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2013-06-04, 03:05 PM | [Ignore Me] #1 | ||
Master Sergeant
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I know it's been said a million times over, and I know there's been gajillions of threads about it, but spawn shield camping is literally the one thing that makes this game a snorefest right now.
And what really irritates me the most is that it can be very easily fixed! Take a look at Planetside 1. Where were ALL of the spawn tubes? They were ALL indoors, and underground, faaaar away from any sign of vehicle activity. The only way you could get to an enemy spawn is by getting out of your tank and making the trek inside the base to quell the spawntubes. So why not do the same here?? If the spawn entrances/exits were underground, out of sight from vehicles, they wouldn't be able to be camped like this. Now I know what you're going to say; "Oh, but then the vehicles will just camp the tunnel exit, it will be the same thing!" But that actually won't be the case provided they build the tunnels properly, having several different exits, including one that will take you directly underneath the capture points. This will also create an area for infantry to fight over bases without the threat of getting blasted by some vehicle that they haven't even seen yet, featuring awesome underground pushes like we used to see when one team raided the backdoor in Planetside 1. If one team vastly outnumbers another, sure, they could still push inside those tunnels and get to the spawn and camp it, but if they are capable of pushing that far underground with infantry, they deserve to be able to destroy the spawns. So of course, there should be NO shields protecting these underground spawns and the tubes should be destructible. Maybe include a pain field as well. I'm sure the devs are already planning on doing this, as many of the base layouts have areas already designated for tunnel entrances, but they need to prioritize this! Seriously, I am soooo sick of having an epic base raid, capturing the point, then having the enemy locked in spawn and find yourself saying, "Oh, 5 minutes until capture? Guess it's time to redeploy and find a new fight..." |
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2013-06-04, 04:03 PM | [Ignore Me] #3 | ||
Captain
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This is the reason why I don't play the game a lot anymore. I love the infantry fights, but 50% of the time, if not more it comes down to spawn camping after the defenders have been pushed back. It is really boring and not fun at all. I think putting the spawns underground is a good idea, and I hope they are going to do that. I still think it was an incredibly stupid choice to make the bases so open. The PS1 indoor bases, while there wasn't a lot of diversity in the tunnels and rooms, was much more fun to play then what it is right now. Then you actually had a chance to recapture the facility after you have been pushed back, now it is almost impossible to recapture the facility once you are pushed back into the spawn.
Last edited by bjorntju1; 2013-06-04 at 04:14 PM. |
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2013-06-04, 04:13 PM | [Ignore Me] #4 | ||
Contributor Lieutenant Colonel
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Bases and outposts need a redesign for sure, people have been asking for that since launch (and before in some cases).
Here's to hoping the Interfarm will kick some serious ass in the layout department. |
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2013-06-04, 05:29 PM | [Ignore Me] #8 | ||
Contributor General
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I think that's a new definition of 'very easily fixed'.
It needs a complete overhaul of bases, especially the major bases. And I'd agree I've been wanting that to happen almost from the moment I could walk and became embarrassed using the potty among guests. Don't kid yourself, it's a major change. I means hiding the spawns in a hard to reach area that forces you to fight your way there. Last edited by ringring; 2013-06-04 at 05:30 PM. |
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2013-06-04, 05:52 PM | [Ignore Me] #10 | |||
Master Sergeant
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What irritates me even more is how they talk about fixing this, adding this, changing that, but NOWHERE have they mentioned anything about doing something about the spawns! If it's not even on their radar, that means we'll be dealing with this for months to come before they even consider fixing it. |
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2013-06-04, 05:59 PM | [Ignore Me] #11 | ||
Lieutenant Colonel
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Note: I've been saying this for literally ages. Probably won't happen because "its too restrictive on certain playstyles", etc.
Obligatory not close enough to CoD/Battlefield comment here, also too restrictive on MLG viewing, too restrictive on "Tactics" and such. Snore.
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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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2013-06-04, 06:03 PM | [Ignore Me] #12 | ||
First Sergeant
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or keep the long cap timer and remove spawn buildings as a mechanic. this would stop them from being the source of terrible base design.
then change AMS to something cheap that you pick up and carry on any ground vehicle and leave it up to players where to place spawns. it could be like a trailer that you load up at the nearest lattice point, then deploy as you reach the front. the effect is that a force moving into an open base with a 10 minute cap would be placed (naturally) in the position of defending the capture from its owners, who would have to advance or flank with AMSs and coordinate with air strikes rather than just pop out of a farming hut, surrounded by enemies. in this way attacking is only attacking if there's someone there defending, and attacking becomes defending if you show up first and they push back after the fact. conversely, defending is only defending until you get pushed out and AMSs near the capture point are destroyed. at that point you're falling back to backup AMSs outside, or pulling them from nearest lattice and attacking to push the usurpers out. it is my claim that the spawn building as a mechanic is the cause of the stagnation. with this basic change, base and terrain design can be approached with the intent to make battles fun for both parties in the push and pull style we expect, rather than designed to make the problems of the spawn building more palatable.
Last edited by Obstruction; 2013-06-04 at 06:20 PM. |
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2013-06-04, 10:30 PM | [Ignore Me] #15 | ||
Staff Sergeant
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The reason spawns are the way they are, is because you can definitely tell the dev's wanted this to truly be a combined-arms game and so they didn't want bases to have a "no vehicle shall pass" line. The problem of course was that it didn't scale; it's easy to reach a critical mass where it's impossible to break out, and at a certain population attrition doesn't work because they get replaced too fast.
So, they made spawns have a much easier to shoot out at attackers, and also increased the options on how to leave a spawn room - our current state. The problem with THAT of course is that while it certainly increased the difficulty in camping a spawn room, it's too small of an area to really make a difference. Judging by the overshields on Esamir they previewed they have realized that there really does need to be a hard segregation between vehicles and infantry, because without its really unfun for both sides; either vehicles are too easily killed so infantry can deal with them, or infantry are too easily killed so that vehicles feel worthwhile. Of course, vehicle interference and spawn camping are two completely separate issues; removing vehicles from the equation won't stop spawn camping (look at Biolabs). Neither would spawn tubes for that matter, which we might be getting the equivalent of when dropping the SCU also removes spawn shields and pain field. It will certainly prevent camping, but it does so by stopping the fight, so it's not a magic bullet by any stretch. |
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