Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Where Mosquitos aren't sucking your blood.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-10-06, 10:38 AM | [Ignore Me] #31 | ||
I completely agree that the current location of spawn rooms is heavily flawed. Like Postal I don't want them removed from the game, just put inside a building. Besides that I would also prefer said base layout to be more like what we saw in Planetside 1, in the sense of bases actually being more of a complex than just buildings scattered out across an area.
Basicly the level design changes that Figment has suggested in the past. If at all possible.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
|
|||
|
2013-10-06, 01:31 PM | [Ignore Me] #32 | ||
Private
|
I think the problem of spawn rooms is the environment around them. Mountains were enemy snipers can shoot you down and you can't climb it. Walls that cover your enemies (and those walls are supposed to cover you), the inability of throw explosive weaponry from inside to outside, the lack of a proper defensible roof (probably can be solved with more shields), easily accessible by vehicles (air & ground), etc.
They need to be further from the capture points, and need to have underground installations with exits at some covered points of the base. Maybe more teleporters to some others force-field buildings in the base. |
||
|
2013-10-07, 03:39 AM | [Ignore Me] #34 | ||
Not if they are still placed outside in the open, since the same thing would happen and does happen in the bases on Esamir that does have two spawns.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
|
|||
|
2013-10-07, 12:02 PM | [Ignore Me] #35 | |||
I agree the spawns should be inside the main bases. Please eliminate vehicle spawn camping. The base court yards should be wide open. This would encourage vehicle warfare at the base. Once the attacking force wins control of the Courtyard they can all get off their vehicles, deconstruct them to put resources back into the pool, and move inside to take the base. |
||||
|
2013-10-07, 01:38 PM | [Ignore Me] #37 | ||
Yes, but it's easier to make a push against camping infantry than camping air, ground vehicles and infantry
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
|
|||
|
2013-10-07, 05:32 PM | [Ignore Me] #39 | ||
This is where 2 Inner spawn rooms per base would come in handy. I mean the pace of territory turnover in Planetside2 is too fast. I've seen when an empire has nearly 50% or more of a continent when I log off. I log in an hour later and they are practically warpgated. I know territories should not be impossible to take but it shouldn't be that easy either.
|
|||
|
2013-10-13, 04:29 PM | [Ignore Me] #40 | |||
Gonna have to visit esamir to see those dual spawn facilities. P.S. I feel that the reason Indar is always full and Esamir and Amerish are not is because of the greater number of facilities. I don't know about reducing the number of facilities to increase the distance between facilities. I believe a larger court yard would produce a more enjoyable play with vehicle vs vehicle, Infantry vs Infantry or Infantry vs vehicle. Step one surround the base, step 2 take the court yard and step 3 take the main building. |
||||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|