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PSU: Remove head from sphincter, than post!
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2013-02-03, 08:53 AM | [Ignore Me] #17 | ||
Major
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I love this change, there is finally a half way decent chance of actually defending an Amp Station.
I absolutely hate how easy it is for tiny groups of people to wreak total havoc on a large base because it takes dozens of defenders to protect every single weak point in them. This helps at least a little. Also a stalemate is not the same as a battle that takes longer than 10 minutes. |
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2013-02-03, 09:18 AM | [Ignore Me] #20 | ||
The only reason The Crown is a stalemate is because there are no other stalemates, I assure you. Make ALL territories defensible and stalemates will go away and turn into defense with eventual defeat.
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2013-02-03, 10:33 AM | [Ignore Me] #21 | ||
It's a good change this; attacking and defending an AMP station should be about more than ninjaing people on top of the turrets.
The defenders haven't had it all their own way though; some pads have been removed altogether (either side of the entrances) making it a little harder for the defenders to circumnavigate the walls. What this means in practice is that it makes it easier to sneak a Sunderer into the quieter side of the base and establish a "bridgehead", and harder for the defenders to get at it once it has been spotted. |
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2013-02-03, 10:52 AM | [Ignore Me] #23 | ||
First Sergeant
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I love this change, it was one of those issues that made the defense difficult because enemies got around easy and there was no sense on what direction you would get shot at, so it was just a big sandbox deathmatch ala unreal tournament/CoD where you constantly have to look over your shoulder.
Stalemates only happen because people make them happen, people stack at the places that give most XP and never leave. The game doesnt punish players for staying in a losing fight since the resources are not meaningful, and they also don't affect infantry player at all. (unless you use C4 like a madman) Last edited by Vashyo; 2013-02-03 at 10:56 AM. |
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2013-02-03, 12:32 PM | [Ignore Me] #25 | |||
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2013-02-03, 12:35 PM | [Ignore Me] #26 | |||
Contributor Major
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We've got such a long way to go, though. I'd rather have catwalks leading from the central building to the walls than a rabbit-hole leading from the spawn.... and jump pads were always silly and out of place to begin with.
__________________
No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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2013-02-03, 01:48 PM | [Ignore Me] #27 | ||||||
Major
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It wasn't a needed change. Some of the best battles took on Zurvan because of the openess of that map and with a good defense force, you could hold off attackers for hours.
Random guy appear in your back?....Maybe people should be more aware of their surroundings. Exp farm?.....I guess thats what you call when you can freely fight with no Stalemates. Stalemates are XP farms. Defenders could already hold AMP stations for hours...this change wasn't needed.
Capped in seconds....lol. Thats why AMP stations could be defended for hours, right?..... What you want is more stalemates so you could farm more XP IMO. |
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2013-02-03, 01:54 PM | [Ignore Me] #28 | |||
You call it a stalemate. I call it "the defenders are winning". That's one of the two outcomes of a fight, yeah? Maybe the attackers should find something easier to take? Honestly, the ancestral memory of this forum is like 12 hours. |
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2013-02-03, 01:54 PM | [Ignore Me] #29 | ||
Second Lieutenant
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i wouldn't take any advice from some one who's character is called imgladumad.
lol the guy only plays heavy assault and talks about team play xD Last edited by Phantomdestiny; 2013-02-03 at 02:00 PM. |
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