I can't believe what they did to the Biolab.
-
Long Defender Spawn Walk - Spawning in an instance>teleports to underside of the biolab> 2nd teleporter up again to a small spawn room. They want attackers and defenders having equal walk-spawn distance.
If the Generator goes out, vehicles will have a field day killing everyone coming in from the spawnroom to the Biolab underbelly, because the players have to walk across to the next teleporter to get up the Biolab proper.
- That small spawnroom is a
Spawn Camp Festival. Players on the tree root, Balcony. Every choke points coming from the spawn room OPENS up to wide spaces where any attacker can literally stack DPS and obliterate anyone who dares walk through.
Essentially, attackers have superior vantage point in spawncontainment, since the exit points are visible from so many angles.
ZOE Max, Fracture Max, AI&AV Turrets, UBGL, Rocket Launchers, Lashers, Snipers. All you have to do is focus fire on the choke points and the defenders coming out will die a horrible death
That's not to mention LAs can go to the roof of the adjacent building while defenders don't even have an elevator of the spawn room, wow.
Lastly, those
double bridge has complete vantage point of the central area. There's no way defenders can charge through those barriers with players from the bridge.
NC is pretty much screwed here when defending. We don't have a suppression fire Max for Mid-Long range, unlike other Maxes. All they have to do is pair Maxes with engie and spam from the bridge, from the balcony, from top of the stairs and from the doorways and supress movement.
Alot of the windows are shuttered too and balconies boarded up. The Attackers are basically getting funneled to the Spawn Room. Here's this small spawn room the back and the attackers are free to shoot that focal point from at least 180 degrees all over. LAs to the roof, UBGL, Sniper, Fractures, ZOE, RL, Lashers, the whole dps gamut just focus firing on that small area.
.
The reason why the large Spawn Room was installed in the first place was due to chronic and undeniable spawn camping. Now it's gone again, welcome back spawn camping.
All in all, they simply don't want players to farm certs there. It further proves my contention in this thread:
http://www.planetside-universe.com/s...ad.php?t=56506. Devs are trying to lower our cert gain (but at the cost of degraded gameplay). I'd rather have direct nerf to cert gain that an indirect one. At least we'll have a decent fight instead of 3-5 minute "epic" Biolab skirmish/spawn camping exercise.