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2012-11-20, 08:56 AM | [Ignore Me] #34 | ||
Contributor Lieutenant Colonel
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Just goes to show that there are times when a bang bus needs to go down. I'd rather they got rid of the XP all together so the only people driving them are the ones who actually give a shit. Don't need no XP whores getting butthurt when there's a better sundy available that's getting cock blocked.
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2012-11-20, 11:13 AM | [Ignore Me] #36 | |||
Private
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2012-11-20, 11:21 AM | [Ignore Me] #37 | ||
First Sergeant
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It seems like this is another case of "Everyone can have all the vehicles" problem. Some people who shouldn't have the Sunderer, have it. I highly doubt those same people would waste their cert points on the Sundy/AMS if they could choose to bring a tank/reaver/killwhoremachine to the fight.
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2012-11-20, 11:35 AM | [Ignore Me] #38 | ||
Major
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The main problem has already been said. They are far too widely available. Too easily spammed. They wouldn't have implemented the 200m deploy radius if it wasn't needed. And it wouldn't have been needed if they had not thought it was ok to make them so easily spammed lol.
It's one of the cheapest vehicle certs to get AMS power. Mistake number one. Can pull Sundy from every vehicle terminal in the world. Mistake number two. Is a strong vehicle, and gives easy xp making it appeal to xp whores instead of logical strategy minded players like the AMS from the original game did. Mistake number three. Thing is I am pretty sure SOE wants them spammed. They are convinced PS1 failed due to slower pace. They think the AMS of the first game wasn't fine cause there wasn't that many of them spammed. They would rather see tons of them all over the place to try to increase the pace even if it makes gameplay worse. |
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2012-11-22, 07:36 AM | [Ignore Me] #40 | ||
why destroy someone else's sundy? just move 200m away and deploy your own. makes more sense ammo wise, friendly fire locking wise and tactics wise. some people need to wake up and use their brains.
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2012-11-22, 10:11 AM | [Ignore Me] #42 | ||
Lieutenant General
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IF it's brought down (note: if), 150m-175m should be the minimum IMO. But really, I don't see any reason to. 200m is a short distance to cover.
100 is too close as the amount you can place increases quite rapidly (surface area is a power 2, so if you reduce pi*200^2 to pi*100^2, you get a quadratical Sundy placement increase). See the difference below! In the same area of 400x400m, you'd go from 9 to 25! [|]]]----200m----[|]]]----200m----[|]]] ...........................| ...........................| ...........................| .........................200m ...........................| ...........................| ...........................| [|]]]----200m----[|]]]----200m----[|]]] ...........................| ...........................| ...........................| .........................200m ...........................| ...........................| ...........................| [|]]]----200m----[|]]]----200m----[|]]] [|]]]----[|]]]----[|]]]----[|]]]----[|]]] ...........................| .........................100m ...........................| [|]]]----[|]]]----[|]]]----[|]]]----[|]]] ...........................| .........................100m ...........................| [|]]]----[|]]]----[|]]]----[|]]]----[|]]] ...........................| .........................100m ...........................| [|]]]----[|]]]----[|]]]----[|]]]----[|]]] ...........................| .........................100m ...........................| [|]]]----[|]]]----[|]]]----[|]]]----[|]]] If a zerg currently deployes 3, 4 AMSes in your general area, imagine how hard they'll be to take out if they could place 8 to 12 in that same area. Last edited by Figment; 2012-11-22 at 10:17 AM. |
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2012-11-22, 11:05 AM | [Ignore Me] #43 | ||
Malvision
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Team killing a sundy should get you banned for 24 hours.
I'd actually like SOE to implement a system where Sundy's would only be able to spawn X amount of people before it would become undeployed for a 5 minute cool down period. |
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