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Old 2012-08-31, 06:15 PM   [Ignore Me] #46
Zebasiz
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Re: Is the Galaxy a viable spawn?


I dunno who's been parking Galaxys miles from the fight, But I've often parked my Galaxy either right on the landing pad of a tower or Bio lab, On the roof of tech plants, Or just on the other side of the wall in the Amp stations and it has stayed there just fine. Yes sometimes the enemy sends a tank or liberator or some such. But Then I just need to call attention to it or let the people already defending the galaxy know and it's gone. And I have seen no shortage of people willing to quickly spawn engineer to help repair it. And honestly if the enemy is able to pull a multi vehicle-focused attack on your galaxy I think they earned the kill. But I've rarely seen it, or see it work.
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Old 2012-08-31, 06:45 PM   [Ignore Me] #47
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Re: Is the Galaxy a viable spawn?


Originally Posted by Zebasiz View Post
I dunno who's been parking Galaxys miles from the fight, But I've often parked my Galaxy either right on the landing pad of a tower or Bio lab, On the roof of tech plants, Or just on the other side of the wall in the Amp stations and it has stayed there just fine. Yes sometimes the enemy sends a tank or liberator or some such. But Then I just need to call attention to it or let the people already defending the galaxy know and it's gone. And I have seen no shortage of people willing to quickly spawn engineer to help repair it. And honestly if the enemy is able to pull a multi vehicle-focused attack on your galaxy I think they earned the kill. But I've rarely seen it, or see it work.
Some of these comments make me wonder what game they are playing? I can lad a Gal anywhere. It's not hard. You can squeeze them into bases and onto outposts that you wouldn't think would have enough room. The Galaxy is TOUGH. They are hard to take out unless you bring some serious vehicle firepower and then if they can kill your gal, so be it. Go get another one. See you in one minute.

Again, I love the AMS, but it seems they would be overpowered, especially with a cloaking bubble.
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Old 2012-08-31, 06:55 PM   [Ignore Me] #48
BoldarBlood
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Re: Is the Galaxy a viable spawn?


AMS!
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Old 2012-08-31, 07:08 PM   [Ignore Me] #49
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Re: Is the Galaxy a viable spawn?


I think they need to implement different skins. So I can put a TR/NC coat a paint on my VS Galaxy when I'm flying into their territories. That might help them last a bit longer.

This is mostly because of the repair bugs I think. I would like to see them transform a bit more in the deployed state. Perhaps have a dome shield and a stronger turret on the top for Anti-Air defense.

The Galaxy is a powerful tool. No need for an AMS.

Edit: and an option to deploy camo netting on the top of it on landing.
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Last edited by Miir; 2012-08-31 at 07:09 PM.
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Old 2012-08-31, 07:14 PM   [Ignore Me] #50
NewSith
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Re: Is the Galaxy a viable spawn?


Originally Posted by Miir View Post
Edit: and an option to deploy camo netting on the top of it on landing.
You can use your moneyz to get custom camo paint, so this particular thing is of no necessity. I really wonder if they unlock camo for everyone for a short period of beta test to see if it works properly.
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Old 2012-08-31, 07:29 PM   [Ignore Me] #51
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Re: Is the Galaxy a viable spawn?


I think there will be more hotdrops in PlanetSide 2 if the Galaxy loses the spawn option.
And hotdrops are cool.
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Old 2012-08-31, 07:35 PM   [Ignore Me] #52
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Re: Is the Galaxy a viable spawn?


Originally Posted by fvdham View Post
I think there will be more hotdrops in PlanetSide 2 if the Galaxy loses the spawn option.
And hotdrops are cool.
I don't think the GAL should loose the spawn option. We just need something more discrete like the AMS to provide another option. Currently with the GAL being the only option for mobile spawning people treat it as such cause providing a spawn point is more important and garners more points for the driver too.
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Old 2012-08-31, 07:52 PM   [Ignore Me] #53
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Re: Is the Galaxy a viable spawn?


the galaxy is NEVER safe. its always visible and open to attack. this is the main difference to the AMS.

i would really like the sunderer to have an AMS ability, at least for variety sake.
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Old 2012-08-31, 08:11 PM   [Ignore Me] #54
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Re: Is the Galaxy a viable spawn?


