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Old 2012-09-03, 09:06 AM   [Ignore Me] #91
Crator
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Re: Is the Galaxy a viable spawn?


I'm starting to change my mind. It disrupts ground based activity too much. Essentially it's too easy to use (once you get used to flight controls) which will allow players to spam spawn points anywhere on the map. Since it's a big flying boat and there's no real way to hide it they will get destroyed pretty quickly most of the time. But with certs being used it might be able to survive quicker. I guess it all depends on what organized and certed players start doing once the game has had a chance to settle.

Originally Posted by Ertwin View Post
I wouldn't mind having the sunderer as an alternate spawn vehicle. However I don't think it needs a cloak bubble.

Galaxies may be used more often for hot drops if there's an alternate spawn option.
What if the cloak ability was a really expensive cert? When you first cert the ability has a timer and a cooldown b4 next use on it but you can make that timer and cooldown longer by putting more certs into it?
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Last edited by Crator; 2012-09-03 at 09:09 AM.
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Old 2012-09-03, 09:23 AM   [Ignore Me] #92
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Re: Is the Galaxy a viable spawn?


Originally Posted by Emperor Newt View Post
I think the Gal is a viable spawn, but it should not be the only one. Give the Sun some certifications to make it an AMS.
More options please.
Yea, gal is viable, at least in some situations. But it's not the best one gameplay wise and as a result there are not enough of them.

Return the am witha cloaking bubble, even if it's a certed up sundy.
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Old 2012-09-03, 09:45 AM   [Ignore Me] #93
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Re: Is the Galaxy a viable spawn?


I don't really have a problem with Galaxy-as-a-spawn in itself, it's more the fact that there's no real reason to use the Galaxy as a transport now. Planetside without hotdrops just isn't planetside (imo).

Can't we have an airborne spawn on a different vehicle? And give sunderers a spawn module.
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Last edited by Morat; 2012-09-03 at 09:51 AM.
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Old 2012-09-03, 10:35 AM   [Ignore Me] #94
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Re: Is the Galaxy a viable spawn?


Originally Posted by Morat View Post
I don't really have a problem with Galaxy-as-a-spawn in itself, it's more the fact that there's no real reason to use the Galaxy as a transport now. Planetside without hotdrops just isn't planetside (imo).

Can't we have an airborne spawn on a different vehicle? And give sunderers a spawn module.
That would just mean nobody uses the galaxy. Nobody hotdrops because hot drops are not necessary. Why drop the troops when you can land and be a spawn for them where you were dropping them?
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Old 2012-09-03, 01:26 PM   [Ignore Me] #95
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Re: Is the Galaxy a viable spawn?


My outfit uses Hot Drops all the time as do others it's still a viable tactic to put troops quickly into one spot then land and become a spawn.
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Old 2012-09-03, 01:42 PM   [Ignore Me] #96
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Re: Is the Galaxy a viable spawn?


I think it works you just have to park it in the right spot so you're allies don't get torn apart. then again im not in beta on acout my computer sucks so i'm onnly guessing.
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Old 2012-09-03, 02:00 PM   [Ignore Me] #97
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Re: Is the Galaxy a viable spawn?


You can't really hotdrop on a Biolab. All other locations you can though. There's also a hotdrop GAL cert so the driver can control the drops.
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Old 2012-09-03, 02:21 PM   [Ignore Me] #98
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Re: Is the Galaxy a viable spawn?


what about a cert where it can deploy into a cloak instead of shielded mode, and when its cloaked it takes regular damage.

And possibly when you spawn from a cloaked galaxy you'd be cloaked for several seconds.

OR!! better yet you cert into something where in the back of the gal theres a compartment holding a deployable cloak bubble that drops a cloak bubble over the gal and its near surroundings however it must be used within 50 feet of the gal.

thoughts?
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Old 2012-09-03, 02:54 PM   [Ignore Me] #99
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Re: Is the Galaxy a viable spawn?


I decided to play with the Gal as though it were an AMS. I watched the map and gathered as much info as possible about what was going on and set a personal waypoint where it looked like I should place it. I had a lot of success doing this a few times, so it's possible to use the Gal as a moblie spawn point without requiring a garrison just to keep it alive.

