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2013-04-24, 02:50 AM | [Ignore Me] #16 | |||
Captain
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Most of my outfit members wait to be ress before spawning at the sunderer. We almost got freyr amp station today without a sunderer, just with medics. Too bad we could not resupply the c4 or those maxes would not have killed us. The most funny party was that because the NC didn´t have HVAR, they formed a lighting zerg! And even with a lighting zerg defending the base, nobody leaved the tank to come get us, too afraid of losing it.
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-04-24, 03:22 AM | [Ignore Me] #17 | ||
Sergeant Major
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This has been discussed before on this forum, I liked the idea then and I still like it now
I'd suggest allowing cloaked Infiltrators to pass through the shield (and maybe cloaked Flashes too?) but nobody else. That way Infiltrators have a chance to genuinely infiltrate as a viable part of an assault. As for making it boring for other lone-wolf classes - well most walls have gaps in them anyway, so if you really don't want to go LA or Infiltrator you can probably still find a way in somewhere - with a bit of patience. |
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2013-04-24, 03:22 AM | [Ignore Me] #18 | ||
it's a change worth trying out
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-04-24, 06:18 AM | [Ignore Me] #19 | ||
Private
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Defense would be more feasible if the walls of the main bases weren't surrounded by hills and other terrain features that provide superior cover to being on the walls. A lot of the spawn rooms at the secondary bases have that problem too. It would help if some of the towers were a bit taller.
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2013-04-24, 07:22 AM | [Ignore Me] #20 | |||
Lieutenant Colonel
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This weeks, worst suggestion ever.
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Wherever you went - Here you are. |
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2013-04-24, 08:59 AM | [Ignore Me] #22 | |||
First Sergeant
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I also like the idea of the infiltrators cloak allowing the infiltrator to bypass shields, but to balance it I think the cloak should immediately stop once the shield is bypassed and force the cooldown. |
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2013-04-24, 09:08 AM | [Ignore Me] #23 | |||
Sergeant Major
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I love how people always wipe this out.. Alright your next play through defend your factions tech plant.. NO your not allowed to move from that base! You say defenders make things more defensible.. Walk the walk.. Stay put for 3 hours at 1 base.
ha... Yeah thats what I thought princess. There isnt always a force around to defend or if there is, may be very small force compared to say a whole platoon coming to take it. The /orders thing doesnt really rally everyone, maybe a few lonewolves or few outfit squads that might goto that point. Now granted the player driven mission system may help this problem but until that asset is added we will still see people always push the front.
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2013-04-24, 10:14 AM | [Ignore Me] #27 | ||
Second Lieutenant
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I have no idea why they haven't already done that. It's such a logical change that would force players to actually use the gameplay elements that are built for attacking a fortification. Is that too much to ask?
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2013-04-24, 10:27 AM | [Ignore Me] #28 | ||
First Lieutenant
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I will modify your proposal with an addon. Do that to the base shields, but have several narrow passageways through the walls that attackers can utilize. They would be easily defensible by the defenders, but they would also bring back the MAX crash to AMP Stations.
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2013-04-24, 11:38 AM | [Ignore Me] #29 | ||
Sergeant
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Yes, as others are saying it is easy to scale the wall as a heavy/engi/infil just by jumping up a tower. (Youtube it) So saying it would make it impossible for lonewolves is incorrect...just takes practice.
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