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2013-02-26, 11:24 PM | [Ignore Me] #1 | ||
Major
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I really don't understand why they did this.
The whole Maps are huge, great for vehicles/Aircraft, very open but when it comes to Facilities, they decide to do everything very tight and small. As a Infantry player, is boring fighting in the same stalemates that happen on the same places because the stairs are designed for 5 people max. Their is no strategy in Infantry battles, is just push push...because that all you can do when the map is designed to have all infantry crowded in one single place. Instead of making the levels bigger, with more freedom so their would be better places to flank thus skill/tactics will matter more....They decide to make fights as crowded as possible so the Empire with the biggest numbers can push most and win. All the Infantry facilities fights at the moment are basically just like pipes....The fights are pretty much straight forward, the ones with the most people will win. To be honest, Im not sure if they could fix this anymore. The facilities are small and tight, I doubt they can do much to make them have more flanking spots and be more open...It will require a serious redesign of all facilities. The only thing I can hope for is that future maps facilities will be changed to address this problem. |
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2013-02-26, 11:39 PM | [Ignore Me] #2 | ||
They remind me more of meat grinders
I agree that they can't keep just opening up more entry points, if they aren't careful there will be more shields than walls. I would love to see a much larger facility geared towards infantry combat, with different levels to fight on and more open areas with plenty of cover of course.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-02-27, 05:39 AM | [Ignore Me] #3 | ||
Lieutenant General
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...I'm sorry, you're complaining that PS2 funnels players and there's no open terrain or flanking options? In fact, playing Light Assault, I can't think of any direction I can't attack from.
Did you even press "PLAY" yet? Because that's the exact opposite from what my experience is. In fact, you might be thinking of PS1 here with your pipes analogy. >.> To me, most facilities remind me of this: Last edited by Figment; 2013-02-27 at 05:41 AM. |
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2013-02-27, 06:10 AM | [Ignore Me] #4 | |||
Major
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Everytime I mention Stalemates or anybody, somebody brings up light assault and their ability to fly. In biodome atleast, jetpacks won't let you avoid the stalemate in either the airpads or shield rooms. Now sure you can clime over walls and get on top of buildings.....but the game does have an overall flow....which includes fighting in super small doorways/staircases etc.......You probably havn't played much infantry if you don't see the stalemates. Planetside 1 had stalemates but is a completely different game than this....I mean higher TTK etc, it kind made sense that the game had more stalemates. Planetside 2 stalemates arn't really much better than Planetside 1....and don't fit the low ttk, fast pace that it has....It just feels wrong and cramped. In ps1, I never felt that cramped to be honest like I do in the little rooms in Planetside 2(Lots of planetside 1 battles happened outside with openness) filled with like 50 people lol. Last edited by Dreamcast; 2013-02-27 at 06:11 AM. |
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2013-02-27, 06:35 AM | [Ignore Me] #5 | ||
Sergeant Major
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... It's a building.
How many buildings have stairs wide enough to fit ten people standing side-by-side on them? From a gameplay perspective, the hallways and doors are chokepoints because it's the only thing preventing defenders from getting overwhelmed by superior numbers of attackers. Multiple, random holes in walls, and wide open hallways are not "defensible positions". |
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2013-02-27, 06:45 AM | [Ignore Me] #6 | |||
Master Sergeant
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More seriously, the problem is not pipes. And I see the swiss cheese analogy. There are very few places a squad can defend knowing the enemy has to get through them first. All those places are swiss cheese with multiple entrances/paths/access And when you do have a single room with stable defences covering arcs the lethality of grenades makes 'hold' difficult. I can see both sides of pipe and cheese model What I see though is very little combat in which a well entrenched smaller team playing defensively has the upper hand against a larger aggressor force. It's always just plain numbers and spawn logistics. |
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2013-02-27, 06:46 AM | [Ignore Me] #7 | ||||||
Lieutenant General
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But on the other hand, you could say AT LEAST THE BIO DOME TRIES TO LIMIT THE LA, SOMEWHERE. Once in though, not so much. The Bio Dome does nothing to control LA movements, because there are no ceilings that limit them to specific areas and funnel them through doors to force an approach from a specific direction, somewhere. The LA can always ignore the buildings, where other units cannot.
