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Old 2012-11-02, 05:23 AM   [Ignore Me] #1
eXpo
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Sunderer Idea?


Hey guys,

I know a lot of people recently have mentioned the sundy spam and that fact that its nearly impossible to defend a base when there's 10+ Sunderers in the area and the attackers just keep spawning off them.

The devs have also said they are implementating changes so you can't deploy a sundy within the radius of another.

Going on from this, I think a good idea would be to give a sunderer a limited number of "spawns" from which people can use, lets say, 30. It would give the defenders a much better chance and hopefully would encourage the attackers to use more tactics rather than just running in blindly.

What do you guys think?
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Old 2012-11-02, 05:33 AM   [Ignore Me] #2
McFeeble
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Re: Sunderer Idea?


Only 30 spawns would be gone in a couple of minutes, possibly less in a real fight? How about 100 non squad spawns (not sure on number tbh) and permanent squad spawn. Promotes team work and wont freeze out anyone immediately not in a squad.
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Old 2012-11-02, 06:13 AM   [Ignore Me] #3
Mox
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Re: Sunderer Idea?


In a real big battle with a good position for your sundy it will need about ten seconds to reach the cap of 30 spawns.
I dont think we need a spawn cap. Lets try first the radius thing. It already proved in ps 1 that it work.
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Old 2012-11-02, 07:26 AM   [Ignore Me] #4
Qwan
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Re: Sunderer Idea?


Gotta agree with Mox on this one, I believe radius is the best answer, limiting spawns, you would burn threw them in like seconds if your in a good position.
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Old 2012-11-02, 09:58 AM   [Ignore Me] #5
Crator
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Re: Sunderer Idea?


The S-AMS should be an objective to take out. I agree, it should have deployment radius limits. But does the deployment radius really help with clutter? I don't think so. It helps give the driver exclusive spawn rights to an area is what it does.

Will the deployment radius really fix the issue with S-AMS spam? What's the drawback to parking (not deploying) a S-AMS by another deployed S-AMS? In PS1 the drawback to this was exposure of the deployed AMS cause it had a cloak bubble around it. You wouldn't want to park other vehicles by the deployed AMS because that would draw attention to the cloaked AMS already deployed.
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Last edited by Crator; 2012-11-02 at 10:00 AM.
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Old 2012-11-02, 09:59 AM   [Ignore Me] #6
Dagron
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Re: Sunderer Idea?


With just the radius idea people will for example still invade a tower, hack the terminals and spawn half a dozen sundies in there and keep deploying them one at a time when the previous one explodes. It'll help the spawn screen have less "Sunderer - 3m" lines, but it won't help reduce the spam in the least.

Last edited by Dagron; 2012-11-02 at 10:00 AM.
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Old 2012-11-02, 10:36 AM   [Ignore Me] #7
Ritual
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Re: Sunderer Idea?


Since they are going to keep the change in where Sunderers can be spawned at any vehicle pad then the radius change is not going to stop the "spam" in my humble opinion. There will just be Sunderers parked as "backup" waiting to deploy when another is destroyed.

A good change to make would be to make Sunderer's cost a huge amount of resource to spawn at outpost vehicle pads, and a more normal amount to spawn from base vehicle pads. At least one's with spawning capability.

This in combination with the radius change might bring balance and give Sunderer AMS a more rarer feeling.

I will bet that the way it is now is not going to work. People arent even good at the game yet and there are Sunderers everywhere. Wait until people learn where to park them so they arent exposed, to setup backup Sunderers, To keep them flowing instead of all at once, to use tanks to push up and then deploy them, etc.

The playerbase hasnt learned organized tactics yet, and they are already a problem.

But like any change, I am keeping my mind open.

(In Planetside 1, when AMS drivers were real men, we had to travel 100 miles by dangerous road through blinding blizzards to get to where we needed to be, you younger generations have no idea how good you have it).

Last edited by Ritual; 2012-11-02 at 10:40 AM.
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Old 2012-11-02, 12:37 PM   [Ignore Me] #8
Qwan
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Re: Sunderer Idea?


I think the radius size is going to make a difference, the object is to have the AMS as close as possible to be effective. Depending on the sized of that radius, it will push other ams vehicles further away. I dont think the bus is the issue its the ability of the bus, its good to have bus availibility at every terminal, I mean if you moving a large squad or platoon you can make one bus ams, one blockade and one smoke. I mean if your fighting outside a bio-dome for example, you may need a ams sundy, hack a terminal, equip the bus with the spawn ability and spawn it. Boom you just saved the day. Im just saying with the sundy at every spawn terminal isnt the problem its the ability, and not having a radius on them. Remember the main job of this vehicle is to move troops.
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Old 2012-11-02, 01:22 PM   [Ignore Me] #9
Hamma
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Re: Sunderer Idea?


The radius will help. Limiting spawn would just be bad though.
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Old 2012-11-02, 05:05 PM   [Ignore Me] #10
Dagron
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Re: Sunderer Idea?


I agree that limiting spawn might be bad, but the radius idea has zero chance to solve the issue. If things stay as they are just with the radius thing implemented, i plan on keeping my truck as backup and decoy near the deployed one so we don't lose too easily the ground we worked so hard to gain.
Waiting outside the radius just so i can get a couple spawns in would only divide our forces and when the one closest to the action went down, pushing again to reach it's position with a new one would be much harder than just pressing "B"... so in short, spamming will still be the best tactic (lame, but still the best).

That said, i wish i had a better solution to suggest, but i don't usually have great ideas... to me it's easier to see the problems than the solutions.

Last edited by Dagron; 2012-11-02 at 05:09 PM.
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Old 2012-11-02, 05:17 PM   [Ignore Me] #11
PoisonTaco
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Re: Sunderer Idea?


Increased spawn timers will help both attacking and defending. It's really hard to clear out a sundy nest when people can spawn almost instantaneously, and it's very heard to push into a full biolab when people spawn in less than 3 seconds right next to the spawn generator.

That 10-15 second respawn timer will help a lot in addition to sunderer restrictions.
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Old 2012-11-02, 05:38 PM   [Ignore Me] #12
Carver
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Re: Sunderer Idea?


Sunderers from EVERY vehicle pad was not a good idea.

I'd like bases themselves to be a no-deploy zone for enemy sunderers. Then attackers would have to at least park their 6 or 7 sunderers on the edge of the base or maybe 50m away and not in the middle of the base or IN the vehcile bay.

A slight delay to spawn at a mobile spawn instead of a base wouldn't be so bad, as long as it's not longer than 10-15 seconds.
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Old 2012-11-02, 05:38 PM   [Ignore Me] #13
Helwyr
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Re: Sunderer Idea?


Radius limitation is a good idea. I don't think limiting spawns is a good one.

I'd like to see vehicle hacking reintroduced. So that poorly guarded AMS Sunderers can be switched by an advanced hacker.
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Old 2012-11-02, 06:16 PM   [Ignore Me] #14
Conq
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Re: Sunderer Idea?


The radius limitation will be enough. Defenders can summon Sunderers too, more easily in fact. It's all balanced.
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Old 2012-11-02, 06:20 PM   [Ignore Me] #15
Ghoest9
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Re: Sunderer Idea?


Originally Posted by Helwyr View Post
I'd like to see vehicle hacking reintroduced. So that poorly guarded AMS Sunderers can be switched by an advanced hacker.

It would be nice.

I dont see why we cant just hack and steal any common pool vehicle.
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