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2012-12-13, 01:31 PM | [Ignore Me] #16 | |||
The Biolab is designed for zergish farming, you just said that. Not to mention that other bases cannot provide even that. Do you agree with me on that? |
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2012-12-13, 01:56 PM | [Ignore Me] #17 | ||
Lieutenant General
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If he's wrong, then why are you... confirming all his claims?
Seems like you missed the point of the OP... As in. Completely. It's more that there should be a viable way to push out for defenders to win, rather than stalemate endlessly at max. |
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2012-12-13, 03:24 PM | [Ignore Me] #19 | ||
Major
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Light Assaults problem in your biolab?
LOOK UP. IS IT REALLY THAT HARD? if it is really that hard, Go grab LA, jump on the roof tops, and fight them on their own level. Having a good squad of LAs shut down the ceilings to hostiles will make it easier for your faction to farm, and for you too! |
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2012-12-13, 03:41 PM | [Ignore Me] #20 | ||
Lieutenant General
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Ugh, "L2P-noob"-status-quo-defenders can get really annoying with their lack of analysis will, lack of future vision or even descerning capacity of need for L2P comments by simply assuming by default someone else "just doesn't know how to deal with it".
Annoying as hell. Newsflash AThreatToYou: NewSith isn't a noob. He deals with it. |
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2012-12-13, 03:44 PM | [Ignore Me] #21 | |||
Captain
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That would then turn the problem back into the farming problem we had with the tech plants, but Ill save that for when the tech plant thread goes up. The devs need to find the right balance for these choke points otherwise the zerging is going to continue to get worse to where being in an outfit wont matter since you and 100 other people can just rush in shooting without thinking. |
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2012-12-13, 03:48 PM | [Ignore Me] #22 | |||
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2012-12-13, 04:01 PM | [Ignore Me] #23 | ||
Contributor General
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Take an outlying base with a teleporter, park an AMS outside.
Group up until you haveplenty of maxes engys and medics then go thru and don't hold back. Attack the gen, within the building holding point B. Overload the gen and defend the building. Keep defending the building, it is very defendable because of it's size as grenades are less of a problem and the stairs are good places for the non maxes. When you can, attack the SCU. Ignore the capture points until the SCU is down. |
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2012-12-13, 04:17 PM | [Ignore Me] #24 | |||
Corporal
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2012-12-13, 04:27 PM | [Ignore Me] #25 | |||
Major
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What do you mean by Light Assault troopers posing a problem in bio labs? They can get anywhere, they contribute to the random-encounter nature of urban warfare. Perhaps a building in BioLabs should be changed to allow non-LAs to at least get to a high perch, above the buildings? Actually, I like that. It would be a temporary measure, and there would still be places to hide, but making battle a little more vertical wouldn't hurt. I agree that LAs are a problem in BioLabs, but I really only think they are because not enough people who are defending seem to play them. Last edited by AThreatToYou; 2012-12-13 at 04:30 PM. |
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2012-12-13, 04:33 PM | [Ignore Me] #26 | ||
Master Sergeant
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The only thing they need to do is somehow make the teleporter rooms a contestable room with shields on both sides so that the defenders can use them to assault the satellite bases. Currently, once you lose a satellite base, you're pretty much fucked and have to resort to leaving the biolab and returning with vehicles to take back the satellite bases. Jumppads are a piss-poor option because there's no shield on the other side and you have no idea what you're going to run into after you jump; there could be nobody there or there could be a bunch of dudes sitting there farming. Gravlifts are too far away from satellite bases to be effective for defense.
The one-way teleporter rooms are a massive advantage for the attacking force. |
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2012-12-13, 05:05 PM | [Ignore Me] #28 | ||
Lieutenant General
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Oh please no. X_x
Pie bless waypoints and after a few years knowing where they all go and where the e-terms were... Similarly, I always liked Routers, due to being creative, flexible, skill based (infiltration), temporary, risky and counterable (and counter-abusable - HOORAY FOR ENEMY ROUTERS LEADING TO SPAWNS/BASEMENT <3 <3 <3 YOU CHEAP EXP WHORING BASTARDS, THANK YOU FOR YOUR BASE!), but I really dislike fixed in place teleport firing squad tubes. :/ Last edited by Figment; 2012-12-13 at 05:06 PM. |
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2012-12-13, 05:13 PM | [Ignore Me] #29 | |||
Lieutenant Colonel
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They are not hard to defend. Rather its simply more fun and more profitable to play them them in manner that leasts to an eventual loss. Honestly I cant see why we would want change anything - at least until they add urban terrain.
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Wherever you went - Here you are. |
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