In PS2, the attacker gets an option of 6 paths and the defender stays in the same room and can't break out or move to another room. Of course you feel trapped! As attacker though, there's nothing stopping you from overflowing their defenses or taking a different approach angle. And I mean nothing. Except for a very limited amount of bases: Bio Labs, The Crown, Vanu Archives, Mesa Skydock (or whatever it is called in the south) and a very select few other bases on Amerish. The fast majority of them are attacker playground and defender nightmare due to the open design you just asked. If you limit yourself to two dimensional infantry, great. But don't complain about not being able to flank. |
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2013-02-27, 06:48 AM | [Ignore Me] #8 | |||
Major
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That's 16 vs 16 mentality. I understand a building has small doorways and narrow stairs but since this is an MMO, I expect more stairs, and just bigger places to move around. Chokepoints are just like the Pipes. Sure you can defend the choke point, but with enough numbers, the attackers can just push and take over.....This is why this game is 100% Zerg friendly. If the game was more open(with cover), with a better layout, where people could flank....Then more skillfull/tactical individuals will be more important...Tactics>Numbers. Now Im not saying, to get rid of the stalemates completely maybe in some parts it could be fun but the game is mostly just that....Stalemates that are won by Zergs. |
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2013-02-27, 06:57 AM | [Ignore Me] #9 | ||
Lieutenant General
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The more open and the more you can flank, the more zerg friendly.
The more chokepoints, the less troops you need to hold a point. You forget that the zerg is made up of tons of tiny groups called individuals that each have the ability to flank. Remember Thermopylae. The Persians only won when they got another option to flank. Do you remember the sea battle for Salamis? The smaller Greek fleet crushed the Persian fleet that was significantly bigger in size, due to the larger Persian fleet having no room to maneuvre: they got in each other's way. You also might want a history refresher on chokepoints. http://geopolicraticus.wordpress.com...rand-strategy/ If you want the zerg to be tamed, create more chokepoints and keep them in front of you, but whatever you do, do not dissipatate them to flow all around you. Smaller forces need to induce attrition and stalling in order to have a chance of beating the opponent. Last edited by Figment; 2013-02-27 at 07:05 AM. |
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2013-02-27, 07:28 AM | [Ignore Me] #10 | |||
Tight facilities with choke points favour the defenders, not the attackers. Adding more flanking opportunities and openings favours the attackers, not the defenders. Blindingly obvious. +1. We need less holes, not more! Last edited by psijaka; 2013-02-27 at 07:30 AM. |
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2013-02-27, 02:57 PM | [Ignore Me] #12 | |||
Sergeant Major
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Chokepoints work because they NULLIFY zergs. Instead of approaching en masse, twenty abreast, a zerg is forced to enter a room at one or two at a time. The wider you make an entrance, the more people can enter it simultaneously. The more people that can enter it simultaneously, the harder it is for a smaller army of defenders to face them on an equal footing. Like, what you're asserting here is, literally, the exact opposite of how bottle-necks and base defence function. lol |
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2013-02-27, 03:09 PM | [Ignore Me] #13 | ||
Lieutenant General
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Remember peops, Dreamcast also kinda thought it was impossible to take an AMP station now that the jumppads were defender only. ;p
Don't confuse the ladd too much with all these fancy concepts of logic. |
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2013-02-27, 03:12 PM | [Ignore Me] #14 | |||
Major
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But even if it was like that...What is the only way the attackers can get thru? ZERG....more and more people rushing in......So I stand corrected, that Zerging is the only way to win. With bigger/smarter made facilities with actual cover, that was actually designed for 2000 people .....smaller groups with more tactics can destroy a disorganized zerg offense or disorganized large defense. I have yet to see a 300 scenerio in Planetside 2.. is a game of who can push the hardest, not who can outsmart and out tactic the enemy. Last edited by Dreamcast; 2013-02-27 at 03:14 PM. |
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2013-02-27, 03:13 PM | [Ignore Me] #15 | |||
Major
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I still see zergs destroying the defenders super fast. No more amazing Zurvan Amp station battle now sadly. |
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