Ghost capping zergs - air domination everywhere else - wordt 2x event ever. - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Stop cheating, ur not allowed to shoot me
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

 
Click here to go to the first VIP post in this thread.  
Thread Tools Search this Thread Display Modes
Prev Previous Post   Next Post Next
Old 2012-12-28, 10:56 AM   [Ignore Me] #9
Flycutter
Private
 
Re: Ghost capping zergs - air domination everywhere else - wordt 2x event ever.


Originally Posted by Malorn View Post
The OP isn't crazy - I've observed the same behavior lately, especially late at night. I like to occasionally join random squads and try to be a typical casual player and see how different types of players and outfits experience the game.

This is what I typically see in larger groups - players roll around in a blob from territory to territory getting capture XP and avoiding the enemy. When the blobs meet it is by chance, not intent. When players try to stop the blob they usually get rolled and have little choice but to find their own team's blob and roll with it. Larger outfits have the numbers to chance this behavior, which is why I don't see it on ops. Seen several reddit threads pop up about this sort of thing too.

Seems to be a combination of playing the territory control game + path of least resistance....but it isn't fun...at all. Its the exact opposite of what I experience in outfit play where we intentionally go after the enemy and pick fights because that's where the entertainment is.

Any feedback from the PSU community on contributing factors to this behavior? I have my own thoughts but I'd like to learn what y'all think is going on here.
The zerg has too many different directions to go and since capture XP is the most obvious reward that is where they go.

My suggestions aren't perfect and they are just off the top of my head and not all of them are related to the game's current problems. Some of these may seem ridiculous, but hopefully they will foster some new ideas and discussion from the PS2 design team.

I would take the major bases and increase the size of the surrounding territory to include some of the small outposts. With less paths to take the zerg will have to attack each other. The main base itself would be an impenetrable fortress but the outposts would have objectives that would help open up that fortress to the attackers.

The base benefit would be maintained by a gen that could be taken down, removing the benefits but without flipping the ownership of the base.

The outposts surrounding the bases would have SCU's that would not stop the defense from spawning but would increase their respawn timer. You would need to take down these SCU's to make the defense more manageable. The defense has one way teleports to protect these outposts.

Increase all vehicle resource costs by 25 to 50%. Don't nerf the damage just nerf the availability. The first tech plant that a empire owns provides them liberators and MBT's. The remaining tech plants that they own on other continents would provide a cost reduction to pulling vehicles worldwide as long as they maintain a link.

The more certs you have in a vehicle increases its resource cost.

Nothing on the ground can get through base shields. Galaxy drops and liberators are used to soften up the exterior base defenses while tanks and infantry take the outposts. Once the shields are down the fight moves inside the main base while smaller squads continue to hold the outposts.

Base XP is granted both on offense and defense based on the size of the fight.

Players that switch empires on the same server would have some sort of timer or stiff punishment to prevent them from immediately TK'ing.

Up to 25% XP boost for the under populated empire. This coupled with the worldwide tech plant resource benefit would hopefully spread the fight to other continents.

Special artillery (Flail) that can shoot at a zerg formation from about 1km away. Requires a 3 man team to operate with 30sec to 1 min reload. Two infiltrators designate a target while the driver operates the vehicle. Puggers will have a hard time blindly firing this weapon but a small squad can slow down the zerg's progress. It can carry AV or AI ammo but not both at the same time. I see it as basically a ground based liberator.

The skyguard becomes a two person air killing death machine and requires the same resources as a MBT. Two weapon systems are available, either the current flak cannon or a lock on missile launcher.

Any major changes to a particular weapon in the game gives players a cert refund for that weapon only.

Spawn tubes are moved to the larger buildings hopefully preventing or reducing the current spawn camping by vehicles. I would rather break a defense by crushing their spirit than just spaming my HE prowler. Yes, I spawn camp and yes it feels cheap.

Last edited by Flycutter; 2012-12-28 at 11:07 AM.
Flycutter is offline  
Reply With Quote
 
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:34 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.