The Sundy needs an AMS ability, it'll never be used otherwise. (Unless AA goes insane OP ofc, which it will once the majority of people start unlocking it...)

The Gal's AMS should be a high-cost cert ability, this is reasonable because of it's ability to defend itself, and the inherent flexibility that flying provides you. (Why land and fight into the base when you can just land on top of it? OP AA will only ever be the reason...)

Give the Sundy a default AMS module that removes passenger seats, and an expensive cloaking module that removes its guns.

On a side note, flipping the Sundy (or any vehicle for that matter) shouldn't instantly result in an explosion, if you're gonna take from BF3 take the good stuff too at least, delayed flipped vehicle explosions!
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Old 2012-08-31, 08:13 PM   [Ignore Me] #55
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Re: Is the Galaxy a viable spawn?


Galaxy is a total viable spawn. At first I felt it was a bit OP, I got used to the idea an completely love it.

Sunderer's already have an AREA EFFECT repair system for supporting vehicles and keeping them in the field. Sunderer's with a MSP system should do so at the cost of the repair system, not as a sacrifice for troop capacity. Both the Repair and MSP should be optional modular systems that can be purchased/added to the vehicle, not standard.

Last edited by Archonzero; 2012-08-31 at 08:16 PM.
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Old 2012-08-31, 08:35 PM   [Ignore Me] #56
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Re: Is the Galaxy a viable spawn?


Certainly she is a viable spawn.

Is she a good spawn? Of that i remain unconvinced.

Sure. shes fun. but doesnt she feel too.. easy?

Ive never played PS1. I dont know how it was. But i gather the galaxy was a dropship only. Doesnt that feel more exciting? Now theres barely any reason to load up your dropship. She just lands, and people pour out. How is that a troop transport?

In this game, if the galaxy blows you can spawn another and get it to the front within three minutes. Spawn points would be a great deal more hectic and important if it was more difficult. Say if the spawn point was a ground vehicle.

Perhaps it would be so bad if we had to cert to use vehicles. Then only galaxy dedicated pilots would be using them. But even so, it feels too easy. Far, far too easy.

As much as ive loved the galaxy, i would far rather keep it as a ferry. A hot drop, then a quick run to base to pick up more. Leave the mobile spawn point to some big hulking truck, which the enemy knows they have to destroyu before it reaches its base.
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Old 2012-08-31, 08:43 PM   [Ignore Me] #57
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Re: Is the Galaxy a viable spawn?


Originally Posted by ClockworkAug View Post
Certainly she is a viable spawn.

Is she a good spawn? Of that i remain unconvinced.

Sure. shes fun. but doesnt she feel too.. easy?

Ive never played PS1. I dont know how it was. But i gather the galaxy was a dropship only. Doesnt that feel more exciting? Now theres barely any reason to load up your dropship. She just lands, and people pour out. How is that a troop transport?

In this game, if the galaxy blows you can spawn another and get it to the front within three minutes. Spawn points would be a great deal more hectic and important if it was more difficult. Say if the spawn point was a ground vehicle.

Perhaps it would be so bad if we had to cert to use vehicles. Then only galaxy dedicated pilots would be using them. But even so, it feels too easy. Far, far too easy.

As much as ive loved the galaxy, i would far rather keep it as a ferry. A hot drop, then a quick run to base to pick up more. Leave the mobile spawn point to some big hulking truck, which the enemy knows they have to destroyu before it reaches its base.

True PS1, Galaxy was just a pure transport, room for a full 10 man group, 8 infantry, 2 MAX, 1 pilot and 3 gunners + 1 light vehicle (lightning, 2 (or3) man buggy, or ATV) complete with drivers/passengers. SO the PS1 Galaxy if optimized for maximum seating capacity could carry 18 personnel (19 for TR marauder buggy) personnel.

PS2 Galaxy holds a maximum of 12 personnel, 1 pilot, 4 gunners (1 optional) an the rest is seating.

Now there is obviously still time to rework how Galaxies work. I kinda think the stock galaxy should be just a pure dropship. With a certification/purchase system to add modular options like a MSP, or Vehicle carrier, or air repair/rearm systems. This way the Galaxy can be flexible to be part of a variety of roles.

