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Old 2013-05-22, 12:32 AM   [Ignore Me] #1
Ghost Runner
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Is the AMS killing the game?


I for one feel there is just to many options to join a fight and I believe the core issue might be the AMS it has no down side no limits! The AMS makes logistics irrelevant in a battle, I died no penalty just find the nearest AMS or spawn beacon and hop right back in no need to find a transport. Why even have transports in a game were you can teleport any ware? AMS lets you reappear over and over again.

Hell libs\esfs\tank\snipers wont even shoot the AMS because it becomes a farm and they know it so those being farmed say put a cloak on it. Really? (So as a lib gunner I would just look for the blank spot spitting out troops and farm there instead wont help.)

The answer is simple Remove the AMS from the game and logistics of troop movement becomes paramount to success or failure of assaults. Now If the AMS is indeed deemed to be needed to take a base it should have a spawn limit (maybe 50) until it is out of nanites or some thing.

But still thinking best solution is to kill the AMS to make the logistics of troops more important. I know the wine "but every thing takes to long to get to!" Really it takes what 2-5 minutes to go from 1 base to another on foot cut that time in half when using a flash or harasser?

So am I nuts or dose it seem the battlefield is to accessible?

Would removing the AMS help?

Or limiting the AMS a better option?

Last edited by Ghost Runner; 2013-05-22 at 02:18 AM.
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Old 2013-05-22, 12:39 AM   [Ignore Me] #2
Chewy
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Re: Is the AMS is killing the game?


Hell no.

Make the AMS its own vehicle and turn the sunderer into an APC. Can believe Im going to say it and Hamma is going to hate this but the devs should just put back wha..................(user inactive, shutting down)
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Old 2013-05-22, 12:40 AM   [Ignore Me] #3
camycamera
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Re: Is the AMS is killing the game?


fuck no, it isn't ruining the game at all. the original had it as well.

and if you look at Battlefield, that game has a hell load more options, and i actually think that it needs MORE spawn points.
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Old 2013-05-22, 12:42 AM   [Ignore Me] #4
Rolfski
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Re: Is the AMS is killing the game?


You're nuts. Removing mechanisms that quickly brings you back into the fight would make the game unnecessarily boring and frustrating.

You already die insanely fast and often in this game, rewarding this every time with boring extra travel downtime is a sure recipe for rage quitting.
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Old 2013-05-22, 12:55 AM   [Ignore Me] #5
Varsam
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Re: Is the AMS is killing the game?


They need to remove the -5 second bonus to spawn time from the sundy, because it automatically puts attackers at a natural advantage to the defenders unless the defenders pull a sundy themselves. It completely trivializes base spawning. If anything, it should be reversed, because you can literally park a sundy closer to most objectives than a spawn room, directly contradicting the "travel time" logic of the bonus in the first place.
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Old 2013-05-22, 12:57 AM   [Ignore Me] #6
Ghoest9
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Re: Is the AMS is killing the game?


Originally Posted by Ghost Runner View Post
Is the AMS is killing the game?


no.

.
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Old 2013-05-22, 01:04 AM   [Ignore Me] #7
Ghost Runner
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Re: Is the AMS is killing the game?


Originally Posted by Varsam View Post
They need to remove the -5 second bonus to spawn time from the sundy, because it automatically puts attackers at a natural advantage to the defenders unless the defenders pull a sundy themselves. It completely trivializes base spawning. If anything, it should be reversed, because you can literally park a sundy closer to most objectives than a spawn room, directly contradicting the "travel time" logic of the bonus in the first place.
Hey a constructive answer I agree completely.
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Old 2013-05-22, 01:29 AM   [Ignore Me] #8
Lonehunter
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Re: Is the AMS is killing the game?


