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2013-04-07, 08:00 AM | [Ignore Me] #16 | ||
Private
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Removing them is too drastic.
But, in my opinion, a lone sunderer shouldn't be able to upkeep 100+ guys that constantly spawn. I don't think this is good for gameplay. A sunderer should have something like an energy pool that is being depleted when people spawn. It would recharge automatically but not fast enough to let so many guys spawn constantly. Obviously you would need to know before spawning how much energy a sunderer has left. This would create the need of more than just one deployed sunderer to maintain the offensive, nerfing them a bit but making the whole process more tactical. Last edited by Ssential; 2013-04-07 at 08:01 AM. |
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2013-04-07, 08:02 AM | [Ignore Me] #17 | |||
Staff Sergeant
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Last edited by Silent Thunder; 2013-04-07 at 08:03 AM. |
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2013-04-07, 08:07 AM | [Ignore Me] #18 | ||
Colonel
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Progressive spawn timers from PS1 are a better solution. If you die fast after spawning it increases the spawn time at your last spawn location by a few seconds. After a while you don't feel like spawning there and move to another spawn location to fight.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2013-04-07, 08:27 AM | [Ignore Me] #19 | ||
Second Lieutenant
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April - Creating "No Deploy" zones for AMS equipped Sunderers
We are currently discussing mechanics which would allow designers to designate areas within a base or facility that Sunderers cannot deploy in. We've been re-evaluating the feature and are still experimenting with it and where it might make sense to employ. We realize there are some concerns regarding the potential implementation of this feature (as some of you have commented about), and we are proceeding with caution. It's likely we'd want to get some feedback from the Live Test server before committing to move forward with this on Live - assuming we ended up getting that far. i prefer this than removing them . |
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2013-04-07, 08:35 AM | [Ignore Me] #20 | ||
Private
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This seems to be a much better solution. It would deal with the problem Silent Thunder outlined and it would have a very similar effect to my proposal which is great. If defenders hold the ground for some time it would let them give the opportunity to counter-attack and overcome the enemy sunderer. Why did PS1 game-design related things so much better
Last edited by Ssential; 2013-04-07 at 08:37 AM. |
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2013-04-07, 09:41 AM | [Ignore Me] #21 | ||
Major General
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Removing AMS would be a bad idea. I do think the ideal solution would be the PS1 respawn timer increase after death. One thing to change from the way PS1 did it though, link the respawn timer increase to specific spawn points. This way, you can spawn somewhere else faster then the spawn point you've been using for a long time. The spawn timer amount you've accumulated on a spawn point would begin to decrease after not using it for x amount of time. If you use it again while still having increased spawn time on the spawn point the decrease in time would stop and start to increase again.
Last edited by Crator; 2013-04-07 at 09:43 AM. |
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2013-04-07, 11:23 AM | [Ignore Me] #23 | ||
Lieutenant Colonel
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Yes - lets drive away players and make the game die.
The game will succeed based on the quantity and quality of the combat aspect of the game - all cocepts about flow etc are of minor relative importance. THIS IS THE MOST IDIOTIC SUGGESTION EVER.
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Wherever you went - Here you are. |
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2013-04-07, 11:39 AM | [Ignore Me] #24 | |||
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2013-04-07, 12:05 PM | [Ignore Me] #26 | |||
Major
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It renders any transport units pointless, and it renders any kind of deeper tactical approach to taking a base pointless. Of course there shouldn't be a huge lull in the action every time you die, but there needs to be a middle ground there somewhere, where you don't just clowncar a base to death, but actually think a little. |
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2013-04-07, 08:44 PM | [Ignore Me] #27 | |||||||
Staff Sergeant
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You might want to get your glasses, look at my signature, if you think I play VS and to say that VS is bad a tactics is ignorance. The only reason you give as to why you don't like the idea of no AMS is 500 meter. I agree that maybe a bit extreme, but nothing that a few man modifications can fix/adjust. But some bases don't have outpost that far out but some do and may need adjusting.