Originally Posted by fvdham View Post
I think there will be more hotdrops in PlanetSide 2 if the Galaxy loses the spawn option.
And hotdrops are cool.
Hotdrops are fun!

Last edited by Archonzero; 2012-08-31 at 08:44 PM.
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Old 2012-08-31, 09:17 PM   [Ignore Me] #58
Figment
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Re: Is the Galaxy a viable spawn?


Originally Posted by EVILPIG View Post
I rarely see "no galaxy spawns available". If you do, I would suggest you set one up for your empire.
Regularly do. Too often low fps stutter causes me to fly into rocks though and landing is a problem, regularly end up flying uncontrollably sideways into trees.

In contrast, an AMS takes longer to get there, but can be deployed more efficiently without crash concerns and less obvious because you always see a Galaxy coming.

The weapons that are unavailable are just placeholders. You shouldn't read into their stats too much.

You make it sound as if all Spec Ops are done by small groups, which I disagree with, but that is besides the point. Most Spec Ops are done at low or not populated enemy facilities. For this, you really don't need a mobile spawnpoint, though it helps. A good Spec Op will have the right personal to ensure that the operation can sustain it's self. You sound too reliant on the AMS as a crutch. I love the AMS and hated to see it go, but it is not necessary and you have to think about the overall effect. Having a cloaked AMS means that there will tons of them out there. It may make clearing a territory of enemy too difficult, and I say that with a grain of salt. The truth is that the distance from one facility to another is not far. It does not take long to run from base to base. You should be placing Galaxies near your next target, they certainly help until you get a hard spawn. You just have to look at the overall effect of having the AMS in the game would have. That, we do not know yet.
Given your comments, you're not a very subtle, stealthy person or outfit and as such yours does not qualify for special ops. Please don't pretend full knowledge on what we need, want or expect. That's not a personal attack, just a caution, because you're pretending to speak for others when you don't and you basically hamper our feedback reaching the devs by triviliasing our feedback over yours.

Considering small groups can't afford medics, unlike the aggressors we face with their larger numbers, we may need alterior methods of short term reinforcement. A Galaxy is too obvious and clunky for this. Medics cost too much firepower right now.

Walking distances from fixed spawnpoints are unacceptably long and also provide only predictable routes on target. This might be subjective, but I'm far from the only one that absolutely hates jogging for 3-5 minutes then dieing in one second to an often unseen threat, plus having to move in a straight line is something I abhor as a tactical attack where time is of utmost importance. So no, we need a spawnpoint.

Spawn beacons can only be used once every 5 minutes and also take time before deploying is complete. An enemy can spawn locally every 3 seconds with a MAX and appropriate counter to our units and positions. THEY are extremely flexible due to being able to respawn and revive, we are not because we're in the clutches of a rigid class system.

With this short TTK, we need reinforcements, because reaction time is less important.



I know full well what the effect of an AMS on the game will be. And I'd even be willing to make the compromise that you can't spawn MAXes at it (they are too easy to get and too capable due to being able to cap points already anyway).

Lastly, why can't this be discussed without you getting angry? Is it just that others disagree with you?
Talking to egocentric or hypocritical people (even if they don't quite realise they are simply being selfish) makes Figgy irritated. Unfortunately, these kind of debates on gaming forums are usualy filled with people who are already in some kind of personal satisfactory situation, making them incapable of placing themselves in the shoes of a person who is not satisfied. Either they have something to lose, or have nothing to gain.

I need it for my playstyle, you don't. Great. Stop blocking my access to an AMS. You name it a crutch, that says enough about your way of thinking "I got what I wanted, everyone else can go screw themselves now". I don't get why you or anyone else wants to block access to alternative options so the game is as predictable as possible and has few viable strategies and alternatives.


Tbh, sounds to me the Gal is a crutch to you. You don't need anything else anymore? No alternative strategies need to be considered? Just throw a Galaxy or more at it? No further need to evolve your strategies or be creative? No reason to allow someone else to play the game differently from you? One thing fits all? Sounds like laziness or complacency to me. Tbh Evilpig, no disrespect to you, but you don't play in tactical subversive insertion groups of five to ten. You don't play as a lone infil. You don't expect it to be viable for some reason. You expect me to give up not just MY enjoyment of PlanetSide, but all my tactical alternatives. You expect me to give up on ALL Stealth Ops, because YOU can zerg it with an outfit that can field and uphold several Galaxies.

