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Old 2013-05-22, 03:37 AM   [Ignore Me] #16
Canaris
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Re: Is the AMS is killing the game?


we didn't have the AMS in TT or the start of beta..... IT WAS AWFUL!

agreed about the part of the AMS having the longest spawn time compared to bases & outposts, that's only fair.
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Last edited by Canaris; 2013-05-22 at 03:40 AM.
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Old 2013-05-22, 03:40 AM   [Ignore Me] #17
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Re: Is the AMS is killing the game?


Originally Posted by moosepoop View Post
if someone REALLY wants to kill an ams, they just bail from an ESF and c4 it. its impossible to react to. you die before they even render.

plus infinite range invisible av turrets.

i feel the sudden death from invisible enemies is getting really frustrating.
This is very true
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Old 2013-05-22, 04:40 AM   [Ignore Me] #18
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Re: Is the AMS is killing the game?


When attacking or defending everyone knows that the principal target is the enemy AMS.
The problem is, that 3 days ago, on Sunday, I was leading a platoon on Esamir during an event.
The nc was trying to warp gate us attacking the bases close to the warp gate so we lost the connection to the south east bases.
We were attacking old shore, all the nc was there, I asked for support on command chat, ODAM said they was coming to help us.
The nc had like 3 sunderes on the base, we got 2 using the tanks, the last one was in a good position inside the base no one was able to hit, lots of anti tank maxes, anti air, engineer turrets and go on.
While all my platoon was inside the base, turning the point and trying to get on the sunderer, ODAM platoon was on the hills, farming certs, no one from ODAM ever step inside the base that day, using my squad beacon with a friend we deployed thank mines and c4 on that sunderer, because I was sure it had blockage armor. We got it down, ODAM still refuse to leave the hills, we got the base and ODAM just got certs.
Now everyone think I hate everyone and that I am teaching other outfit how they should run their platoons, fuck this, if you are coming just to get certs and refuse to capture points or kill sunderers so you can continue to farm certs, I really think we are bett without your help!
The wost party is, people from TRAF asking me why I hate TRAF, dude, I never ever said anything about TRAF that day, and I really like working with TRAF and Legion XIII because they know how to get the job done!
So, changing anything on the AMS will really change the game flow, tests can be made on the test server, but doing blind changes can really ruin the game.
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Old 2013-05-22, 06:00 AM   [Ignore Me] #19
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Re: Is the AMS is killing the game?


AMS's are essential, in a heavy fight its hard to keep one up for more than a few minutes even if placed well and defended there are so many options to destroy them.
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Old 2013-05-22, 06:11 AM   [Ignore Me] #20
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AMS worked in PS1 why would they not work in PS2. And actually a cloak bubble would make a significant difference. Go play PS1 and see for yourself. Personally I think it should be an option to cert into.
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Old 2013-05-22, 07:17 AM   [Ignore Me] #21
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Re: Is the AMS is killing the game?


I dont think the AMS is killing the game, its actually keeping the game going. If you remove it all together, talk about some pissed off gamers having to run or drive back to the base, and talk about rage quitting when you almost at the base and get snipped. Extending the timmer, maybe just a little, this may be an option but In my personnal opinion this wouldnt change much. But I do have a suggestion, in my outfit we use a flash with radar certed to it, this helps us alot in big fights at bases shows all the red dots and sundy positions
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Old 2013-05-22, 07:25 AM   [Ignore Me] #22
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Re: Is the AMS is killing the game?


yep, the ps1 ams worked really good.

the problem with the sunderer ams is, that it is the ultimate all purpose vehicle and can do too many things at the same time.

it has weapons, can transport 12 people , acts as a mobile respawnpoint and rearms/repairs vehicles.

all at the same time! in ps1 you would need an ams, a transport, a tank and a loadstar to have all of this functions together!

the ams module needs the downside of stripping all passenger seats and the weapons!
maybe add armor/hitpoints to give it a little survivability.

and the defensive slot needs a cloakbubble option that would replace the rearm or repair module.

people who don´t believe this would work, go and try planetside1! chances are you have free access to the game for 6 months, so try it.

i just played ps2 and got so frustrated in about 15 minutes, that i am going back to ps1 completely until ps2 is fixed. i really hope the devs manage to turn it into a real planetside.
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Old 2013-05-22, 09:16 AM   [Ignore Me] #23
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Thumbs up Re: Is the AMS is killing the game?


Originally Posted by Varsam View Post
They need to remove the -5 second bonus to spawn time from the sundy, because it automatically puts attackers at a natural advantage to the defenders unless the defenders pull a sundy themselves. It completely trivializes base spawning. If anything, it should be reversed, because you can literally park a sundy closer to most objectives than a spawn room, directly contradicting the "travel time" logic of the bonus in the first place.
Exactly! A solution might be to make the AMS timer longer than the base times.

And a small idea that won't end well: what about making a small price for the AMS respawn? 5 infantry resources pr something? I know, it's probably a bad idea but it's an idea.

