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Old 2013-08-20, 02:30 AM   [Ignore Me] #76
Babyfark McGeez
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Re: Breaking Lattice


Originally Posted by Baneblade View Post
What's stopping you?
Let me take a wild guess here: The enemy bases with enemy people and stuff.

Linking ALL bases was not the best move imo, in PS1 you could surround a base by taking the towers around it, which also kinda set up the next stage in taking a base. You were able to sort of move in between the base you're assaulting and the next in line. This is not possible here with the system currently in place.
The enemy can never be practically surrounded since there is allways a locked enemy base pretty much next to the one you're going to assault, reducing possible ams locations and flanking options.

It seems to me the "tagline" of PS2s development does apply here again: "You gotta think your shit through".
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Old 2013-08-20, 05:17 AM   [Ignore Me] #77
Baneblade
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Re: Breaking Lattice


I'm always flanking the enemy from the direction of their own territory. Sure it carries the risk of being routed yourself by reinforcements, but done properly it is still very viable. Having an enemy base to your back makes it easier most of the time, honestly.
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Old 2013-08-20, 08:33 AM   [Ignore Me] #78
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Re: Breaking Lattice


Originally Posted by Wahooo View Post
errr... um.... you don't like the lattice to force the battle flow but you think there should be a game mechanic that is counter to human nature and that would be good?




Oh... I see "YOU CAN"T PLAY LIKE THAT!!!"

Please what draws a lot of people to planetside from other shooters? The size, the variety of play style the sandbox feel for what I can do. I can fly or drive a tank for an entire play session or move as an organized squad, or lone wolf snipe, or join a zergfit and ghost cap bases and pat our selves on the back for being so uber organized and tactical.
Long and the short of it is who the fuck are you to say there is a "wrong" way to play?.../snip
Whoa. You're either intentionally looking to argue or skimming my posts so fast you're interpreting something comepletely different.

For starters, I never said people shouldn't play how they want to play. If you want to snipe, or be a tanker, or fly, or Max, or infiltrate, or whatever... my suggestions ENCOURAGE it. What my suggestions discourage is:

1) having everyone doing the same thing because it's either OP or perceived to be
2) having people off doing things that have no impact on front lines, like blowing generators for nothing (note: I know this is fixed now with adjacency, I'm using it as an example).
3) having people completely ignore objectives. This pisses off your empire. Nothing like having 50% population while the enemy sits on the objectives and captures a base because a huge chunk of allies are off farming something.


And finally, you are a hypocrite. You rant at me that people should be allowed to play how they want to play, and support Lattice at the same time. Do you not see how that is a contradiction? Either you agree game mechanics should be put in place to force people to play a certain way, or not. You can't champion one or the other when it suits you.
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Old 2013-08-20, 12:45 PM   [Ignore Me] #79
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Re: Breaking Lattice


Originally Posted by Baneblade View Post
I'm always flanking the enemy from the direction of their own territory. Sure it carries the risk of being routed yourself by reinforcements, but done properly it is still very viable. Having an enemy base to your back makes it easier most of the time, honestly.
Agreed. If there is a 48 v 48 front, that usually means that the bases behind the front are empty or lightly populated. If you attack them or at a minimum harass them, then forces have to leave the front to hunt you down. That helps your side.
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Old 2013-08-20, 02:12 PM   [Ignore Me] #80
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Re: Breaking Lattice


Originally Posted by Kerrec View Post
And finally, you are a hypocrite. You rant at me that people should be allowed to play how they want to play, and support Lattice at the same time. Do you not see how that is a contradiction? Either you agree game mechanics should be put in place to force people to play a certain way, or not. You can't champion one or the other when it suits you.
Really? The lattice is not dictating HOW you play, and if you go against the lattice i'm not going to say you are playing "wrong". I'm not being hypocritical in supporting the lattice, as it is about creating a battle flow not forcing a play style.

