SCU Shield Change on PTS - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Encouraging minors to smoke weed since �03
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-04-27, 02:31 PM   [Ignore Me] #1
Hamma
PSU Admin
 
Hamma's Avatar
 
SCU Shield Change on PTS


http://forums.station.sony.com/ps2/i...stment.120344/

Originally Posted by Kalyper
The generators that control the shields which protect the SCU room are now gone. We are trying out a new system where the shields will go down based on the percentage of capture. Currently, they will go down when the enemy capture bar is halfway full. If the defender retakes the point, they need to bring the capture status back below that percentage to restore the shields.

The idea behind this change is to stop attackers from disabling the spawn too early, which can cause the fight the end and in some cases never happen. This will give defenders time to recover or react to a facility that is under attack.

Known Issues:
There is no messaging of when the shields are disabled. We will be adding some VO audio to indicate when these shields go down in the near future.
Thoughts? Also - there will be a playtest today and this change is apparently live.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-04-27, 02:33 PM   [Ignore Me] #2
AThreatToYou
Major
 
AThreatToYou's Avatar
 
Re: SCU Shield Change on PTS


I don't like this. I also think we should have destructible spawn tubes and a contestable spawn room, but whatever.
AThreatToYou is offline  
Reply With Quote
Old 2013-04-27, 02:33 PM   [Ignore Me] #3
Stardouser
Colonel
 
Re: SCU Shield Change on PTS


Planetside is one big fight. Not too keen on setting minimum fight times for individual bases, that's CoD/BF, ie non-MMOFPS thinking.

I've said before, offense needs to be bumped up in this game so that we have a higher focus on vehicle convoys and sweeping offensives(and more emphasis on air interdiction as a result) instead of long sieges.
Stardouser is offline  
Reply With Quote
Old 2013-04-27, 02:34 PM   [Ignore Me] #4
ETD
Private
 
ETD's Avatar
 
Re: SCU Shield Change on PTS


I think it's an interesting idea.

Gonna jump on the PTS now for the playtest. Let's see how well it works.
ETD is offline  
Reply With Quote
Old 2013-04-27, 02:35 PM   [Ignore Me] #5
Bravix
Sergeant Major
 
Re: SCU Shield Change on PTS


Don't like it. If anything, make the SCU easier for the defenders to defend. Don't make it impossible to take down though.
Bravix is offline  
Reply With Quote
Old 2013-04-27, 02:38 PM   [Ignore Me] #6
ringring
Contributor
General
 
Re: SCU Shield Change on PTS


So, no possibility of a tactical group knocking a base offline before the enemy can respond.

It sounds like it is a boost to zerg-play.
__________________
ringring is offline  
Reply With Quote
Old 2013-04-27, 02:43 PM   [Ignore Me] #7
basti
Brigadier General
 
Misc Info
Re: SCU Shield Change on PTS


Interresting.

Gonna make sure i give this thing a good look.
basti is offline  
Reply With Quote
Old 2013-04-27, 02:47 PM   [Ignore Me] #8
Boildown
Sergeant
 
Boildown's Avatar
 
Re: SCU Shield Change on PTS


Originally Posted by ringring View Post
So, no possibility of a tactical group knocking a base offline before the enemy can respond.

It sounds like it is a boost to zerg-play.
Zerg play can be avoided, you don't have to run with the zerg. Zerg play can be defeated, set up a solid defense.

But ghost capping is a plague on the game that needs to be greatly diminished, and this looks like a good step in that direction.
__________________

Boildown is offline  
Reply With Quote
Old 2013-04-27, 02:54 PM   [Ignore Me] #9
WSNeo
Master Sergeant
 
WSNeo's Avatar
 
Re: SCU Shield Change on PTS


Sounds interesting, though I'm not going to judge it before I've tried it.

Why not keep the SCU option there, but instead move the SCU inside/underneath the spawnroom, so at the halfway mark, the SCU is exposed, however the attackers have to push beyond the defender's spawnroom to get to the now unshielded SCU.

Anyways, see you guys ingame in 5min!
__________________


WSNeo is offline  
Reply With Quote
Old 2013-04-27, 02:56 PM   [Ignore Me] #10
ThatGoatGuy
First Sergeant
 
Re: SCU Shield Change on PTS


Originally Posted by Boildown View Post
But ghost capping is a plague on the game that needs to be greatly diminished, and this looks like a good step in that direction.
Exactly what I was thinking about. This means that XP hungry people who aren't willing to play the game for the FPS part of it can no longer make bank of XP with absolutely no resistance.

PS: I've noticed a lot of things these guys have thrown in are prepping up lattice. Can't waaaiit
ThatGoatGuy is offline  
Reply With Quote
Old 2013-04-27, 03:01 PM   [Ignore Me] #11
ChipMHazard
Contributor
PSU Moderator
 
ChipMHazard's Avatar
 
Re: SCU Shield Change on PTS


Well it's only the SCU shield gen, so they will still be able to take down say... The four other shield gens in the Amp Station. Plenty of xp to gain from that.
__________________
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.
ChipMHazard is offline  
Reply With Quote
Old 2013-04-27, 03:14 PM   [Ignore Me] #12
ShadoViper
Staff Sergeant
 
ShadoViper's Avatar
 


Edit

Nevermind, I didn't read properly.
:/

I look forward to testin this!

Last edited by ShadoViper; 2013-04-27 at 03:22 PM.
ShadoViper is offline  
Reply With Quote
Old 2013-04-27, 03:35 PM   [Ignore Me] #13
Netsurfer733
Private
 
Re: SCU Shield Change on PTS


If this has been a problem (which I trust them to know), then I have to say, for the greater good of the population at large, this is for the best. And I spent months co-leading the official Ghost Squad of my outfit.

Fights are better than no fights at all. I don't see how this would keep small-scale conflicts from happening, either...

Last edited by Netsurfer733; 2013-04-27 at 03:37 PM.
Netsurfer733 is offline  
Reply With Quote
Old 2013-04-27, 03:47 PM   [Ignore Me] #14
ringring
Contributor
General
 
Re: SCU Shield Change on PTS


Originally Posted by ThatGoatGuy View Post
Exactly what I was thinking about. This means that XP hungry people who aren't willing to play the game for the FPS part of it can no longer make bank of XP with absolutely no resistance.

PS: I've noticed a lot of things these guys have thrown in are prepping up lattice. Can't waaaiit
I have nothing against ghost capping personally. I think it's valid and should not be removed. I do have a problem about gaining the same XP for a ghost capture as you would for a full on battle.

But, of course the nature of ghost capping changes with the lattice anyway because an outpost captured is an outpost that provide additional links, now the is a strategic reason to ghost cap and also a strategic reason to maintaining your outposts enemy-free.
__________________
ringring is offline  
Reply With Quote
Old 2013-04-27, 03:51 PM   [Ignore Me] #15
ThatGoatGuy
First Sergeant
 
Re: SCU Shield Change on PTS


Originally Posted by ChipMHazard View Post
Well it's only the SCU shield gen, so they will still be able to take down say... The four other shield gens in the Amp Station. Plenty of xp to gain from that.
I understand that, but don't you get more XP from an SCU compromise/destruction than a normal gen? (No time to get in game to check)
ThatGoatGuy is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:37 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.