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Old 2013-02-03, 02:03 PM   [Ignore Me] #31
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Rothnang View Post
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.
So you were never at Zurvan where it was being held for hours?......

A Stalemate is a Stalemate.....Is a force going in 1 direction vs a Force going in another direction...with little room to flank at all so is all just a push vs push.

Their is already enough of this in Planetside..

Originally Posted by NewSith View Post
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.
Biodome is a huge stalemate.....

Come on, the shields are always a stalemate....the levitation pads are usually a stalemate




Originally Posted by Vashyo View Post
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)
Defense difficult....Not for me.

It was quite easy to defend and hold Zurvan for hours....Some of the best battles took their.

As for Sense of Direction, their was one....there was a place where enemies were coming from and a general flow but with more openess.

Big Sandbox deathmatch?...Fighting with no stalemates and limited ways of attacking arn't some COD/UT wannabe deathmatches.

I never had a problem looking over my shoulder, is quite fun but like I said their was a flow in the AMP station of where enemies were coming from even with jumpads so you do know when an enemy is potential behind u.


Stalemates happen because the game doesn't allow too many ways of Flanking and attacking....It just allows a few predetermine ways of getting a base so the defenders are already waiting so the stalemate happens.


Also ADS players love stalemates....and Planetside has quite a few ADS players.


I prefer hip/twitch combat.
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Old 2013-02-03, 02:05 PM   [Ignore Me] #32
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Carver View Post
Ironicly this is the most positive thread i've read here in weeks.
that is sadly true . we should make a thread thanking the devs for this update tbh
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Old 2013-02-03, 02:09 PM   [Ignore Me] #33
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Dreamcast View Post
I prefer hip/twitch combat.
I've heard they make games that strictly cater to that - PM me and I'll help you find one so you don't have to suffer through this.

I'd hate for you to suffer.
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Old 2013-02-03, 02:11 PM   [Ignore Me] #34
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by maradine View Post
Statements like this after months of "OMG DEFENSIBLE BASES" make me laugh and laugh and laugh.

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.
Yeah thats why ZURVAN was being held for hours?......and had some of the most epic battles with no lame stalemates.

Defenders did win at AMP stations, all the time.....It wasnt your typical Massive Force push Vs massive force push which creates stalemate, you seen in biodome and the Crown tho.




Originally Posted by Phantomdestiny View Post
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
Sorry that I dont farm with tanks and planes like the rest of you


As for me being a teamplayers, well I prefer to play solo like a 1 man wrecking machine, helping my team flank and take points etc.



Either way is simple facts that Zurvan was held for hours and created epic battles without the typical stalemates.
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Old 2013-02-03, 02:14 PM   [Ignore Me] #35
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by maradine View Post
I've heard they make games that strictly cater to that - PM me and I'll help you find one so you don't have to suffer through this.

I'd hate for you to suffer.
I don't want a game that strictly caters to that.

I want a game with a mix of ADS and Hipfire combat....Thats Planetside 2.


We need Variety.


More ADS stalemates are kind of boring and typical in Planetside 2...Kind of want a change of pace
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Old 2013-02-03, 02:17 PM   [Ignore Me] #36
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


I dont like jump pads at all. I dont like light assault at all. Aircrafts should be the only thing in the air.
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Old 2013-02-03, 02:24 PM   [Ignore Me] #37
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Dreamcast View Post
I don't want a game that strictly caters to that.

I want a game with a mix of ADS and Hipfire combat....Thats Planetside 2.


We need Variety.


More ADS stalemates are kind of boring and typical in Planetside 2...Kind of want a change of pace
well what about battlefield 3 ?
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Old 2013-02-03, 02:27 PM   [Ignore Me] #38
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


This is a good change for reasons stated above. Quit whining.
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Old 2013-02-03, 02:32 PM   [Ignore Me] #39
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Dreamcast View Post
I don't want a game that strictly caters to that.

I want a game with a mix of ADS and Hipfire combat....Thats Planetside 2.


We need Variety.


More ADS stalemates are kind of boring and typical in Planetside 2...Kind of want a change of pace
No PlanetSide is about taking over the planet, one meter at a time.

Have you seen videos on PlanetSide or played it? The entire thing was what you'd call stalemates. It would take HOURS for a single well defended base to flip and DAYS to even get in sight of a cont cap. It took 15 mintues of holding a hack point for an outpost to flip where a single person (did they need a tool?) could undo the work and attackers had to start over. Factions also had to resupply bases with energy or they would lose them on a regular basis.

Im happy about the changes. It now takes a LOT of work to take something and proves that you got what it takes to win in fights. If you're having problems with defenders then try to come up with new tactics. A basic sundy crash or gal drop still works wonders IF you're able to get them into position without to much damage. There's reasons for bashing heads on brick walls is bad for your health.
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Old 2013-02-03, 02:34 PM   [Ignore Me] #40
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Dreamcast View Post
I don't want a game that strictly caters to that.

I want a game with a mix of ADS and Hipfire combat....Thats Planetside 2.


We need Variety.


More ADS stalemates are kind of boring and typical in Planetside 2...Kind of want a change of pace
So you liked the constant steamroll zerg we had before where there was no strategy and all you had to do was tank rush to win?

Even though, I was upset about the jump pad change as well, it was needed..