I DO believe the lattice needs re-working. BUT my opinion is the lattice has a much better chance of achieving good game mechanics than the hex system. And the lattice re-working needs to be done with or after the resource overhaul.

I played on an amerish alert this weekend, and I have to say it is still frustrating, maybe more so on amerish as far as trying to respond to little fires all over the place. People have said that it is ok that amerish doesn't have or is the last to get the lattice because the terrain kinda dictates the battle flow... well no from what I experienced over the weekend it doesn't, it just makes responding to back hacks and such much more of a pain in the ass.
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Old 2013-08-20, 02:22 PM   [Ignore Me] #81
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Re: Breaking Lattice


Originally Posted by Wahooo View Post
People have said that it is ok that amerish doesn't have or is the last to get the lattice because the terrain kinda dictates the battle flow... well no from what I experienced over the weekend it doesn't, it just makes responding to back hacks and such much more of a pain in the ass.
Terrain doesn't always dictate battle flow because players can hop in aircraft and fly over the terrain.
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Old 2013-08-20, 02:25 PM   [Ignore Me] #82
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Re: Breaking Lattice


Originally Posted by Kerrec View Post
I made suggestions... you know, constructive criticism. Do I expect something like what I suggested ever make it into the game? Lol, no. I have about as much chance to win the lottery. But my suggestions try to counter human nature, which is what this game needs, Lattice or Hex.

/snip

That kind of game design would have fixed Hex just fine. However, Lattice is the future and it is just as broken. Lattice needs this just as much!
I quoted myself, so you can see how you didn't even read what I wrote before ranting at my post.

In essence, I am saying the very same thing you are. Not because I am a fan of Lattice, but because I realize there's no going back at this point.

So let's forget Hex. My list of suggestions apply just as much to Lattice because when you get to a fork in the lattice, there's no compelling choices that will make some people want to go one way and others the other way. Lattice didn't fix back-capping or ghost-capping. And it sure as heck doesn't even try to reward even fights (or should I say, try to penalize unbeatable odds).
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Old 2013-08-20, 02:34 PM   [Ignore Me] #83
Babyfark McGeez
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Re: Breaking Lattice


Originally Posted by Baneblade View Post
I'm always flanking the enemy from the direction of their own territory. Sure it carries the risk of being routed yourself by reinforcements, but done properly it is still very viable. Having an enemy base to your back makes it easier most of the time, honestly.
Hmm, since i tend to spawn at the "next" base and go from there when the base i'm actually defending is under heavy siege i figured the enemy would do the same and avoided setting up an ams in that general direction due to possible enemy reinforcements rolling in.
Gotta actually try it i guess hehe.
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Old 2013-08-20, 02:44 PM   [Ignore Me] #84
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Re: Breaking Lattice


Here's a tidbit I'll throw in, mostly aimed at biolabs. Once you've captured one subbase, it would be really nice if they were linked to the other two subbases. Call 'em sublinks or what not so you cant just skirt around the biolab.

As it is now they're more brutal then they've ever been unless you straight up throw 48 people at them from the beginning in which case the base caps in 3 minutes and everyone is just as bored.
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Old 2013-08-20, 03:06 PM   [Ignore Me] #85
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Re: Breaking Lattice


Originally Posted by KesTro View Post
Here's a tidbit I'll throw in, mostly aimed at biolabs. Once you've captured one subbase, it would be really nice if they were linked to the other two subbases. Call 'em sublinks or what not so you cant just skirt around the biolab.

