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2012-11-24, 10:50 PM | [Ignore Me] #1 | ||
Major
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Empires just Zerg each other to warp gate, hardly anyone defends, then the attackers leave and Zerg elsewhere, while the overrun empire zergs after the attackers have already left.
It's boring zerging five people and also boring getting zerged by fifty while you're one of those five. They need to make a system, add a bonus or do something that discourages empty zerged base exchanges. Personally, IMO, one of the contributing factors IMO is that the continents are too big. But there are things they can do to discourage this IMO. |
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2012-11-24, 10:57 PM | [Ignore Me] #2 | ||
Major
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What server do you play on? Roll on Miller and you will see allot of bio labs and tech plants being defended to the last man...
Besides there are bonus to be defending. Throwing in a grenade where 20 players hug the flag to flip it. |
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2012-11-24, 11:06 PM | [Ignore Me] #3 | ||
Major
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I agree, I love defending, problem being I'm the exception, not the rule. It's just too easy zerging empty bases with five hearty defenders so I can see why people do it. There should be some mechanism in-place that encourages people to defend what they already have. Right now? None. Lose base benefits? Who cares, we'll just empty Zerg back in an hour.
Damn continents are too big. |
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2012-11-24, 11:16 PM | [Ignore Me] #4 | |||
Major
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Or do we talk about the small outposts between the bigger bases? Well those where designed so they where relatively easy to flip to focus more fire power on the big bases that really matters like tech plants that allow you to spawn MBT's outside of the warpgate... All bases on the continent don't have equally strategic value. This enables you to see large fights that stretch on for hours and small fights that are over in a few minutes. So it does not have to do with that no one want to defend a base. But no one want to defend an unimportant base. |
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2012-11-24, 11:25 PM | [Ignore Me] #6 | ||
Captain
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Agreeing here, i see this still as one of the major flaws. It's no game-breaker per se, but it's part of the overall "rushy" (is that a word lol?) feeling. And combined with the lack of any rts elements or stuff to do besides shooting it adds up to the "shallow" feel of the game that i kept hearing about from players.
My favorite incident regarding the "merry go round" issue happened just today; I was rolling a cig in my deployed sundy as i watched the troops pour out and take over an outpost (Ceres Hydroponics). I saw the bar was close to complete so i went and got me a beer as a proper driving enhancer. When i came back two minutes later the base had flipped, was completely deserted and the cap point was allready taken again by another faction. So i played according to the "max certs" game mechanics, left, waited for them to cap and move on, and finally capped the outpost back...and after that i felt the system could really use some improvements. But here is me hoping the mission system might resolve some of the problems concerning troop flow and defense duties. |
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2012-11-25, 12:33 AM | [Ignore Me] #7 | ||
Major
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The way I think about it is that there's no real reason to defend anything but the perk giving bases. All because of there being almost no way to stop an attack outside of hunting down all of the sundies in the area. Sometimes that just isn't possible.
Last I played the only drawback to getting an AMS was 50 certs. That's it. No passenger limit, no sidegrade nerf, not anything. There's not even a reason to pick another option but an AMS thanks to it having zero drawbacks unless you're in a very organized outfit that needs a bumrush transport. My idea is to either make it cost a little infantry res (5 max) to spawn at a sundy, give sundies limited spawns (can be upgraded with certs and refilled at an ammo tower), remove all passenger seats but the gunners if the driver has an AMS, or up the cost of a sundy if it has an AMS (say around 500-600) an/or lower the cost of a non-AMS sundy (maybe 300-350). Maybe a mix of those if it works. Just saying that there needs to be a way to stop an attack other than holding out for so long that everyone leaves of boredom. Think about it. Has anyone ever had a failed attack? I had maybe one or 2 in the beta, but they where due to the CO calling it off. |
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2012-11-25, 04:12 AM | [Ignore Me] #10 | ||
First Sergeant
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You guys are too funny. The defense bonus is being able to farm the attackers if they don't know what they're doing. It's not that people don't want to defend, they don't want to leave where they currently are if there's a fight. Exact same stuff happened in PS1.
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2012-11-25, 04:34 AM | [Ignore Me] #11 | ||
Major
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Past 4 hours I was apart of a NC herd on Waterson. It started with decent pop numbers and good hard fights was fought, but as time went on I noticed one thing. In those 4 hours of pure zerging from base to base there was not a single stopped attack. Not ONCE did the VS or TR stop us from taking base after base and outpost after outpost.