The best one was when I parked it behind the main spawn room of Peris when our lands were being double teamed. When I landed we had Peris locked, but 5 minutes later the VS had zerged in (maxsplash ftw) and capped our spawn point. However, people were able to spwan at my Gal and keep the pressure on those inner points, take out the VS Gal, and win the fight. If my Gal had not been there at the time, we would have had to spawn back at the wapgate once squad spawn was blown. Amazingly, my gal lasted the whole fight even after it was discovered, due some great TR offensive pressure and smart defensive tactics.

Other times I was able to have them last 5 to 10 minutes in useful locations. I suppose it's an alright spawn point, but I would prefer more options (like the lightning or sunderer).
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Old 2012-09-03, 05:56 PM   [Ignore Me] #100
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Galaxy should be a good spawn point, it's size and visibility means that if you're taking it close to the lines (as you're free to do) then expect to draw a lot of fire and have to repair/defend.

If you park it further away, exchange a jog into battle for less need to defend your spawn.

Sunderer should be added as a spawn option too; it's more easily hidden and taken close in due to its relative size and it still packs a defensive punch.

I do not think either needs a cloak though, if you want to use the vehicles close to the action then they need to be defended IMO.

I also think that the equipment terminal should be removed, as should MAX spawning.

Maybe squad spawn beacons could become an faction router where the galaxy is the other end within a limited range and giving galaxy a reason to be used over the Sunderer in some situations.

Hot drops need to be used more but I think with as more outfits come in and start playing properly and not testing and trying things out - that will happen.

I'd like to see more options with benefits and drawbacks to increase tactical diversity and keep everything fresh.

Galaxy lodestar, spawn Sunderer would be a couple of good starts tbh.
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Old 2012-09-03, 07:12 PM   [Ignore Me] #101
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Re: Is the Galaxy a viable spawn?


The Gal is fine, but I would love the Sunderer to be certed into a spawn as well.
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Old 2012-09-04, 08:54 AM   [Ignore Me] #102
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Well said figment! Good posts & justifications there.

Galaxy is too big and obvious for a spawn point. The majority by far of current galaxies are so far away the outposts are just as good a spawn. They are too big, too obvious before and after deployment and without large dedicated outfits (in the MINORITY!) to camp them they fail at speeding up the action and getting people into the fun.

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Old 2012-09-04, 10:23 AM   [Ignore Me] #103
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Re: Is the Galaxy a viable spawn?


Originally Posted by EVILPIG View Post
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.
The game they are playing is the TR/VS side of things. Let me sum this up.

NC: The gal is wonderful, I can it fly it anywhere, it never dies.

TR/VS: I have to park it way off in the middle of nowhere so it doesn't get spotted by the omnipresent Reavers, which blow it up in 3-4 rocket salvos. Despite spending 16k Auraxium on Dual Burster, 12.5k on HA AA, and 10k on Walker turrets for the Gal, none of them are good enough to prevent Reavers from blowing it up. See you in another 20 minutes when I get 400 alloy to spawn another.
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Old 2012-09-04, 02:21 PM   [Ignore Me] #104
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Re: Is the Galaxy a viable spawn?


Once again 4 hours of playing today and not _once_ was a galaxy within a decent range (ie few 100m).

They work on towers when you drop them on the landing pads, but for 80% of the other bases they are just fat targets too jicy for anyone to pass up on.

THEY DON'T WORK at speeding up the gameplay & keeping the action fluid.
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Old 2012-09-04, 05:07 PM   [Ignore Me] #105
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Re: Is the Galaxy a viable spawn?


As I have said before, it's all about balance. A cloaking mobile spawn point would simply be too powerful. The Galaxy is very good for it's intended uses, not over or under powered. Planetside 2 is a completely different game (that those who have not played cannot grasp) from Planetside 1. The terrain is different. The way bases function is different. The speed of travel is different. You have so many options in Planetside 2. You have the ability to capture a hard spawn at enemy facilities, medics, spawn beacons and instant action (even with a 30 minute timer, you rarely need to use it that often, but it is there). The Galaxy is durable, can be placed in hard to kill locations and can be defended. If it gets killed, so what? Grab another and fly the 30-40 seconds it takes to get back to the target. Just as I have always said with the AMS, just because you placed it there, doesn't mean it deserves to live for hours.
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