As it is now they're more brutal then they've ever been unless you straight up throw 48 people at them from the beginning in which case the base caps in 3 minutes and everyone is just as bored.
i can agreed on that .all satellite bases should not be tied into the lattice.this aspect of the lattice is to restrictive.but the enemy should not be allow to progress beyond a major base until it is captured.
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Old 2013-08-20, 03:06 PM   [Ignore Me] #86
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Re: Breaking Lattice


Originally Posted by Kerrec View Post
As pointless as this is probably going to be, I'll give a shot at explaining why I don't like Lattice so much. However, before I begin, let me point out some fallacies:

Backcpas and Ghostcaps: At launch, this was impossible with Hex. We had a dynamic capture timer that was a function of quantity of adjacent friendly territories and quantity of allies in proximity of capture points. This dynamic was vilified by PS1 veterans because they wanted PS2 to be like PS1, which meant looking at a map and knowing EXACTLY how much time a base would take before it was lost.

I guess these people wanted to time their attacks to defend a base at the last possible second to get that epic "just in time" feeling. As far as I was concerned, if a base was being attacked, getting there ASAP was the order of the day, not waiting until the last minute.

That being said, the PS1 mechanic demands won out and 2 things happened: The friendly territory adjacency effect was removed and the requirement to have allies near capture points were removed. That broke Hex badly, introducing "ghostcaps", IE: flipping a point and leaving, letting the base flip on its own. BAD.

It also encouraged back-capping because every base type captures at the same speed. Have 48 people flip a base at the same time as ONE enemy flipped a base behind you, and both bases get captured in the same amount of time meaning 1 lone wolf = an infinitely large force one hex over. In other words, you could cap one base with 12 people or cap 12 bases with 12 people in the same amount of time. Well, duh? What are you going to do? Breaking Hex this way was DUMB.

With the original Hex with adjacency effect, an enemy backcapping would have very little adjacency and flipping a base would take a LONG TIME. So it was possible to push the front line forwards with superior forces and once all adjacency was removed, then go back, flip the attempted backcap which took way too long to be successful, and voila! Your front line moved forward and the attempted backcapping base was no longer in danger.

So don't come to these forums and say that we had 6 months of Hex fixes to try and get it working because we did NOT. We got 6 months of Hex wrecking and no fixes that made any sense.

That being said, Lattice fixed Ghostcapping and Backcapping? NOPE. So overall, saying that is a stupid argument. You can still flip a point and walk away, letting a base continue to flip on its own. IE: ghostcapping. You can also backcap just fine. In fact, in Lattice, it is WORSE. You absolutely MUST have someone sit on the base while everyone else goes and attacks the next base in the line. Otherwise, some lonewolf will flip the point behind your force and prevent you from flipping any points at the next base. With large zergs, this is not so much an issue as there will always be someone spawning at the base left behind. For smaller "squad vs. squad" fights, having to travel all the way back to the base you already secured to flip a ghostcap so you can then return to the next base in the line and hope to flip it before some retard cloaker or lone wolf flips the base behind you again is nothing but aggravation. At least with hex, if someone was backcapping, you could keep your forward momentum and actually flip a point.


Anyway, I've already written too much and have still to get to what I really want to say. Which is,

With Lattice, numbers rule, period. If you are facing 2:1 odds (66% enemy) or worse, it's a matter of time before you start being pushed back. Nothing will stop their momentum other than gaining reinforcement to even things out. Once you start to get near 2:1 odds (55%+) then things will change in your favor. And there is ABSOLUTELY NOTHING that you can do.

With the original Hex, you could force a superior force to split up by attacking adjacent hexes. If they refused to budge, you just went around them, which is what tended to happen. Not the fault of the numericaly inferior attacking force. Completely the fault of the numerically superior defending force that didn't want to do anything other than sit on some particularly defensible position. A numericaly superior defending force that spread out didn't have problems losing territory. And the closer they came to warpgating their enemies, the larger the battles became.

Now that is gone. I look at the map. If we are facing 1:2 odds or worse, I know there's no point defending a base. I look for places to farm and retreat. If I am with my outfit, we make our fun by seeing how long we can last where we choose to stand. But that is poor gameplay at a metagame scale.

PS2 gameplay with Lattice = 1.5:1 odds or better, you make progress. 1:1.5 odds or worse, you lose progress.