Agreed again, respawning should be tweaked maybe instead of removing AMS. I can see the removal of AMS in small squad to 1 platoon vs 1 Platoon Vs 1 Platoon battle being OK but in a scale of hundreds I can see where it becomes nessacery to have AMS, but at that point it does just becomes another meatgrinder session.
They did do something about the running over a wide open space, and it did help a bit. Maybe I gotten use to it that it still feels the same as it did before they added it, spawn camping. Now that I think about the spawn camping, it is a very difficult problem to resolve and this maybe the best it can get. Altho I do like the idea of no AMS inside the base, however it should apply to all. Also the area of no AMS may need to be large as most large base facilities aren't fought often at the walls, but instead in the court yard. |
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2013-04-07, 09:08 PM | [Ignore Me] #28 | ||
Major
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Galaxy AMS used to be a thing in Beta, and it was removed because people found that it dumbed down the game a lot because you could just plunk down an AMS anywhere without regard for terrain ans start spawning people. They replaced it with the Sunderer, and for a while things were pretty good, but then they made three giant mistakes:
1. They made Sunderers available at every single terminal. 2. They made Sunderers cost tank resource. 3. They made the XP for deploying Sunderers minimal because people were massive dicks about it. The combination of those two basically removed all meaningful constraints from Sunderers when it comes to infantry zerging. You can pull them anywhere including any hacked terminal, so getting them to the enemy base isn't really much of an undertaking, it's often a 1 minute drive at best and replacing a destroyed Sunderer is hardly a challenge. They also get parked inside of the bases frequently where enemy vehicles can't get to them. The fact that they cost tank resources now instead of infantry resource as they originally did also basically created a situation where anyone who mostly plays infantry pretty much always has the resources to pull a Sunderer just lying around doing nothing. It's just not like there are dedicated Sunderer players in any meaningful capacity, it's just a vehicle that anyone who plays infantry can grab anywhere without missing out on any other infantry related purchases. Essentially there is no real investment in pulling a Sunderer if you're an infantry player, because you're spending resources you don't care about, and the timer doesn't really interest you because if someone else pulls a Sunderer while yours is on cooldown the functionality is the same for you. Some people were such huge dicks about the way Sunderers were being used that the devs had to nerf the ammount of XP you get for spawning people, because when that was still lucrative and people actually had a vested interest in having their own Sunderer doing the spawning they resorted to massive teamkilling. Before exclusion zones went in you had "Sunderer Boccia" with people trying to get their own Sunderer closest to the base to get the respawns, even if their deploy location was horrible or they just beat the other sunderer by an extra inch. The problem is, by removing the incentive to have your own Sunderer do the spawning they further solidified this idea that everyone who plays infantry just takes turns spawning Sunderers. Basically between the three of those factors you end up with Sunderers that are spawned in massive quantities, at no real cost to the people who use them, pretty much anywhere on the map, and without a lasting intention to hold on to them. It's basically the perfect storm for vehicle spam. A vehicle that costs a resource you don't care about, is available everywhere, and that does the job you want it to do completely regardless of whether it's yours or someone elses. IMO what the best solution would be for Sunderers: Remove the deploy exclusion zone. Add a deploy exclusion to bases so you have to spawn a few hundred meters outside of them. Make it so Sunderers are squad spawn only, so that a large army needs a multitude of Sunderers that only service up to 12 players each. Make Sunderers spawn from Lighting+ terminals instead of every single one. This would solve a lot of the problems with the only downside being that lone wolves will have to join open squads to get their mobile spawning, but I don't even know if that's a downside. Last edited by Rothnang; 2013-04-07 at 09:22 PM. |
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2013-04-07, 09:21 PM | [Ignore Me] #29 | |||||||||||||
Staff Sergeant
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Agreed. Base spawn should be faster and convenient AMS should be slower.
The 2 of the 3 points you give, gives the attackers the advantage. Invisible AMS and able to deploy more sundies at the defender's base. If we remove the reliability of the AMS (or modify it in someway) it should promote more team play, because going in alone is certain death while going in as a team will increase your survivability.
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