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2013-04-07, 12:37 AM | [Ignore Me] #1 | ||
Staff Sergeant
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Was thinking about this when I was looking at my stats as a Combat Medic and read their description.
"When the dust settles from an intense firefight with only a lone survivor, every squad wants their Combat Medic to be the last man standing. Though every soldier on Auraxis is capable of putting enemies into the grave, the Combat Medic is the only one that can pull them back out." Quoted from the stats pages on SOE's site. So after reading that, it got me thinking, what happens if we remove the AMS ability on the sundy and only allow the bases as a respawn point. 1) This would make the combat medic an important role and have a higher purpose. 2)This would also allow a base defense to be easier. 3) This would also remove the "Oh darn, I died spawn room camping. I guess I will just respawn at the AMS right under the point and do it again." 4) This would promote more team work, as death would have you spawn at the outpost which would hurt the team more. (Making death have a penalty greater than just time respawn). 5) This would move the fight more towards the walls of the base for a little bit longer time than it does now, since we can spawn right underneath their walls or in the back. This may require a few map modifications and ofcourse testing to see what may need to change to make it less of a pain, but more fun. Ex. of some chances that may be needed. 1) Since AMS is gone, may need to put "outpost" on every hex to allow attackers a spawn point (like the major facilities). 2) or ONLY allow spawn at MAJOR facilities (this would promote attackers to take out turrets with thier tanks/HA/Engies/etc etc before the troops come in for the attack. or just have a sundy rush in dodging cannon fire to get the troops in the base for the assualt.) 3) Also increase the "dead forever" timer so that medics can revive people By doing this, we need to make the roles of other classes important, so that not everyone plays medic. Make it a requirements to have other classes needed to assault a base, something that only a Light Assault can do, or an infiltrator. This is just an idea and I have only thought about it for about 5 mins. I know it isn't perfect, but I am curious to hear what people think and what mods might be needed to make it more "perfect". I think this would be a great idea to test out on a TEST SERVER if we ever get it. Last edited by BIGGByran; 2013-04-07 at 12:42 AM. |
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2013-04-07, 12:47 AM | [Ignore Me] #2 | ||
Colonel
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No. We already had a phase of the game where there was no AMS; battle flow was improved SIGNIFICANTLY after they added it as an option to the Sunderer. The AMS is absolutely necessary in the game.
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ZulthusVS, 34/5 DARK |
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2013-04-07, 12:48 AM | [Ignore Me] #3 | ||
Lieutenant Colonel
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Removing the AMS is a very bad idea.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-04-07, 03:03 AM | [Ignore Me] #6 | ||
Major
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I'm not a big fan of the AMS either, but I think it's impossible to get rid of at this point. Unfortunately once you introduce something that's THAT overly convenient everyone is going to defend it beyond all reason.
Just the mere idea of giving Sunderers a standoff distance from a base is the most downvoted thing on the Roadmap, which pretty much shows that people will take a dumbed down easy meatgrinder over an actual battle that requires tactics and oppose anything that would make for deeper gameplay if it doesn't feed into their quick and easy cert farming strategies. At any rate, respawning should be tweaked. I hate infantry combat in this game because it's such a meatgrinder and everyone plays to optimize their cert gain, never to optimize their own survival. |
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2013-04-07, 03:52 AM | [Ignore Me] #7 | ||
First Sergeant
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Definately don't want AMS to be removed, it's a very tactical part of the game since u can affect where ur faction will come from and it saves time.
Though! I think we do need SOI back, u should not be able to put ur AMS inside enemy base, its prolly the biggest issue we have about base defendability. Hard to defend when ur enemy gets to the target near instantly why u have to run over a wide open space and risk dying. |
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2013-04-07, 04:11 AM | [Ignore Me] #10 | |||
Colonel
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Allowing the Sunderer to get within base walls and within defenses really hurt gameplay I believe. I mean I've driven and taken bases simply by putting my Sunderer right next to the capture point which is so defensible because the enemy's spawn point is outside of the outpost essentially. That just makes for horrible gameplay for defenders when they spawn and are essentially attacking on the offense rather than defense.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2013-04-07, 05:19 AM | [Ignore Me] #12 | ||
Contributor General
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No thanks.
Fights would be better if: 1. AMSES had invisibility bubble 2. The deploy restriction circle created by a deployed AMS was smaller 3. Bases and outpoasts were more desfensible Fights are over too quickly. Either the spawns are camped or an attacking AMS is destroyed and once that goes there is rarely a back up option. Relate this to PS1. Bases much more defensible and you could get 3 AMSES within the courtyard and close to the action. |
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