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PSU: Pull the pin and count to what?
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2013-06-29, 06:48 AM | [Ignore Me] #61 | ||
Private
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@Malorn
Having faster dropping, less manoeuvrable drop pods will be an improvement - dropping infantry behind enemy lines should be the role of a Galaxy, not a beacon. I don't think the Instant Action changes are going to help a whole lot, however. People are still frequently going to be dropped into terrible and awkward positions. What I'd like to see, and what would pretty much guarantee good drop positions, would be to change beacons from squad items into public items:
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2013-06-29, 11:40 AM | [Ignore Me] #62 | ||
Second Lieutenant
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Avoiding beacon cool down and squad deploy functionality working just like a beacon with a longer cooldown are both issues.
Beacons need a few more limitations. You should not be able to avoid the cool down. Transferring squad leader should not reset any beacons. Once one is placed down it's tied to that squad, not the player who placed it. I also wouldn't mind seeing some sort of a beacon timer on squad leader change. Right now you can transfer ownership of the squad to anybody and that person can place a beacon down wherever they are thus using the beacons for beyond their intended use of getting the squad together. Real easy to hand it off to an ESF pilot who can quickly land, place the beacon, and then go. Also you shouldn't be able to do a squad spawn off of a dead leader. Let's put some emphasis on leadership with that role, not just make it a combat role with the ability to call in reinforcements on top of you and place waypoints down. It would also be awesome if a little star or something appeared next to the name of a spotted enemy squad leader AND friendly squad leaders. Let them stick out a bit more and be larger targets. They've got more tools that make them more valuable on the battlefield. They should play that role a bit more. I would love if the squad deploy followed the same drop pod mechanics as the instant action and the squad beacon had a few more rules to prevent it from being used as a primary way to bring your troops into battle. I would prefer to see Galaxies and Sunderers as the primary method of bringing troops to the battle with a squad beacon being something you can use once in awhile and the squad deploy as something used to make sure players can get to the same hex as their squad leader. Doing this would still achieve the original goals of the squad deploy and squad beacon while reducing the ability to abuse it. Last edited by wasdie; 2013-06-29 at 11:43 AM. |
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2013-06-29, 12:25 PM | [Ignore Me] #64 | ||
Corporal
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I'd be good with SOI type stuff so long as we can still use it with the functionality it has now. First, my outfit uses beacons to set AV/AA picnics on rocks and other weird locales. Either to delay an advance on a base or to create a no fly zone. Basically it gives the zerg breathing room. Second, and this is especially true for defenders, sometimes the beacon is pretty much the only way to knock out a sunderer. There's just too much crap between you and the spawn point. So pod in a kill it. To this day, I still don't get why ppl don't run mineguard though.
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2013-06-29, 12:28 PM | [Ignore Me] #65 | ||
Lieutenant Colonel
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Malorn those look like some good changes. Currently drop pods and instant action are far too effective at taking out attacking Sunderers. While it is one of my favorite things to do, it needs to be tougher.
Any thoughts on restricting squad deploy further - way too easy to move entire platoons across a continent in the time it takes a Scythe to fly squad leaders to the target? |
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2013-06-29, 12:33 PM | [Ignore Me] #66 | |||
Second Lieutenant
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Everybody complains that the bases are terrible and there is no metagame and it's largely due to these systems. How is that making this game better? These mechanics ensure a terrible battle flow. |
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2013-06-29, 04:02 PM | [Ignore Me] #67 | ||
This statement is false. The only reason - is base/facility layouts and that's it. Not like I agree with ghoest, but making a villian of the system that works as a good auxiliary to a broken design is not doing any good either.
Last edited by NewSith; 2013-06-29 at 04:05 PM. |
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2013-06-30, 11:39 PM | [Ignore Me] #68 | ||
Private
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what if spawn beacons only had a ceartain amount of uses every time you pulled it out and when you tried to switch squad leaders they had the cool down timer where yours left of. like if you just pulleed yours and you got 50% done with you timer then the person you passed it offed to would have 50% of there own timer left
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2013-07-01, 05:29 PM | [Ignore Me] #69 | |||
Staff Sergeant
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2013-07-01, 05:37 PM | [Ignore Me] #70 | ||
Second Lieutenant
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Tons of bases that are too impenetrable? Which ones? Light assaults can already hop over every defense in this game and if you want to land large amounts of players behind the line use a galaxy, not something that can teleport people behind the line.
Yesterday I watched as an outfit would have 2-3 squad leaders fly in a liberator or ESF, jump out, and then their entire squad would do a squad deploy and litter the entire area with droppods by the dozens. How the heck can you defend against that? |
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2013-07-02, 09:47 AM | [Ignore Me] #72 | |||
Sergeant Major
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__________________
>>Make resources matter!<< |
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2013-07-02, 10:10 AM | [Ignore Me] #74 | ||
Sergeant Major
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I don't know about you but lately I haven't been able to hit anything with a drop let alone a hovering lib. Although if they are just hover spamming they kind of deserve it.
__________________
>>Make resources matter!<< |
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2013-07-02, 10:26 AM | [Ignore Me] #75 | |||
Staff Sergeant
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I'll just start with every tower there is. Plenty of others but yeah if your going against a force that knows what they are doing you shouldn't even get close.
Oh a galaxy can get behind enemy lines????? Better nerf it!!!! You get out from behind you mana turret and shoot them. Also while your at it shoot the beacon with the huge shinning light in the sky. They will stop coming if you do that. Last edited by AuntLou; 2013-07-02 at 11:04 AM. |
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