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2013-04-22, 10:05 AM | [Ignore Me] #31 | ||
Lieutenant Colonel
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This change is meant for the upcoming lattice/rush lanes. They are just allowing people to get use to it before its implemented.
I am personally a big fan of this as it keeps me from having to constantly stand on point and allows me to actually go out and fight. |
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2013-04-22, 10:13 AM | [Ignore Me] #32 | ||
Major General
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Ghost capping happened before these changes as well, right? Perhaps they could make it so the influence on a capture point is in effect while the point flips. Meaning, the hack timer on the location would take longer to start if only one person is next to the point. If more people are next to the point then the capture point flips faster.
I wrote this in the 4.19.2013 thread the other day: Not required to nurse a capture point to make hack go faster, this gives people a chance to spread out and find strategic positions to defend the capture points. Visual indicators on the map that show timer progression is excellent (better then PS1 cause you had to double click bases to see the timer). This allows teams to have time to make choices in what they are going to do. Do they have enough at the base being captured to defend it while the timer goes? No, then spread out and setup to defend the capture points. Yes, then setup a perimeter around the location. If there's enough people that already can handle that then move out to the next location to take. And of course it gives the other empire time to make a decision and react to an owned base being attacked (which now gives a cause to try and keep those bases if possible). One thing they do need to do, remove the 0/0 count under the capture points. It's just confusing being there, it means nothing. EDIT: Also, 3-ways on a single cont. pretty much complicate the matter of not being able to keep a front line and move it to lock the cont. Same thing as in PS1. 3-ways did happen in PS1 but were not as prevalent and there were ways to break them up. This should be resolved by adding more continents with an inter-cont lattice system and removing the 3-empire footholds on every cont... |
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2013-04-22, 12:28 PM | [Ignore Me] #34 | |||
Lieutenant Colonel
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... why subject any of the cap points to vehicular influence with their current power?
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-04-22, 01:14 PM | [Ignore Me] #35 | ||
Captain
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True it would cause dispersment, but think about it, squad leaders can lay down way points (not squad beacons) telling his squad to drop behind this building or on top of this one. I mean this to me seems the only way to stop spawn camping. If your spawn box is surrounded there really is no way out. The minute you break the shields, your splattered, no one falls back to a spawn box, most guys in the spawn box get as many kills as they can while there and then either re diploy or charge out in a blaze of glory. I think that by removing the spawn box and making a base beacon this would stop the camping and give the defenders a chance to fend off the enemy. In most scenerios my outfit regroups at a different base and comes back guns a blazing. In the base beacon scenerio we can designate a spot outside the killzone to set up an offence without going all the way back to another base and on esimir, and amerish that can be a pain. Im just saying its a idea, its better than just complaining about it and giving no in put.
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2013-04-22, 03:30 PM | [Ignore Me] #38 | |||
Major
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We still have too many Outpost with Offence minded designs, where the layouts favor Attackers on the Push then Defenders trying to stop one. If they don't adjust Base setup to where the Spawn is the literal Keep to the Castle then we might as well all be Attackers fighting over a big arena. |
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2013-04-22, 04:39 PM | [Ignore Me] #39 | ||
I'd like to see spawn times correlate to capture progress (slower respawn at bases that are further along their cap.)
I also think capture progress should tick back to the defender much faster than it does for attackers. Attackers should have the option of going off point, but should be punished for losing the point. |
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2013-04-23, 03:44 AM | [Ignore Me] #40 | |||||
Sergeant
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2013-04-23, 06:30 AM | [Ignore Me] #41 | ||
Sergeant Major
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Not really, no. In the prior system one person "could" cap it, but the game actively encouraged groups to stick around to hurry the cap along. Now that there's a flat-rate cap, there is no inclination to send more than a person to camp around for twenty minutes. Your lulzy assumption that "no one will be defending it" is flat our wrong. During the two hours that I was on today, I counter ghost capped several bases by doing just that. Wandered on to a base that was ghost-capped, capped it, left the base and joined my outfit wherever they were at, 10 minutes later the base automatically flipped.
Things have certainly changed, that's just objective fact. How important people feel about those changes is something else. Last edited by BlaxicanX; 2013-04-23 at 06:32 AM. |
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2013-04-23, 08:11 AM | [Ignore Me] #42 | |||
First Sergeant
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2013-04-23, 12:59 PM | [Ignore Me] #43 | ||
I like everything about it except for the strategic tool I used it as to see if enemies were within a point's burn zone before I was there. For example, if a base said 2/6 and I was going to try to take it back, I had more or less an idea of what I was up against and how many people to look for in the immediate area.
You may argue that is an improvement, and perhaps it is, though it was definitely something I got used to using to my advantage. |
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2013-04-23, 01:49 PM | [Ignore Me] #44 | |||
Major General
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