There's just nothing more than that to PS2 lattice.
DING DING DING! EXACTLY! Kerrac gets it. He's in my head, and I agree 100%.
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Old 2013-08-20, 03:10 PM   [Ignore Me] #87
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Re: Breaking Lattice


Originally Posted by Wahooo View Post
What a distorted view of the original hex system.

What PS1 vets wanted was to know if it was worth responding to in numbers or just a few people. What we had with the original hex was a bunch of 'shits on fire' notifications while we were in a good fight. leaving the good fight and no knowing if we were responding to a couple newbs or a platoon. More often than not it was just a few people. All this did was keep us from being able to have actual fights and IF you wanted to be a responder you felt like all you were doing was playing whack-a-mole. So what happened? Apathy to respond to anything and ghost capping took over.

The HEX system got revisions for 6 months because it was broken and not working. Whether you think the changes broke it more or not is irrelevant because it simply didn't work right from the start.
The hex system was both stripped of it's features, and abandoned in the name of esports/lattice 4-5 month development. It was never enhanced properly, or given a real chance.
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Old 2013-08-20, 03:27 PM   [Ignore Me] #88
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Re: Breaking Lattice


Originally Posted by Timithos View Post
The hex system was both stripped of it's features, and abandoned in the name of esports/lattice 4-5 month development. It was never enhanced properly, or given a real chance.
6 to 7 months of testing wasnt enough? lol take a look at amerish, right now, tomorrow, or tonight even,anytime of the day, and tell me you dont see a never ending string backcaps.
LOL Im looking now, and every link that every faction has is flashing, 1 out of 12 vs 0, bases flipping everywhere, not 1 fight.

maybe there is a better system to utilize besides lattice, but the hex system is not it.

Last edited by Rumblepit; 2013-08-20 at 03:33 PM.
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Old 2013-08-20, 03:34 PM   [Ignore Me] #89
Timithos
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Re: Breaking Lattice


Originally Posted by BlaxicanX View Post
And unfortunately, that's something that people are just going to have to live with, because ghost capping by any other name is still ghost-capping. Avoiding the larger fight in favor of surrounding its flanks and cutting it off so that it has to scatter is just ghost-capping for a tactical reason rather than the generic ghost-capping out of cowardice.

Anyway, I've spent about 5 hours today and another 5 Friday playing on Amerish, and I've yet to see any of the "tacticool" bullshit Evilpig and others have been talking about in here going on at Amerish. Amerish, lacking the lattice, is generally 30 bases simultaneously being capped/decapped around the continent while any squad or platoon with more than a dozen guys in it effortlessly crushes every base because there is no concentration of forces anywhere. Problems the lattice tries to fix.
The hex system is broken, abandoned, and non-enhanced. You can't expect Amerish to work, because the system was abandoned months ago.
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Old 2013-08-20, 03:39 PM   [Ignore Me] #90
Timithos
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Re: Breaking Lattice


Originally Posted by Rumblepit View Post
6 to 7 months of testing wasnt enough? lol take a look at amerish, right now, tomorrow, or tonight even,anytime of the day, and tell me you dont see a never ending string backcaps.
LOL Im looking now, and every link that every faction has is flashing, 1 out of 12 vs 0, bases flipping everywhere, not 1 fight.

maybe there is a better system to utilize besides lattice, but the hex system is not it.
The hex system on Amerish has been stripped of features, it is broken, and non-enhanced. It was abandoned in the name of steam-roll-side-esports and lattice development. They stripped the hex system and stopped enhancing it back in April. You can't criticize the hex system when it was totally abandoned and gutted months ago. A month from now, the lattice system will receive more enhancements, and the Amerish hex system will received NOTHING. The hex system will look even worse and worse as time goes on, and falsely enhance your pro-lattice argument.

Last edited by Timithos; 2013-08-20 at 03:43 PM.
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