said. it's true that i didn't list out changes to the spawn mechanics that would help facilitate player coordinated spawning, but that doesn't mean i support whatever it is then claimed that i support. the truth is i just didn't want to be that boring. there are problems with the spawn mechanic beyond the farming huts/tubes/whatever. but it goes beyond the scope of my suggestion. i also think most of what was said against that suggestion goes beyond that scope as well. it was well said here:
honestly it sounds like a good job for a liberator or esf team, to kill those kinds of shitheads and then drop a fresh set of spawns in secure places. if it's really that big of a deal you can make something flash or beep so that people see when those kind of advance teams start to strike. even if they did get ALL the spawns back to the warpgate i don't think that's really that bad. plenty of games have much harsher penalties for death with no nearby rez. and there's lots of ways to respawn and rez without going to a spawn room. anything missing, for example access to infantry terminals, could be folded into new class abilities, attachments to vehicles, whatever. again, it's really outside the scope of the suggestion. i just left that in with "give designers freedom from designing around the problems presented by the spawn building." finally, if there is incentive to get AMS units into bases then people will do that. people do much more than that to get a good 500 or 1000 experience, i promise you that. and besides, if people need to respawn all the way back at warpgate to regroup i don't think it's that bad, and in fact creates opportunity to expand the role of sunderer and galaxy as valued troop transport assets. the fact is that nobody likes to sit in a galaxy waiting for minutes to fill up and leave because 1. the pilot usually sucks 2. they can just spawn hop or grab any vehicle and get there faster. all of that said, i should reiterate that i think spawning would benefit greatly by having the AMS divorced from the sunderer unit. it's slow, expensive, painfully obvious from the air, and worth a lucrative experience value. it's also easily TK'd, which is just a really bad design decision all by itself. i understand friendly fire to some extent and it's something we either hate or don't (again, beyond the scope of the discussion) but the fact is that it's simple to disallow damage to a unit based on who is doing the damage. so simple it doesn't really need mentioning.
but i guess go ahead and win the internet or whatever. Last edited by Obstruction; 2013-06-05 at 09:29 PM. |
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2013-06-06, 01:33 AM | [Ignore Me] #51 | ||||||
Major
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Hopefully we'll get to see those purpose built Bases on Esamir soon, so we can have less "quaint micro-towns" and more "Fortresses of Military importance."
You can't have that shit in shooter, it's just turns the game into whose spots the other guy first...
...For no god damn reason apparently, seeing as they WERE able to get tunnels put in. Wonder if Smed was the one behind this decision as well... |
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2013-06-07, 08:11 AM | [Ignore Me] #53 | ||
Captain
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Trollers will call this whining but its not whining, if you pay for a product you expect to get a good quality item correct. Whining is complaining that you dont get enough kills because you dont know how to play a FPS. Complaining is when a product that you ordered isnt working properly. I feel that this thread and many like it, or just actual players that have a problem with the product that they purchased. I mean currently I dont like the way the spawn is set up, and there are many others who share the same Idea as me. So we express our dislikes or concerns and hope that the Dev's are reading and work with us to make our experience of there product more enjoyable. Now for me yes I hate the spawn set up, but I have found ways around this, spawn at another locations, or get a group together and push out that damn spawn room using percussion, and smoke grenades. But as a sub, and a big time PS fan I hope they do decide to bring the spawn rooms in, and if not that try it on one base and see what happens. But I will admit this I have noticed that alot of players are having large battles at the BIO labs of late. This could be because the spawns are inside and that while fighting for a bio lab it has a more urban combat feel. I really hope they take our suggetions into consideration.
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2013-06-07, 08:40 AM | [Ignore Me] #54 | |||||||||||
Lieutenant General
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You insult people for being morons and noobs and whatever simply because they're outnumbered.
The problem is you don't even see that because you're too focused on big zerg combat to realise that small teams cannot protect their AMSes in the same way you a platoon or more people would. In other words, you would completely remove the ability of small teams to even try to fight at bases by making them 100% reliant on spawn beacons and AMSes, because any opposition would remove those toute suite. It's pretty simple. Why can't you see that?
