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PSU: Better than a spitfire in your spawn tube!
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2013-01-31, 11:01 AM | [Ignore Me] #31 | |||
Lieutenant Colonel
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The base layout is why its happening. There was likely no fight there to begin with. We play internet bullets to fight others, not move away from them when they show up, constantly. If there is no chance of fighting back, this is not a game. With out the possibility of a comeback, the design is flawed. All defenses are also flawed in that defenders have to traverse a more well equipped force, and do TWICE the effort to even convert a point back. Last edited by MrBloodworth; 2013-01-31 at 11:04 AM. |
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2013-01-31, 11:18 AM | [Ignore Me] #32 | |||
Contributor Sergeant
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What happened was the fights would be stopped before they even began. The SCU would drop before the defenders even knew they needed to defend it. It basically it was a game of ghosting and blitzkriegs.... going through and capping bases with no real fighting. Thats why they put all the shield / generators / SCU generator / SCU in main bases... but in the smaller outposts, they don't have the room to have all that. "Spawn camping" (ie, resource denial... deny reinforcements) is inevitable... the thing you can change is how the defensive players feel about it... do they have a chance to push out? (ie, multiple exits, tunnels, visible sight lines to know if they should even try...) or are they just getting insta-gibbed as soon as they exit the doorway. That's the problem... and hopefully will be alleviated by tunnels and new spawn designs. |
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2013-01-31, 11:49 AM | [Ignore Me] #34 | |||
Captain
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Hello my name is Qwan and Im a xp/cert addict....... Sometimes I think there really is no fix to this problem (for those that put it in this catagory), its just simple common sence, if the zerg is outside of your base and you dont have the numbers, you might just have to let it go (just take as many of those bastards with you as you can). Spawning at this base just feeds the zerg, and your deked out max or heavy assault weapon aint gonna make a difference. I say just play smarter, and if I was Higby or any of the other guys working on this game, I would put this at the bottom of things to take care of. Last edited by Qwan; 2013-01-31 at 12:00 PM. |
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2013-01-31, 11:54 AM | [Ignore Me] #35 | ||
Lieutenant Colonel
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Who makes a base that you have to abandon to defend?
EDIT: I fear I am dragging this off topic. My apologies, but I think its connected. EDIT 2: Its not a "Play smarter" issue. Last edited by MrBloodworth; 2013-01-31 at 12:01 PM. |
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2013-01-31, 05:01 PM | [Ignore Me] #36 | |||
First Lieutenant
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I find this conversaiton interesting esspecially since everyone is waiting for continent locks and our main goal now is forcing people into their warp gate so they can be camped or be forced to go to another continent. That's what we all want to do right, dominate the larger map and not letting the other teams get out of their bases. Unless of course I'm missing something??? Last edited by VaderShake; 2013-01-31 at 05:03 PM. |
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2013-01-31, 06:24 PM | [Ignore Me] #38 | |||
Lieutenant Colonel
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Its fine to change spawn points as a way to increase defensibility of the whole base. And I get putting a ledge over the door because 1 Lib can camp a small base too easily. But I have no sympathy for dummies who let themselves be farmed because they are too stupid to realize they have lost.
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Wherever you went - Here you are. |
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2013-01-31, 07:38 PM | [Ignore Me] #40 | |||
Major
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Plus defending a base to stop a cont cap or stop a push are one of the biggest "Fuck You!"s that one can do. Waterson is known for Bio-lab farms for this reason. |
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2013-01-31, 07:38 PM | [Ignore Me] #41 | ||
Staff Sergeant
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There is a 15% bonus for all xp generating actions while defending.
To compensate for the capture bonus xp of a facility (1000 xp) you need to score 67 kills or the equivalent amount other xp generating actions. Sadly, most fights on the defense doesn't last nearly long enough to provide the opportunity to get to those numbers, at least not without some sort of cheese tactics. THAT is what we're after. Good long fights down to the bitter fucking end. Currently it's just a huge game of tag around the continents cause the defenders get the fuck out of dodge the minute significant number of attackers show up. Or get spawned camp. Neither is very much fun. Sure, the spawn camping for profit will be reduced with dynamic xp, but we're still not getting the epic fights. Last edited by Boomzor; 2013-01-31 at 07:48 PM. |
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2013-01-31, 07:51 PM | [Ignore Me] #43 | |||
Lieutenant Colonel
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__________________
Wherever you went - Here you are. |
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2013-01-31, 10:27 PM | [Ignore Me] #44 | ||
Captain
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You are.
As alot of other people you seem to have mistaken our complaints about the lameness of spawn camping being the main part in taking a base with us complaining about being spawncamped ourselves. I can shoot HE shells at a door and rack up kills and still feel that this is an unnecessary cheap and boring way to exercise an attack. Spawning at another facility would not be helpful in that case. Last edited by Babyfark McGeez; 2013-01-31 at 10:31 PM. |
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2013-02-01, 09:33 AM | [Ignore Me] #45 | |||
First Lieutenant
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The game allows you to shoot HE shells at the door are part of your attack to cut off reinforcments through the spawn room. it's up to the other team to kill you and your tank to prevent that from happening regardless if the base defense system is balanced or not. People are just playing in the sandbox they are given and it's up to everyone to figure out how to counter the spawn camping until the game is changed or modified which they already said they were going to do.......so why continue to beat a dead horse, try something different until it's changed and move along. We know the issues with PS2 (negative and although no one really discusses it here the positive as well) and some of it's systems but really the game has a much much larger upside for those who will step back and look at thte big picture. Again too many babies being thrown out with the bathwater... |
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