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2012-06-06, 12:52 PM | [Ignore Me] #17 | ||
Private
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Yeah I understand that this is a large concern. I am currently playing at E3 and I feel that every time I try and capture a facility someone from the other team pops up by me from a drop pod and stops my capture. Especially because you can drop in as a max.
Granted there are a few factors at work here. One is that I will probably never really be alone so there should be support for any character to capture a hack. Second is that there is a cool down of 300 seconds (5 min) to prevent SPAM dropping. This would be really chaotic however if you had battles of HUNDREDS of people. I dont know if I will personally like it... but maybe that is what they want? I am not too sure if planetside 2 development team really wants to have the type of LOCK DOWN ability that planetside1 base captures were like. I think they wanted constant swapping of the hack points. But I will address Higby or one of the development teams about the SOI issue with drop pods. |
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2012-06-06, 12:52 PM | [Ignore Me] #18 | |||
Colonel
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What about battles that erupt in the space between bases? Also, if squad spawn doesn't work in bases for attackers, should it work for defenders? After all, attackers worked hard to shut down respawn rooms... |
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2012-06-06, 12:54 PM | [Ignore Me] #19 | |||
Sergeant
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I think I also remember reading somewhere that you can only "spawn" on your squad leaders, not squad members...which is something that the squad leader has to cert him/her self into. |
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2012-06-06, 12:56 PM | [Ignore Me] #20 | |||
First Sergeant
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Its not going to be there at launch or beta. |
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2012-06-06, 01:03 PM | [Ignore Me] #22 | ||
Brigadier General
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I really don't see any problem with the way it is set up now. Squad spawning doesn't mean you instantly appear where ever your squad leader is. You have a to drop in.
Hasn't anyone here been a Reaver pilot when there was a Gal drop right in front of you and you could bask in that turkey shoot kill spam? It will be similar with this squad spawn mechanic. You want to drop on the roof? Thanks for the easy kill. Plus, you can tweek things like the timer if it is overpowered and that will balance it out easily. Finally, if the complaint is about dropping behind enemy lines to cause havoc...airborn rangers. It's been around since WW2. It's not giong to make the game have "no fronts" as the OP seems so worried about. |
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2012-06-06, 01:22 PM | [Ignore Me] #25 | |||
Contributor General
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I'm not in favour of it tbh. RE: SOI, I wonder how the calculate base capture/resecure xp? Without an SOI I presume it is a straight amout each time. |
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2012-06-06, 01:26 PM | [Ignore Me] #26 | |||
Contributor General
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Why bother with a gal if you can get 1 person on target and the rest squad spawn. |
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2012-06-06, 01:29 PM | [Ignore Me] #28 | ||
Lieutenant Colonel
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I'm sure it was a E3 only feature to get as many people into the fight as fast as possible. I'd be surprised if it's still there when Beta launches.
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2012-06-06, 02:09 PM | [Ignore Me] #30 | |||
Brigadier General
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One squad member (remember you can currently spawn on any squad member) flies in at break neck speed, bails out, tells squad over VOIP to spawn on him. A rain of drop pods comes in. Makeshift Gal drop. Obviously even if this is the case, the Galaxy will still be useful. As a spawn point and even as a drop ship during squad spawnings long cooldown. But I do think it could diminish the Galaxies value, which is the opposite of what I'd like to see. This isn't particularly at the top of my concerns for the game, but I do think it could use some looking into. I'll be interested to test it in a real battle, not some E3 clusterfuck. Realistically, they could limit it in multiple ways. For example, they could prevent certain classes such as MAXes from squad spawning. Maybe even HA, although that seems like it could be a bit too restrictive. Last edited by Xyntech; 2012-06-06 at 02:10 PM. |
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