I hope you also know when a situation appears lost but isn't, that what seems hopeless might be salvageable, what the strategic value of stalling is (in relation to the fight ahead) and what challenges can be overcome. I'm quite sure a lot of people would never try to tackle 7 to 1 odds because they already decreed to themselves it's a loss, even though win conditions can exist that allow someone to pull it off. Like having an instant resecure on a CC instead of having to hold it: if the odds are 7 to 1 numerically and the 7 are holding, all it takes is a temporary loss of control or a temporary window of distracton, a hole in the defenses of the seven, to resecure by the smaller group. If there's at any time a default "lost" or "win" situation, there's no actual game to play (anymore), so why would one play? Is that what you want? That people forego playing? Because that's the same solution offered by people excusing spawncamping since alpha: "you noob, it's fine: you've clearly lost, so move on". That's not the purpose of the spawnroom and something that can only be said by people that don't really understand the purpose of a spawnroom in relation to a fight being ensured so there's a game to play till the very end of the base switching sides.
Meaning that if a fight is lost and people are pushed back, they won't gradually fall back because there's a guaranteed point behind them to fall back to. Instead the defensive effort would just collapse. The other thing that was said was that you need a starting point. You don't seem to acknowledge that you have to have a base of operations to work from. You don't seem to quite understand that if the frontline is breached you need to fall back and must be guaranteed to be able to do. In THAT strategic sense, AMSes are not a guarantee. Complete reliance on them would even make them a liability.
Which means... there won't be a nearest base with an AMS installed, aside from somewhere else on the front line. Thus you wouldn't fall back along the lattice as you suggested, you'd just create big openings in a defense.
Last edited by Figment; 2013-06-07 at 08:43 AM. |
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2013-06-09, 10:31 AM | [Ignore Me] #55 | ||
Master Sergeant
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I'd have to agree with all the comments in this thread - spawn camping as either the attacker or defender is one of the worst aspects of Planetside 2 for me and definitely needs some attention.
I do think, however, that the problem might be more skin deep than the spawn design itself, rather that there is little combat / front line outside of the base itself. I'm not an expert on this but this could be down to a lack of cloaked AMS's and highly durable ground vehicles (for better or worse, BFRs did help create a front line). Balancing ground vehicles like MBTs to make them more durable is unfortunately difficult due to the main gunner being the driver; in the long term this was a poor design choice. Lack of an stalemate frontline also feeds into a lack of interesting Galaxy hotdrops to try and break the deadlock etc... Last edited by TerminatorUK; 2013-06-09 at 10:36 AM. |
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2013-06-09, 11:09 AM | [Ignore Me] #56 | |||
Contributor General
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So, as you say, if I understand you correctly, (bad) spawn camping is a symptom of a fault elsewhere. |
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2013-06-09, 01:04 PM | [Ignore Me] #57 | ||
Corporal
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I say that the AMS should have a longer respawn time than base spawns, as how can a small mobile vehicle beat a fully powered base spawn room?
Also it could be done that the AMS wouldn't just be like deployment and people come out from nowhere so it might look something lile; when deployed a small respawn pod, like at the bases could come up, like a circle on the top that emits beams down from which troops come out (hard to explain in text). The sistem could take some seats away as it requires space to be put in. |
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2013-06-09, 02:44 PM | [Ignore Me] #58 | ||
First Sergeant
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Yeah but those are the same forums where members judge and denounce lattice changes based on a handful of screenshots and a few minutes gameplay video coupled with the weird ideology that bases you can defend are a bad and unnecessary thing
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2013-06-09, 06:41 PM | [Ignore Me] #59 | |||
Private
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It gets even better though: Some tests I did with the AMP station and Tech plant showed that you can reach most of the critical things like capture point, SCU and shield gens a lot faster from the popular attacker AMS spots then you can from the spawn room. Combined with the quicker AMS respawn time means that attackers consistently "outspawn" defenders by sometimes 10 seconds. The tunnels they made for the defenders don't do anything either: They shave maybe 1-2 seconds off the time you need to reach the objective on foot. Spawns should be in a central location inside/beneath the main building and defenders should nearly always be able to reach an objective faster then attackers. Only then can you truly defend a base. |
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