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2012-12-12, 08:22 PM | [Ignore Me] #1 | ||
Captain
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I keep getting more and more infuriated with the general base design and how they just don't seem to match the game mechanics.
This change to tech plants is silly. Can you imagine how un-fun a PS1 dropship station would be to defend if the generator were in the building the air term was in? meh... I started typing all of the general issues I have but there is just so much that frustrates me about the bases, but more the lack of the meta-game how there is no benefit to REALLY try and save a base, and there really is no way to accomplish it, a last second gal drop to re-secure. |
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2012-12-12, 08:42 PM | [Ignore Me] #3 | ||
Lieutenant General
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Was about to post this:
How one could do outpost spawns as well. Will post a further description in the morning. Sorry about the wireframe, is a bit hard to read maybe. Beats a two exit spawnroom of 12 square meters, doesn't it? >.> EDIT: EDIT2: Last edited by Figment; 2012-12-14 at 09:53 AM. |
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2012-12-12, 08:47 PM | [Ignore Me] #4 | ||
Contributor Lieutenant Colonel
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This is the big one IMHO. This and the seemingly forced fragmentation of the flow of the fight. Planetside had(has) a linear progression to it which added weight to the feeling of...well, progression.
Last edited by bpostal; 2012-12-12 at 08:47 PM. Reason: Spelling etc |
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2012-12-12, 08:50 PM | [Ignore Me] #5 | ||
Major General
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Only issue with that Figment is it's all in one area. What's the rest of the base used for? I really don't see how they can use all areas of the bases without redesigning them by adding some underground tunnels from the spawns to the SCU and CC.
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2012-12-12, 08:53 PM | [Ignore Me] #6 | ||
Captain
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Right now, I feel this change to the tech plant was made because of the huge amount of farming that was done this weekend at them. This imo wasnt a good change simply because now the game causes even more tank spam there there already was. In fact if you have enough tanks and a few sundys you count take a tech planet in 10 minutes easy. This is way too fast imo and at this rate I will start growing very bored simply because there are only two capture strategies now. If anything they should have made tech plants even harder to take because of how much of a bonus they give compared to the bio labs and amp stations.
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2012-12-12, 08:53 PM | [Ignore Me] #7 | |||
Lieutenant General
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Tunnels could be added too, the above is a minimal change to the current design. |
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2012-12-12, 09:14 PM | [Ignore Me] #11 | ||
Major General
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Cool. I'm down for anything that doesn't allow vehicles spawn camping, varied locations of SCU/spawns/CC with slight advantage to defenders. I like your concept. Just they are going to have to build some dang tunnels or something for some of this. To spread out things in some places. Not everyplace has to be the same though.
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2012-12-12, 11:32 PM | [Ignore Me] #15 | ||
Contributor Major
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/copypasted from official forums
UberBonisseur asks, with pics demonstrating how absurdly easy this makes things for the attacker: @Arclegger: You added jump pads. Again. Why ? Take Allatum (Biolab) You have elevators below the pads. Why do you chose jump pads located at 200+ meters over elevators ? Are human cannonballs so much better than actually fighting for ground until you reach the facility? Do you despise ground play so much ? Do you really prefer wide arrays of no-man's land over a good fight ? Teleporters located in satellites were bad enough. Now we have both Pad access and teleporters located there. Do you really want to turn "Defense" in "Active offense", as your only chance to win is to take back the bases around and not holding the base itself? Arclegger's bland reply: I appreciate your concern, but every Biolab in Amerish and Esamir had this functionality for weeks and we have just streamlined the Indar bases to have similar functionality. Thanks. It's official, gents. They want Zergside; they're DESIGNING Zergside. 100% offense, all the time. |
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