And as mentioned above yes, making the AMS take place of the passanger seats is a great idea! Also turrest could take place for 2 seats, the ressupy station would take space, and so on. Also I think that when loking at the model of a Sunedrer I don't think 12 soliders could fit in there, id they could a first person look inside it would be awsome, immagine seeing other people in it, the doors opening and rushing out, same for the Galaxy!

Last edited by Sarloh; 2013-05-22 at 09:20 AM.
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Old 2013-05-22, 09:40 AM   [Ignore Me] #24
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Re: Is the AMS is killing the game?


Originally Posted by Shogun View Post
yep, the ps1 ams worked really good.

the problem with the sunderer ams is, that it is the ultimate all purpose vehicle and can do too many things at the same time.

it has weapons, can transport 12 people , acts as a mobile respawnpoint and rearms/repairs vehicles.

all at the same time! in ps1 you would need an ams, a transport, a tank and a loadstar to have all of this functions together!

the ams module needs the downside of stripping all passenger seats and the weapons!
maybe add armor/hitpoints to give it a little survivability.

and the defensive slot needs a cloakbubble option that would replace the rearm or repair module.

people who don´t believe this would work, go and try planetside1! chances are you have free access to the game for 6 months, so try it.

i just played ps2 and got so frustrated in about 15 minutes, that i am going back to ps1 completely until ps2 is fixed. i really hope the devs manage to turn it into a real planetside.
The thing is that PS2 do not have the exact map design of PS1 so the things that worked for PS1 will not work exactly the same way for PS2.

But yea the Sunderer can fill a bit too many rolls at the same time. Maybe I would not suggest the same changes as you but equipping the AMS should restrict it use a bit more then it does to day.

But I don't think there should be any drastic changes to the AMS sundy survivability. A cloaking device might be a good idea but then it should also then only work as a AMS... no repair, no ammo, no weapons and no way to sit inside it white it's cloaked. That means you need to exit the sundy to deploy the cloaking device.

Last edited by Sunrock; 2013-05-22 at 09:46 AM.
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Old 2013-05-22, 09:44 AM   [Ignore Me] #25
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Re: Is the AMS is killing the game?


After playing PS1 some the last couple days, I would like to see an option where you could pull a real Battle Sunderer, bristling with weapons. That, would be awesome.

That said, I don't think the AMS should have that redeploy bonus time on standard spawn rooms.
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Old 2013-05-22, 09:45 AM   [Ignore Me] #26
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Re: Is the AMS is killing the game?


Originally Posted by Sunrock View Post
But yea the Sunderer can fill a bit too many rolls at the same time. Maybe I would not suggest the same changes as you but equipping the AMS should restrict it use a bit more then it does to day.
The AMS should be like it's described here --> AMS Mk.3 design
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Old 2013-05-22, 10:14 AM   [Ignore Me] #27
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Re: Is the AMS is killing the game?


We had no AMSs in beta, it was terrible.

I wouldn't mind if the AMS module replaced some of the weapons or something like that. Right now a sunderer, just like most things in this game, is too versatile and can fulfill too many roles at once.
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Old 2013-05-22, 10:32 AM   [Ignore Me] #28
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Re: Is the AMS is killing the game?


I always said that the proimised vehicle "sidegrades", aren't sidegrades, but instead they are "sidegrade upgrades".


As for the AMS doing harm to the game - the only harm it does is it has faster resзawn time than the actual spawntubes. Well, also maybe the stupidity of the AMS drivers, putting them in a spot that blocks any other decent AMS deployment, but it's something not for devs to fix.
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Old 2013-05-22, 11:27 AM   [Ignore Me] #29
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Re: Is the AMS is killing the game?


Before nerfing them I'd like to at least see squad spawning in gals. That said they don't need nerfs. I don't play ARMA because I don't want to walk for half an hour only to get shot and die right when I get to the base. If you want this play style, ARMA I, II and III are that way >>>>>>>.
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Old 2013-05-22, 12:14 PM   [Ignore Me] #30
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Re: Is the AMS is killing the game?


I agree that the ability to re-deploy and travel across the map to so many locations kind of defeats the purpose of transport vehicles. This is NOT an issue with the AMS however.

I agree completely that the AMS re-spawn should be longer than a base spawn not shorter.

I personally LOVE that the Sunderer is so versatile. BUT I agree with the ideas there needs to be more give and take with the different certifications. I'd like to see adding a couple weapons but give up the ability to carry maxes or any passengers other than the gunners, no AMS cert on that either. Cloak or repair or ammo.

I kind of see what the devs were after with the AMS being able to drive up to a point with a full squad, then deploy for the respawn. I don't think I have an issue with that.
What I do wonder about is all of the places we can pull them from. Maybe if AMS's could only be pulled from main bases, then towers and outposts could only pull flashes/harrassers/lightnings?
One of the biggest issues with a fight in PS1 was when the AMS's all got blown up and there were no more on the way. (this wasn't a game design issue but a player, play style thing) They were critical, they required logistics, they required someone with the cert make an effort. Now? Anyone can pull one from anywhere, at anytime and have one set-up in a matter of seconds after an AMS is blown up. Wouldn't be a direct nerf to the AMS but would address what the OP is imagining as a problem.
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