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2013-05-29, 09:30 AM | [Ignore Me] #76 | |||
Major General
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Hex adjacency still provided way too many connections that made it possible for too many locations to be hacked at the same time. Yes, there are some people who wish to bunny hop around ghost capping and resecurring those ghost caps. But the amount of adjacent hexes and the terrain in between it all was way too much. Most people don't want to go chasing around ghost caps like that therefore there were too many of them happening. This is what the lattice helped to alleviate. Even if we had hex with more benefits, people primarily still don't want to have to go chase around ghost caps, or sit and wait for them... Last edited by Crator; 2013-05-29 at 09:33 AM. |
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2013-05-29, 09:44 AM | [Ignore Me] #78 | ||
Private
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thats another thing. pro-hex always say "if they are ghost capping then take responsibility and go stop it!". to that we say, hell no. as mentioned above there are too many possibilities of attack. that also means when a guy does take on the task reluctantly to ditch an awesome fight in favor of chasing a cloaker he will stop a ghost cap only to be caught in a cycle.
lets say he goes to stop that one base from being ghosted. he moves in with a couple buddies and they take it back. the neighboring hex is now flashing so they go over there to stop it. then further out another base is flashing. they stop 3 ghost caps. only the 1st base is now flashing again so back to it they go. then the 3rd base they re-took starts flashing again. yeah, this shit has happened and it needs to die in a fire. this is just one instance of ghost capping. pile this on with the many other disadvantages of the hex on top of the other issues PS2 has and now you have a reason as to why the player base has shrunk. |
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2013-05-29, 09:50 AM | [Ignore Me] #79 | |||
Master Sergeant
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The way squads and platoons move in Hex is: Cap a base, repair for points if at all, move on to next. Rely on pubs to defend. Don't defend bases, you can't "advance" that way. Defending means a stalemate at best, or loss of territory at worse. So what happens when both sides of the war want to be advancing all the time? You end up with ghostcapping and platoons or zergs avoiding each other. Team A wants to be on the offense and they want Team B to defend to make it a good fight. Team B wants to be on the offense and want team A to defend to make it a good fight. Both teams go on the offense... and bitch because they other team is taking uncontested territory instead of fighting back. All that can be avoided by FORCING the players to defend, not by saying, "you can only fight here", but by saying, "If you don't defend and your enemy takes this base, you're going to lose XXX benefit". And when that benefit is WORTH something, then real strategy will form, ie: How much can I sacrifice to offense to move the front line and not lose this? How can I make the most of what I can send out on offense? The problem with Hex is it could never be "fixed" until the resource system gets overhauled and "things" get tied to locations on the map. So the Hex never got a chance. Pro-Lattice players have been lobbying for Lattice as soon as they realized PS2 wasn't going to have it with no intention of trying to make Hex work, and now that Lattice is a sure thing, they're telling everyone to try and make Lattice work even though it's not "perfect". Whatever... I'm not stupid. Lattice is here to stay. But the hypocrisy shown by the Pro-Lattice crowd is too much for me to just sit by and stay quiet. |
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2013-05-29, 10:01 AM | [Ignore Me] #80 | ||
Major General
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Kerrec, I don't deny that benefits of bases should provide incentive to defend it. And they do already, don't they? However, the hex adjacency still allow TOO MANY connections to viably defend all of it. You can't deny that, can you? Resources are still tied to hexes, even with the lattice, are they not?
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2013-05-29, 10:05 AM | [Ignore Me] #81 | ||
In either case, Hex or Lattice, there has to be a minimum of two connections from any one base. This is to add an element of "oh shit they went that way" to the fight progression. Agreed, the Hex system had too many options however depending on the design, a lattice system can be the opposite.
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2013-05-29, 10:55 AM | [Ignore Me] #82 | |||
Master Sergeant
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I am not a vehicle whore, but I personally have never pulled vehicles so fast that I was depleted in Armor or Air resources. All that to say, that the resource system and what is currently tied to hexes is worthless. It provides ZERO incentive to the playerbase. I'm sure the large majority of players don't know what resource any given hex produces. As for TOO MANY links... Alerts prove that wrong. When the territory matters, the platoon leaders take and defend territory in such a way that loners aren't even an issue. I've faced many NC and VS fronts that offered NO weakness, even when tackling it with a FULL SQUAD. I just don't accept "Loners flipping points" as an argument. It only applies when the populations are grossly skewed. And in those cases, even the Lattice doesn't work. |
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2013-05-29, 11:21 AM | [Ignore Me] #83 | ||||
Major General
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EDIT: And what happens when there isn't a push by an organized group like that? Be it with or without an alert? Last edited by Crator; 2013-05-29 at 11:25 AM. |
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2013-05-29, 11:38 AM | [Ignore Me] #84 | |||
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2013-05-29, 11:45 AM | [Ignore Me] #85 | |||
Major General
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2013-05-29, 11:45 AM | [Ignore Me] #86 | |||
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2013-05-29, 11:47 AM | [Ignore Me] #87 | |||
And there's nothing quite like a protracted and intense battle pushing back and forth along a line of connected bases; experienced this on Ceres last night, pushing down from Howling Point before being stopped and pushed back from Mao. Just what I want from a game. Last edited by psijaka; 2013-05-29 at 11:49 AM. |
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2013-05-29, 12:59 PM | [Ignore Me] #88 | |||
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2013-05-29, 01:21 PM | [Ignore Me] #89 | |||
Major General
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