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2012-09-03, 09:06 AM | [Ignore Me] #91 | ||
Major General
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I'm starting to change my mind. It disrupts ground based activity too much. Essentially it's too easy to use (once you get used to flight controls) which will allow players to spam spawn points anywhere on the map. Since it's a big flying boat and there's no real way to hide it they will get destroyed pretty quickly most of the time. But with certs being used it might be able to survive quicker. I guess it all depends on what organized and certed players start doing once the game has had a chance to settle.
What if the cloak ability was a really expensive cert? When you first cert the ability has a timer and a cooldown b4 next use on it but you can make that timer and cooldown longer by putting more certs into it? Last edited by Crator; 2012-09-03 at 09:09 AM. |
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2012-09-03, 09:23 AM | [Ignore Me] #92 | |||
Contributor General
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Return the am witha cloaking bubble, even if it's a certed up sundy. |
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2012-09-03, 09:45 AM | [Ignore Me] #93 | ||
Private
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I don't really have a problem with Galaxy-as-a-spawn in itself, it's more the fact that there's no real reason to use the Galaxy as a transport now. Planetside without hotdrops just isn't planetside (imo).
Can't we have an airborne spawn on a different vehicle? And give sunderers a spawn module.
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Join the THE OCTAVIAN VANGUARD and die with honour. PRAISE THE LARD..........and pass the dripping Last edited by Morat; 2012-09-03 at 09:51 AM. |
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2012-09-03, 10:35 AM | [Ignore Me] #94 | |||
Colonel
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2012-09-03, 02:21 PM | [Ignore Me] #98 | ||
Private
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what about a cert where it can deploy into a cloak instead of shielded mode, and when its cloaked it takes regular damage.
And possibly when you spawn from a cloaked galaxy you'd be cloaked for several seconds. OR!! better yet you cert into something where in the back of the gal theres a compartment holding a deployable cloak bubble that drops a cloak bubble over the gal and its near surroundings however it must be used within 50 feet of the gal. thoughts? |
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2012-09-03, 02:54 PM | [Ignore Me] #99 | ||
Contributor Major
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I decided to play with the Gal as though it were an AMS. I watched the map and gathered as much info as possible about what was going on and set a personal waypoint where it looked like I should place it. I had a lot of success doing this a few times, so it's possible to use the Gal as a moblie spawn point without requiring a garrison just to keep it alive.
The best one was when I parked it behind the main spawn room of Peris when our lands were being double teamed. When I landed we had Peris locked, but 5 minutes later the VS had zerged in (maxsplash ftw) and capped our spawn point. However, people were able to spwan at my Gal and keep the pressure on those inner points, take out the VS Gal, and win the fight. If my Gal had not been there at the time, we would have had to spawn back at the wapgate once squad spawn was blown. Amazingly, my gal lasted the whole fight even after it was discovered, due some great TR offensive pressure and smart defensive tactics. Other times I was able to have them last 5 to 10 minutes in useful locations. I suppose it's an alright spawn point, but I would prefer more options (like the lightning or sunderer). |
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2012-09-03, 05:56 PM | [Ignore Me] #100 | ||
Captain
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Galaxy should be a good spawn point, it's size and visibility means that if you're taking it close to the lines (as you're free to do) then expect to draw a lot of fire and have to repair/defend.
If you park it further away, exchange a jog into battle for less need to defend your spawn. Sunderer should be added as a spawn option too; it's more easily hidden and taken close in due to its relative size and it still packs a defensive punch. I do not think either needs a cloak though, if you want to use the vehicles close to the action then they need to be defended IMO. I also think that the equipment terminal should be removed, as should MAX spawning. Maybe squad spawn beacons could become an faction router where the galaxy is the other end within a limited range and giving galaxy a reason to be used over the Sunderer in some situations. Hot drops need to be used more but I think with as more outfits come in and start playing properly and not testing and trying things out - that will happen. I'd like to see more options with benefits and drawbacks to increase tactical diversity and keep everything fresh. Galaxy lodestar, spawn Sunderer would be a couple of good starts tbh. |
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2012-09-04, 08:54 AM | [Ignore Me] #102 | ||
Corporal
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Well said figment! Good posts & justifications there.
Galaxy is too big and obvious for a spawn point. The majority by far of current galaxies are so far away the outposts are just as good a spawn. They are too big, too obvious before and after deployment and without large dedicated outfits (in the MINORITY!) to camp them they fail at speeding up the action and getting people into the fun. Sent from my Galaxy Nexus using Tapatalk 2 |
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2012-09-04, 10:23 AM | [Ignore Me] #103 | |||
Master Sergeant
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NC: The gal is wonderful, I can it fly it anywhere, it never dies. TR/VS: I have to park it way off in the middle of nowhere so it doesn't get spotted by the omnipresent Reavers, which blow it up in 3-4 rocket salvos. Despite spending 16k Auraxium on Dual Burster, 12.5k on HA AA, and 10k on Walker turrets for the Gal, none of them are good enough to prevent Reavers from blowing it up. See you in another 20 minutes when I get 400 alloy to spawn another. |
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2012-09-04, 02:21 PM | [Ignore Me] #104 | ||
Corporal
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Once again 4 hours of playing today and not _once_ was a galaxy within a decent range (ie few 100m).
They work on towers when you drop them on the landing pads, but for 80% of the other bases they are just fat targets too jicy for anyone to pass up on. THEY DON'T WORK at speeding up the gameplay & keeping the action fluid. |
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2012-09-04, 05:07 PM | [Ignore Me] #105 | ||
As I have said before, it's all about balance. A cloaking mobile spawn point would simply be too powerful. The Galaxy is very good for it's intended uses, not over or under powered. Planetside 2 is a completely different game (that those who have not played cannot grasp) from Planetside 1. The terrain is different. The way bases function is different. The speed of travel is different. You have so many options in Planetside 2. You have the ability to capture a hard spawn at enemy facilities, medics, spawn beacons and instant action (even with a 30 minute timer, you rarely need to use it that often, but it is there). The Galaxy is durable, can be placed in hard to kill locations and can be defended. If it gets killed, so what? Grab another and fly the 30-40 seconds it takes to get back to the target. Just as I have always said with the AMS, just because you placed it there, doesn't mean it deserves to live for hours.
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