Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: The penguin sees all.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2012-03-13, 06:58 PM | [Ignore Me] #1 | ||
Corporal
|
Hi all. As you know, squad spawning is now part of the game. However, I do believe there a number of abuses and imbalance with the proposed system.
Currently, a Commander with the proper certification is able to have his squad spawn on him. However, the Light Assault class adds a whole new dynamic with Jump Jets, allowing them to get into interesting and potentially abusive places for squad spawning. A Light Assault who is also a Commander can circumvent much of the base's obstacles, and get into a good spot where squad spawning would be quite strong. For example, getting into a spot where you can then spawn in a ton of MAX's which could quickly swing the tide of battle. I think this form of squad spawning kind of cheapens the experience of a good fight. There's only a few solutions I thought of. -Have squad spawn be from an Engineer deployable, so it can't be placed in abusive locations by a Light Assault commander (best idea I could think of) -Making MAX's unable to squad spawn (kinda dumb restriction, doesn't make sense) -Requiring Commanders to carry some new kind of the CUD that Light Assault isn't able to carry (doesn't really make sense either) Maybe I'm reading to much into this but it seems like there definitely could be some problems with the current implementation for squad spawning. What are your guys thoughts and opinions? |
||
|
2012-03-13, 07:07 PM | [Ignore Me] #2 | ||
Lieutenant General
|
>A ton of maxes
If you spend a lot of time spawning them up high, I don't see why they don't deserve this. I'm sure someone would notice drop pods raining down every few moments. Or they could just make it so drop pods/squad spawning cannot be used on top of or inside of buildings. |
||
|
2012-03-13, 07:07 PM | [Ignore Me] #3 | ||
Squad spawning will be drop pods. There is no where a jump pack can get that a drop pod could not. It will simply be a matter of where they allow drop pods to land, which will probably not be on buildings.
__________________
|
|||
|
2012-03-13, 07:08 PM | [Ignore Me] #4 | ||
Contributor PlanetSide 2
Game Designer |
This isn't really any different than a squad that drops in from a galaxy.
The bases are open, so if a squad was on top of a roof they'd be sitting ducks for aircraft. If a squad leader is a light assault and he runs off and dies trying to get up some place then the medics can't reach him. And last drop pods give away position of the squad leader. And since they come from the sky I don't think it'll be too effective if the squad leader isn't under the open sky. |
||
|
2012-03-13, 07:10 PM | [Ignore Me] #5 | ||
Master Sergeant
|
I don't see how this is any different than a cloaker in PS1 sneaking/dropping to a tactically advantageous spot and placing a router pad. As a matter of fact, the router was more dangerous, because it wasn't limited just to your squad.
|
||
|
2012-03-13, 07:19 PM | [Ignore Me] #6 | ||
First Lieutenant
|
I'm not too worried. In addition to what others have said, the drop pod mechanic will give defenders enough of a warning that they will probably be ready for the droppers once they emerge from said pods. Most likely someone will notice the pods and will sound out the alarm much like they did for Mossie hotdroppers in PS1.
Lastly, even if they could land directly on top of a base, if it's heavily contended there will be several hundred defenders inside. One squad of MAXes simply isn't going to be much of a threat when they're outnumbered by up to 50:1. A single squad most likely won't have the influence on the battlefield that it did in PS1. |
||
|
2012-03-13, 07:40 PM | [Ignore Me] #10 | ||
Corporal
|
I dont think this will be much of a problem tbh and if somebody pulls this off isnt that a good move on their part?
But possible solutions would be to have: The SL needs to actively deploy something or activate an ability that takes time to complete and draws attention, like a shaft of light into the sky. This gives defenders a chance to react and stop it before it happens. Have a cooldown after each individual spawn so it takes a while to deploy a full squad. Limit locations where it is possible Limit the types of classes and/or possibly equipment that people spawning can select based on the SL's loadout - as in max units can only spawn on a max SL, or perhaps nobody can come with a heavy assault weapon if the SL is light assault |
||
|
2012-03-13, 07:40 PM | [Ignore Me] #11 | |||
Attackers using the "exploit" will either get down because the fight moves indoors or get bombed/fighter'd. Don't forget that you can't spawn in through ceilings. I believe that also applies to the base shield. |
||||
|
2012-03-13, 09:11 PM | [Ignore Me] #15 | ||
Colonel
|
I really don't see the problem with allowing squad spawning combined with whatever tools a player gets. However, I have to ask - this is squad leader only spawning, right?
Last edited by Stardouser; 2012-03-13 at 09:15 PM. |
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|