Originally Posted by Varsam View Post
They need to remove the -5 second bonus to spawn time from the sundy, because it automatically puts attackers at a natural advantage to the defenders unless the defenders pull a sundy themselves. It completely trivializes base spawning. If anything, it should be reversed, because you can literally park a sundy closer to most objectives than a spawn room, directly contradicting the "travel time" logic of the bonus in the first place.
Anything with a spawn point other then a Sunderer, is a building, with energy windows, probably walls, and other buildings, and a cap point. You don't think THAT is a defensive advantage to offset the quick Sundy respawn? Defenders should be killing attackers at a higher rate, if not they are failing.

No, the AMS shouldn't be removed. It's the ONLY tool we have that resembles player generated content. By us choosing where to deploy this mobile spawn/defend/attack station we form tactics, and have to make choices.

Bases/outposts being the only spawn means there is no forward operating base for infantry. So they're either running on foot and coming in the same general direction with no variety in battles, or ALL coming in vehicles just so they can ditch them to play infantry combat. Then you have disposable vehicles, so now there's a resource and time cost just to get back in the fight, it all just sounds like a horrible design choice.
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Last edited by Lonehunter; 2013-05-22 at 01:35 AM.
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Old 2013-05-22, 01:34 AM   [Ignore Me] #9
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Re: Is the AMS is killing the game?


travelling 2-5 minutes to a fight that ends in .5 seconds

LOL nice try troll
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Old 2013-05-22, 01:45 AM   [Ignore Me] #10
OCNSethy
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Re: Is the AMS is killing the game?


Over the last few play sessions Ive had, Ive been battling to find an AMS. The ones I had managed to find and get into a good fight usually dont last too long.

When I do pull transport like a flash, the journey can be just a hazardous as the battle Im trying to get too. More often than not I dont make it to my destination and if I do, the battle is either wrapping up or finshed.

So, from my personal perspective, they are not ruining the game.
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Old 2013-05-22, 01:51 AM   [Ignore Me] #11
moosepoop
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Re: Is the AMS is killing the game?


if someone REALLY wants to kill an ams, they just bail from an ESF and c4 it. its impossible to react to. you die before they even render.

plus infinite range invisible av turrets.

i feel the sudden death from invisible enemies is getting really frustrating.

Last edited by moosepoop; 2013-05-22 at 01:52 AM.
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Old 2013-05-22, 01:57 AM   [Ignore Me] #12
Ruffdog
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Re: Is the AMS is killing the game?


The AMS isn't going anywhere. It's as crucial to the game as bullets.

The timings should be tweaked so that hardpoint spawns in buildings are always faster though.
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Old 2013-05-22, 02:04 AM   [Ignore Me] #13
Ghost Runner
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Re: Is the AMS is killing the game?


So do any of you feel the AMS is to powerful and should be limited or adjusted?

Examples like stated above in my OP 50 spawn limit then reload at a ammo tower?

Or just increase Spawn timers to like 30-120 seconds to spawn depending on the time to winning\loosing the base?
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Old 2013-05-22, 02:25 AM   [Ignore Me] #14
OCNSethy
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Re: Is the AMS is killing the game?


Originally Posted by Ghost Runner View Post
So do any of you feel the AMS is to powerful and should be limited or adjusted?

Examples like stated above in my OP 50 spawn limit then reload at a ammo tower?

Or just increase Spawn timers to like 30-120 seconds to spawn depending on the time to winning\loosing the base?
We can go around in circles about what we would like to see for an AMS but the reality is, I really dont think the devs will do anymore to it. They have bigger fish to fry and a heap more important bugs to iron out.

Personally, I like the ASM as is.
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Old 2013-05-22, 02:41 AM   [Ignore Me] #15
Carver
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Re: Is the AMS is killing the game?


Originally Posted by Varsam View Post
They need to remove the -5 second bonus to spawn time from the sundy, because it automatically puts attackers at a natural advantage to the defenders unless the defenders pull a sundy themselves. It completely trivializes base spawning. If anything, it should be reversed, because you can literally park a sundy closer to most objectives than a spawn room, directly contradicting the "travel time" logic of the bonus in the first place.
I also think this would make much more sense.
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