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View Poll Results: Sunderer as a spawn point? | |||
Yes | 40 | 36.04% | |
No | 71 | 63.96% | |
Voters: 111. You may not vote on this poll |
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2012-05-07, 07:07 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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As we know the Gal is the deployable spawn point, with the Sundy bus being a vehicle repair and rearm station.
But I feel that the Sunderer should be able to act as a spawn point, perhaps sacrificing its vehicle support role to do so - as a customisation option for players. Vote! |
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2012-05-07, 07:49 AM | [Ignore Me] #2 | ||
Lieutenant General
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Why make the Sunderer into an AMS if you can just make an AMS model instead? Or rather, a fully customizable support vehicle instead which you can "build" forward bases with? For instance: radar jamming, AWACS radar station, spawnpoint, repair bay, etc. Hell, why not have vehicles that can deploy themselves as bunkers or mini towers for snipers and scouts for all I care?
Why cramp every role into a vehicle that's designed to do something COMPLETELY different? I don't like the mixing of the offensive and repair roles of the Sunderer for instance, because that makes it "too easy" to setup something with just two Sunderers. Some effort, interaction and reliance on others would be nice. Having all these combination roles drastically reduces interaction between (groups of) players because everyone becomes self-sufficient pretty fast. I mean, are they that desperate for texture and memory space while they make handmade maps of 64 square kilometer miles? Last edited by Figment; 2012-05-07 at 07:50 AM. |
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2012-05-07, 08:55 AM | [Ignore Me] #5 | |||
Corporal
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This might actually be a feature for a constructable forward base platform similar to what Evilpig had discussed. |
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2012-05-07, 10:35 AM | [Ignore Me] #6 | |||
Second Lieutenant
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That being said, the Sundy is essentially the ground version of a Gal, so I'm certainly not against giving it the same capability! |
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2012-05-07, 10:45 AM | [Ignore Me] #8 | ||
Captain
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My assumption is that the Galaxy is there to hot-drop the first attackers, then land a little way out and act as forward operating base to stream new troops into the fray at a reasonable clip, while trying to avoid coming under too much direct attack.
Meanwhile the Sunderer will be more disposable and as a result, try to push further forward and act much more offensively and closer to the target. I don't recall hearing that Sunderers would be spawn points, I thought they were just for re-arming and vehicle repairs? |
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2012-05-07, 10:53 AM | [Ignore Me] #9 | |||
Private
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Having multiple vehicles with respawn points reduces the value of living considerably in my opinion. I understand the times have changed but a lot of what I felt back when I played in 2005-2007 is that you either spawn on an AMS, Tower or base, or took a vehicle there. When you died it sucked because you knew you could have a long journey to the battlefield again if your AMS was down but that only made you fight harder if you knew your respawns were down. If the sunderer were to have a respawn mechanic as well then that would bring up the total number of respawns at a base to potentially 3. Squad leader, Galaxy, Sunderer. This not only puts more pressure on the defending team as enemy reinforcements are nearly endless with 3 respawns (I understand spawning on a squad leader is limited but that's not the point). But players will simply throw themselves at the the capture zones without caring. I can understand how nice it would be to have a land vehicle with a respawn but with the galaxy in play, I'm pretty sure this is why the dev team made it this way. Last edited by Truemedic; 2012-05-07 at 10:56 AM. |
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2012-05-07, 01:33 PM | [Ignore Me] #11 | ||||
Voted No. I think a force should be respawning in fewer places not more.
Just my opinions.
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Last edited by Ruffdog; 2012-05-07 at 01:49 PM. |
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2012-05-07, 01:35 PM | [Ignore Me] #12 | |||
Captain
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That said, if spawning around an objective is too easy and you're back in it too quickly - its difficult to see how you will get a decisive result in an individual battle since people will be back almost as soon as they've been killed, making it hard to push forward / drive people back through cutting down their numbers. |
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2012-05-07, 02:54 PM | [Ignore Me] #14 | ||
Contributor First Sergeant
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more vehicles driving around and less footzegs from hundreds of local spawnpoints please.
Grinding down the opposition with limitless quantities of local spawnpoints was one of the less appealing factors of the geriatric/later planetside1 gameplay. Though this was mostly down to multiple AMS vehicles being hard find, let alone take down once you were getting pressed back inside your own buildings. I want to see loaded sunderers supported by ground vehicles and aircraft zipping along the continent to take on bases, towers and resource nodes. Galaxies by their nature are big, obvious and less-common (I assume a foothold/dropship centre will remain a requirement) making them perfect foci for attack and defence. Keep the battles mobile, the troops on the playing field (instead of tied up in a spawn matrix) and let a well played defence earn itself a breather for wiping out a valuable spawnpoint. Teamwork and co-ordination should be the deciding factors of victory, not unlimited local respawns. Last edited by IMMentat; 2012-05-07 at 03:07 PM. |
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2012-05-07, 03:06 PM | [Ignore Me] #15 | |||
Captain
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I expect getting reinforcement from other directions to protect a base be a common tactic, rather than people inside of said base trying to push out. |
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