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2013-07-15, 04:47 PM | [Ignore Me] #1 | |||
Contributor PlanetSide 2
Game Designer |
If we give the ability to disable the NDZ then we have three issues. 1) More places for a defender to defend, which makes it harder for them, especially if outnumbered. 2) If the NDZ is dropped, the fight is basically over since the attackers can now magnify their force even more. And if they managed to take out the generator then they probably already have more than the defender. 3) The ability for defenders to recover the situation is severely reduced, as now they not only have to secure the point and remove the AMS, but they must also retake the generator. It's effectively more win for a winning side and a pure defender disadvantage to do that. By not having them removable we ensure consistency of spawn distance and give defenders better chances against a numerical superior opponent and better chances at recovering. The fact that defenders can place AMS inside the NDZ means there's more objectives: For the attacker, the objective is kill the defensive AMS. For the defender the objective is to place them. Once those are gone the playing field from a spawn distance standpoint is even. Attackers have flexibility in spawn placement while defenders have the ability to fortify with closer spawns. Generally speaking all of the NDZs should be roughly the distance from the defender spawn to the objective(s). They are custom to every outpost due to every outpost being different, so we may have some outposts that need tweaking if isn't quite right. |
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2013-07-15, 09:45 PM | [Ignore Me] #2 | ||||
Major
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1) There is a sort of false equivalency between the defender spawn and the attacker spawn. The defender spawn is invulnerable and (for the most part), allows players to shoot from within. The attacker spawn is very vulnerable and easy to take out. Hence if it blows, the action stops abruptly severely disrupting the battleflow. Under a 1:1 combat strength ratio, spawn camping is not really a problem since the attackers have to look out for both the control points and the sunderer spawn, while the defenders only have to concentrate on the control points. 2) Sunderers can't simply be parked out in the open. The primary pressure for sundererer placement is not just proximity to the spawn but getting a good cover. The current base base designs doesn't provide enough of these covers. If the Sundy has 10x the HP (just saying, not that they should have), then yes, they can be parked out there. But atm, park a Sundy exposed and it will go down so fast. 3) Under a 2:1 attacker:defender ratio, the spawn will be camped regardless, with air and tanks to boot. Just on Ti alloy alone, the south spawn door can be effectively locked down by Prowlers spamming HE from the SW ( I can already hear the Prowler spammers from Waterson chuckling ) The issue at hand is more of spawn camping and base design that is conducive to that spawn camping. Hence, trying to solve those with a NDZ is not the applicable approach. The simplest solution to problems introduced by the NDZ, as we've been discussing before, is tying the generator the NDZ. I don't think the NDZ alleviates spawn camping. Spawn camping happens when attackers have the advantage of air, mechanized and foot soldier numbers (bombarding defending players with stacked DPS as they exit the spawn). The best solution imo is the Jamming Sunderer. I obviously don't know if that can be implemented or feasible to the Devs but just throwing it out there. My feedback from another thread:
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2013-07-15, 11:34 PM | [Ignore Me] #3 | |||
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2013-07-16, 01:20 AM | [Ignore Me] #4 | ||
Colonel
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Increasing spawn timers for both attackers and defenders, at both fixed and Sunderers, should be on the table. Obviously there are ways to do this such as a multiple SCU approach (taking down 1 or 2 SCU increases spawn timer, all 3 shuts it off).
Or, deploying 1 sunderer in a certain radius is a 30 second respawn, 5 makes the respawn as short as it is now. |
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2013-07-17, 05:04 PM | [Ignore Me] #5 | ||
Staff Sergeant
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I think the no deploy zones need to be removed immediately, this is a fundamental interruption in game play strategy that was designed by the players for the players. Players want a sand box battle field that we can figure out what works and what does not, we do not like restrictions on what we can and can not do with are vehicles and weapons. Design a base and then give us are space to figure out how to make it work. Do not make random restrictions that make no sense like this vehicle "magically can not deploy here". We do not want are battles and strategy's guided by game Devs.
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2013-07-16, 02:46 AM | [Ignore Me] #6 | |||
Private
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If you rush to a base in order to hack out a sunderer what do you do then? You pull the sunderer outside the safety of walls and place it where? If that sunderer you have moved away from the vehicle spawn point dies how do you pull another one? Odds are your forces guarding the vehicle spawn are dead which often times includes the capture point, or you hold the vehicle spawn but can't keep a sunderer alive because you're forced to move it so far away from where the bulk of your forces are trying to hold the capture point and it's out in the open. How do you attack an amp station without superior numbers? At times the game already feels like a zerg fest and you've made it so that you HAVE to have superior numbers in order to take a facility. Previously you could have a Sunderer up inside of a tech plant or amp station and still fail on your attack if you didn't protect them. Now you take the inside of an amp station and because your sunderer can no longer be placed inside your reinforcements are forced to run from greater distances than the defenders from their spawn room. It will always be a greater distance because there is no place you can safely put a sunderer near the capture point that will allow your reinforcements to get there in time. You can only rely on spawn beacons / medics / squad deployments for so long. Just this weekend I was in a platoon that tried to assault an amp station only to fail because the numbers grew to the point that it was impossible to defend without a sunderer on the inside. Is the only strategy to bring more people than them? The way things are it feels like the goal is not to attack and defend your place on the capture point but to attack and camp the defenders into the spawn point so that the defenders can't get out. If these biodomes comes in it forces attackers to bring in even more numbers since you can no longer use combined arms, air will not be able to suppress and these massive walls on esamir means that armor can't suppress either (for the record I love the esamir changes.) I also have to ask about why base timers are being changed again? The zergs already move strong and shorter timers do nothing but encourage more of that gameplay, the more people you have together the quicker you can get through all the bases and all that wonderful capture xp that zergs seem to enjoy. I shudder to think about what the TR Connery outfits are going to do with 7min timers on major bases and I think an even shorter one on biolabs. |
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2013-07-17, 02:58 AM | [Ignore Me] #7 | |||
Sergeant
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I've taken to Tank mining just behind the shield in amp stations because I have seen a lot more use of GSD as of late. |
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2013-07-18, 10:57 PM | [Ignore Me] #8 | ||
Private
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Unfortunately bases have not been designed for NDZ's (and removing them for defenders and other fixes suggested here are changes to suit a bad idea and will only cause further problems).
Tired of having to park the sundie in the open when attacking, only to have it blown up by a lib, or whatever, as soon as I have run half-way to the objective. If NDZ's suit MLG play keep them for the Battle Islands. They aren't a solution to indefensible bases. Mordelicius has nailed it in his post I HOPE THE DEVS HAVE READ AND RE-READ IT at least a couple of times! Also agree with Greenthy and many other posters here about how NDZ's are just wrong wrong wrong! So you want to adapt the game to suit MLG... fine... save the changes for the Battle Islands. |
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2013-07-20, 01:20 PM | [Ignore Me] #10 | |||
Private
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Perhaps a key spot for the return of the cloak bubble. |
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