I (kinda) know what outfits are on the VS and TR in Waterson. They have kicked far to much ass to be unknown or not felt on the battlefield. Maybe this was the night off for both TR and VS outfits, I don't know. What I do know is that once a herd forms, there is nothing that can stop it but splitting it up. And that's done by retaking land or cutting it off, both attacking not defending. How are defenders suppose to stop an attack? Taking out sundies isn't an option as they are so easy to replace as well as defenders needing to expose themselves and weaken the defenses. What else is there to stop an attack that defenders can do? I can't think of a damned thing. |
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2012-11-25, 05:27 AM | [Ignore Me] #12 | ||
Lieutenant General
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Sigh. Where did you people learn to analyse? :/
1. Lack of communication. There is no way for someone in the east to ask for help from those in the south. Yes, there is two tools for squadleaders right now: squadleader chat, which is underused and offensive/defensive hot spot markers that nobody understands because there is no legenda. 2. Hot spots and region alerts are poor. Hot spots are not indicative of where heavy fighting takes place. This makes it - unlike PS1 - harder to read the map and read enemy movement. There is often no good warning until a base flips. Very large need for mapreading commanders. Combine this with the above for large communication issues as not all commanders who notice something can pass on that info to others as they have to rely on others to pass that information (double, if not tripple communication obstacle). Where is /sitrep? 3. Adjecency rules incentice bypassing. Two enemy forces, even zergs, heading in opposite directions can pass each other by without ever engaging one another. Just taking each other's territory. They don't have to fight through the other enemy to take the territory behind them. Thus an attack on a bio lab often sees a fight stagnate because although the outposts are under enemy control, the linked territories just flipped as they had no defenders: all defenders were attackers in the outpost next to there. 4. Too many enemies, too many weakspots Your frontline is so big that if you want to protect them all you have to disperse while attackers tend to concentrate. Again, see 3. Eventually attackers disperse if they need to finish up on surrounding territories and then the roles reverse. 5. Overwhelming numbers can't be defended against. If everyone on the enemy side brings a tank, you can try going all HA, but that is not enough even if you have equal numbers, as their endurance/firepower leverage, time to cap and positioning will always be in their favour. You can't break through the cordon around the cc building to reach it. Even if you are not spawncamped directly. 6. vehicle spawncamping. If you spawn somewhere to defend it because it is flashing, 9/10 times you are too late as the building you spawn in is spawncamped. 7. No reward for succesful defense opposed to capture. No encouragement, at all? 8. Always facing two empires due to lack of intercontinental conquest. One empire is always double teamed. If you conquer something, you can't consolidate it. One of the other empires is already attacking you elsewhere. Could go on, but you catch the drift. I mean haven't even discussed broken /re chat, lack of responsiveness of players to notice what is going on around them, etc. Hell, people see capture messages all the time, but they have no idea where that happened. Map names are hard to find, map ownership indicators have the same colour as the ownership map (just white outline), VS and NC colours are pretty much the same at first glance... You don't even know who the members of the other three squads in your platoon are UNLESS you go into a hidden menu! That sort of thing makes coordination even worse. Last edited by Figment; 2012-11-25 at 05:39 AM. |
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2012-11-25, 06:25 AM | [Ignore Me] #13 | ||
Yes, defending needs a bonus too, even if you loose. Everyone leaves if the defenders are loosing because they get no points. Even in my outfits people say "We only want to attack, there are no points for defending." - That is a bad sign, so I hope something will be done.
Edit: Great post Figment, the devs should read it, it hits the core. Last edited by Sturmhardt; 2012-11-25 at 06:27 AM. |
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2012-11-25, 11:56 AM | [Ignore Me] #14 | |||
Staff Sergeant
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It's designed that way to discourage flipping bases. Now you can argue the bonuses aren't enough, but in my play so far I've been happy with the amount of experience I can earn defending. |
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2012-11-25, 12:00 PM | [Ignore Me] #15 | ||
Lieutenant Colonel
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Figgy, did you check out the map option that colors zones by enemy presence ?
By looking at zones that are blinking, their current ownership and enemy activity, I manage to read a lot of useful information on the map. I still end up jsut zerging around, though. |
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