I shouldnt be able to run around as an infiltrator and jump from one tower to the next planting mines and farming xp as people chased me.
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Old 2013-02-03, 02:49 PM   [Ignore Me] #41
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


AMP Station were and are defensible.

The thing is was that an equal force could occupy a base much faster then a defense could defend it. The attack can still be quick but now the defense has caught up.
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Old 2013-02-03, 02:57 PM   [Ignore Me] #42
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Aaron View Post
Stalemates can be broken with teamwork. If the attackers have to organize bit more to take a facility, then so be it. This is the kind of stuff we've been asking for and the devs provided.
sums my thoughts up perfectly. Id rather have bases that are easier to defend than to take. This makes taking a base a feat, important, special. Rather than having them swap with no meaning
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Old 2013-02-03, 03:20 PM   [Ignore Me] #43
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Phantomdestiny View Post
well what about battlefield 3 ?
Battlefield 3 is an ADS mostly......I dont think the TTK is high enough to have meaningful hipfire combat unlike Planetside 2.

Originally Posted by Chewy View Post
No PlanetSide is about taking over the planet, one meter at a time.

Have you seen videos on PlanetSide or played it? The entire thing was what you'd call stalemates. It would take HOURS for a single well defended base to flip and DAYS to even get in sight of a cont cap. It took 15 mintues of holding a hack point for an outpost to flip where a single person (did they need a tool?) could undo the work and attackers had to start over. Factions also had to resupply bases with energy or they would lose them on a regular basis.

Im happy about the changes. It now takes a LOT of work to take something and proves that you got what it takes to win in fights. If you're having problems with defenders then try to come up with new tactics. A basic sundy crash or gal drop still works wonders IF you're able to get them into position without to much damage. There's reasons for bashing heads on brick walls is bad for your health.
Have I even played Planetside 1?....says the guy who doesn't remember you needed the hack tool.

Yes I did played it back when it came out....and it's one of the best game I ever played.

Sure Planetside 1 had stalemates but they were memorable and some more open ended IMO....Like the Bridge in Cyssor, sure it was a stalemate but with all the hills etc, felt kind of more open than the typical stalemate.

But sure Planetside 1 had the hard stalemates specially inside the base doors....Fine.


But Planetside 1 also had horrible FPS mechanics and Super high TTK.....Just because Planetside 1 had a lot of stalemates don't mean Planetside 2 should just be pure stalemates.

Having said that some of the Stalemates in Planetside 1 were very fun, and some in planetside 2 are too....But I feel that we don't need stalemates 24/7 in ps2 but instead some open endness for variety.



Originally Posted by Timealude View Post
So you liked the constant steamroll zerg we had before where there was no strategy and all you had to do was tank rush to win?

Even though, I was upset about the jump pad change as well, it was needed..

I shouldnt be able to run around as an infiltrator and jump from one tower to the next planting mines and farming xp as people chased me.
Zerg is gonna Zerg....Anything can be Zerged in this game and is Zerged.

Hell Stalemates tend to be decided by who has the most numbers.....Is just a force pushing against a force.


and like I said AMP station were holded for hours.....Zurvan was full of memorable battles.

Also I moved when I used a jumpad because i knew skilless people planted the proximity mines in the same place
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Old 2013-02-03, 03:32 PM   [Ignore Me] #44
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Dreamcast View Post
I don't like this change.

The game already has so many stalemates, The Crown, bio domes etc.....

Sorry but sometimes I want battles to be more open instead of ADS and not being able to move like it was a WW1 trench warfare.

I know it was done so defenders can more easily defend the amp station but I think it just ruined an aspect of Planetside.


I loved the Amp station because it was the only place where the battle felt more open and you could attack from different places/angles. It just felt free...Free of not having to ADS and actually having 1 vs 1 encounters with hipfire.

Now is just a stalemate, where the defender has way better ways of killing the attackers.


I have nothing wrong with giving the defenders an advantage, I think they could should of come up with other ideas.....jumpads not working for attackers shouldn't be one of them.


So yeah it just ruined a unique aspect of Ps2 and made it into the typical stalemate we always get, everywhere.


Im getting tired of ADS because of damn stalemates, and getting my kills stolen.
It is called a siege, you ignorant blasphemer!

It is a glorious display that lasts hours.
Glorious hours of valiant defense and relentless assault,
where the brave TR defenders fight to the last man
to keep the xenos worshiping vanu heretics from defiling the base with their presence.

Fine hours like these are remembered for a long time.
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Old 2013-02-03, 03:39 PM   [Ignore Me] #45
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Re: No jumpad for attackers=AMP station ruined, More Stalmates..Welcome to StalemateS


Originally Posted by Sir fraggington View Post
It is called a siege, you ignorant blasphemer!

It is a glorious display that lasts hours.
Glorious hours of valiant defense and relentless assault,
where the brave TR defenders fight to the last man
to keep the xenos worshiping vanu heretics from defiling the base with their presence.

Fine hours like these are remembered for a long time.
Uhhh we had Battles lasting hours in Zurvan.....Amp Station had some of the most memorable battles.

Just because players are more freely to move doesn't mean battles won't last a while...Zurvan prove that

I love battles lasting a while but this game already has stalemates with almost no flanking.


I was battles lasting long but with more open ways to attack, Zurvan provided that.
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