Honestly, if this game is only catering to one type of player, it will fail. This game needs to cater to anyone who might be slightly interested in strategic, war or fps games. That includes people who prefer the subtleties of Splinter Cell over the crudeness of Duke Nukem, people who like BF3 AND people who like CoD, people who like FarCry and people who like Crysis.

Please remember that people who hate flying exist, but you FORCE them to use Galaxies by not providing and even outright DENYING other options. That I find egocentric and selfish, even if your intentions are probably to just say "well I think it suffices, so I won't bother the devs with more work and I'll even white knight for them to stop others from making them do more work". It's nothing personal Evilpig, it's more the attitude I have a problem with.




And no NewSith, it's not going to be OP. That's like saying invisible players would be OP. Yeah we saw from experience how OP they were in PS1: NOT AT ALL. Plus, it takes more time to bring an AMS over 500m (especially problematic terrain) then it does to bring a Galaxy over several miles. So if anything would be spammed, it's the Galaxy. And it isn't most the time because people don't want to fall back all the way to Sanctuary to bring a spawnpoint.

Note also that an AMS would have less hitpoints and would be more vulnerable overall. That balances out fast. However, you also deny us all the potential to get an evolved AMS, a more tactical, subversive unit. For instance one with a built in Router. One with a focus on siege or defense, command, air support (radar), etc. You name it. Advanced Mobile Station doesn't per definition need to be limited to a cloaked spawn unit. Even if that's my preference.



Once you institute an interference radius (which the current Galaxy still needs btw!) then tadaaa, only need to find one to three AMSes to clear the entire area, JUST like in PS1.

Which given our knowledge of PS1 has never, EVER been hard unless locked into a base by camp vehicles, in which case you should lose anyway because you lost control over the base (even though camping used to be too easy because of the transition zones). Being able to set it next to a control point is the whole point of an effective spawnpoint. If they can spawn every three seconds, you need to spawn fast as well in order to capture a point near those enemies. So if it can do that, that's only a good thing!

Parking it under a Bio Lab is a problem? Sounds like the base design is wrong then, because you can park a Gal there too. And yes, it's wrong, should have been built around stairs instead of teleporters and single player launchers to airpads at points A and B. Those Bio Labs are horrible in design in terms of transitional battle flow tbh.

Last edited by Figment; 2012-08-31 at 09:23 PM.
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Old 2012-08-31, 09:18 PM   [Ignore Me] #59
Tatwi
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Re: Is the Galaxy a viable spawn?


Yes, for 2 to 6 minutes if you're lucky enough to get it somewhere before getting shot down, in my experience. However, I'd prefer to see the Lightning become a mobile spawn point than the Sundy. Trade the cannon for the spawn ability and maybe give it a chain gun. I just think it would better than the Sundy and give the Lightning some more uses.
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Old 2012-08-31, 09:46 PM   [Ignore Me] #60
NewSith
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Re: Is the Galaxy a viable spawn?


Originally Posted by Figment View Post
And no NewSith, it's not going to be OP. That's like saying invisible players would be OP.
Bad example. Heavily armed invisible people are OP. In other words, I simply can't come up with any senseful area limitations to make it NOT OP. My point still stands - a (relatively) small spawnpoint right next to a control console is a recipe for undeniable success.

Originally Posted by Figment View Post
Yeah we saw from experience how OP they were in PS1: NOT AT ALL. Plus, it takes more time to bring an AMS over 500m (especially problematic terrain) then it does to bring a Galaxy over several miles. So if anything would be spammed, it's the Galaxy. And it isn't most the time because people don't want to fall back all the way to Sanctuary to bring a spawnpoint.
1. Infiltrators are able to hack teminals. Their primary ability is just locked as of now.
2. I myself will "spam" an AMS, because I can just leave it where I want and cloaking bubble will just do all the job. Galaxy doesn't have that privilege.

Either way... I will not cry about having an AMS. Nor will I start supporting having it over Galaxy.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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