Do we really need spawnbeacons? - PlanetSide Universe
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Old 2014-02-28, 01:56 PM   [Ignore Me] #18
HereticusXZ
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Re: Do we really need spawnbeacons?


Originally Posted by Boildown View Post
I strongly believe that the above mentioned nerf needs to be undone

I completely disagree. Previous drop-control and accuracy with the drop pods was more then obnoxious and couldn't be countered beyond running through the killzone to destroy the beacon. The squad-beacon nerf helps to actually define battle-lines for a enjoyable fight. Squad Beacons serve only as a spawn and that's it.

The Galaxy drops is your alternative to drop behind the battle-line and disrupt the zerg. It's a giant target so you can actually defend against it. My issue is you need some weapon option outside of the main-cannon on a MBT or a Dalton/TankBuster Lib to destroy the Galaxy.

Skyguard, Burster, and Lock-Ons only serve as a deterrent. Air is the only hard-counter to air seems a little to blanketed IMO for the rock-paper-scissors theme PS2 is starting to go down.



EDIT: Not promoting another AA fiasco to repeat itself... I'm asking for a hard-counter to specifically the Galaxy over the general blanketed "Air is the only hard-counter to Air" that we have. IMO When we have a hard-coutner to the Galaxy, then will the Squad Beacon be signifigantly relevant again.

Last edited by HereticusXZ; 2014-02-28 at 02:03 PM.
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