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PSU: where we all know our ABC's upto atleast C
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2012-12-23, 09:28 AM | [Ignore Me] #16 | ||
Contributor Lieutenant Colonel
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Beer, your sarcasm warms my heart on this cold winter morning.
Electro, I like the idea of dynamic XP as you've suggested. It may be convoluted for new players to 'get' but my guess is that we'd see some kinda formula pop up on Reddit within a week that sorts the whole thing out so I'm not too worried about them. Hell, new players are having a hard enough time getting a grasp on the game. I introduced it to my brother and he told me that if I wasn't telling him where to go and what to do he would have thrown his monitor across the room. The basics, that's what new players need tutorials for. And yeah, keeping the tubes up was always guaranteeing a fight but IIRC that was only because there were a dozen boomers on the gen, just in case we needed to take our toys and go home |
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2012-12-23, 09:32 AM | [Ignore Me] #17 | |||
Oh yeah, I said I'd shut up. I hate it when people go in other people's threads pushing their ideas and derailing the topic, so, my bad! Last edited by Electrofreak; 2012-12-23 at 09:36 AM. |
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2012-12-23, 09:38 AM | [Ignore Me] #18 | ||
Major General
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^ Exactly, but what it did do was give the players, attackers and defenders, better control over doing something about it. That's where commanders come in, from global to squad. It was their job to instruct the other players on what do to. And they were able to do that b/c base defensibility, especially spawn locations in relation to hard points at a base (i.e. spawns, CC, GENS, main console*, vehicle terms.)
*Main console was where expert hackers could install viruses in bases. |
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2012-12-23, 11:42 AM | [Ignore Me] #19 | ||
Contributor Corporal
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While I understand spawn camping can be a negative part of the game if a faction is getting spawned camp they are probably going to lose the base anyways. Anyone remember PS1 spawn tubes being camped like crazy. After tubes been camped/destroyed game over for that base/tower. Only difference now people do it with HE shells. I am not arguing that adjustments need to be made and things can be improved.
Its sad that everyone focuses on the current negative parts of the game and not what is done right and the fun you can have playing. When I first started coming to PSU before and during tech/beta the conversions where positive, excited and constructive now I am wondering what the point of visiting any forums other than getting news. |
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2012-12-23, 11:47 AM | [Ignore Me] #20 | |||
Contributor Lieutenant Colonel
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There is alot of focus on the negative portions of the game, and, I feel, alot of frustration with the game overall. The great parts of this game are really great and self evident but too may people seem satisfied with the game when it's really not living up to it's potential. (Subjective, I know but it's still my thoughts on it) |
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2012-12-23, 12:37 PM | [Ignore Me] #21 | ||
Staff Sergeant
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Meh,
As some one above said, spawn camping is a viable strategic tool. If you spawn into a room with 15 people dying to splash damage from tank/Rpod fire at the two entrances, re deploy to somewhere else. YOU HAVE ALREADY LOST THE BASE! All you are doing is being farmed. I can see trying at least ONCE to get do something constructive, but with the current base floor plans, it's pretty much a forgone conclusion. Rather than act like a lemming, fall back, regroup and try to set up a counter attack/defensive perimeter. Spawn camping is another synonym for choke point control of the enemy. YOU ALWAYS HAVE THE OPTION TO SPAWN SOMEWHERE ELSE! Auraxis is a persistent world, the map is not going to reset. Being spawn camped is a personal choice. Last edited by PurpleOtter; 2012-12-23 at 12:39 PM. |
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2012-12-23, 01:04 PM | [Ignore Me] #22 | ||
Major
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That kind of dumb thinking is the reason we have this mess and I bet Sony believes the same thing.
Vehicle to infantry spawn camping should never be allowed, ever, especially from vehicles that kill with one shot. People will abuse it. |
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2012-12-23, 01:06 PM | [Ignore Me] #23 | ||
Sergeant
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Spawn camping is an indirect way and saying I suck at the game. It makes people rage quit. The OP is honest, I like that. He camps because he can't kill shit and I would imagine many more are in the same boat. When you lost the tubes in PS1 you had up to 15 mins to respawn at sanc get a team together and retake it at the last minute when the attackers were distracted and many times tking each other or afk. Ps2 you just do merry go round dance. How boring you guys just try PS1 when you can. If you go back to PS2 its because your eyes bleed due to the graphics
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2012-12-23, 01:18 PM | [Ignore Me] #25 | ||
Staff Sergeant
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Ok, let's turn this around. We need to punish a numerically superior, better equipped, possibly better organised and led group because they are using effective fire suppression to deny their enemy the ability to mount an effective defense.
..and this is because the people being spawn camped are ButtHurt???!!! Seriously, don't be a Lemming, being spawn camped is a personal choice! |
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2012-12-23, 01:25 PM | [Ignore Me] #27 | ||
Colonel
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Bases should be a little easier to defend. Spawn tubes should be destroyable and very defendable at the same time. Also once everything is cleared out the base should flip a little quicker. Its kind of boring sitting at an empty base waiting for it to flip.
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2012-12-23, 01:35 PM | [Ignore Me] #28 | ||
Staff Sergeant
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I think I see the problem now.
We are confusing three different issues, although they can impact one another. The bases are designed to be indefensible, they are arbitrary places to meet to shoot at each other. This is a deliberate design choice by SOE to discourage protracted sieges. The second issue of Zergs capping empty bases is a symptom of cert/resource/Exp territory capture game mechanics. We are discussing the appropriate use of suppression to deny an enemy the ability to mount an effective defense. I'm serious about just pick another location to spawn at, deny the enemy the free points! |
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2012-12-23, 01:49 PM | [Ignore Me] #29 | |||
Private
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It's not long drawn out fights that end in spawn camping only a short while before the base is captured but instead it's an instant spawn camp right from the get go before the base is even starting to get capture, which prevents any proper fighting from the get go. This is especially true for any of the smaller bases which only have 2 or even 1 exit leading from spawn, it's not rare to see 2 tanks with heat / HE getting into position before the base is even starting to get attacked so that any reinforcement is going to get spawn camped before the base is even getting alerted on the map. Personally I just find that many of the spawns are just to weakly protected against both by direct tank fire from either close or far away, and that most of the bases lack any defense against air at all. At least against the gunships, the fighters are a lot easier to handle/avoid since most have to do hit and runs to avoid getting shot down by AA max's <- while the gunships just nuke them from far, far away Last edited by Mriswith; 2012-12-23 at 01:55 PM. |
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2012-12-23, 02:02 PM | [Ignore Me] #30 | |||
Contributor Corporal
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@Beerbeer be patient we dont know what is going on behind the scenes at SOE, give them a chance to repair what needs to be fixed. At least that's my thought, make your experience ingame positive, respawn when getting camped etc. |
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