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2013-05-22, 12:32 AM | [Ignore Me] #1 | ||
Staff Sergeant
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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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2013-05-22, 12:42 AM | [Ignore Me] #4 | ||
Major
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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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2013-05-22, 12:55 AM | [Ignore Me] #5 | ||
Staff Sergeant
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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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2013-05-22, 01:04 AM | [Ignore Me] #7 | |||
Staff Sergeant
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2013-05-22, 01:29 AM | [Ignore Me] #8 | |||
Lieutenant General
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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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2013-05-22, 01:45 AM | [Ignore Me] #10 | ||
Major
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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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2013-05-22, 01:51 AM | [Ignore Me] #11 | ||
Captain
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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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2013-05-22, 02:04 AM | [Ignore Me] #13 | ||
Staff Sergeant
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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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2013-05-22, 02:25 AM | [Ignore Me] #14 | |||
Major
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Personally, I like the ASM as is. |
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2013-05-22, 02:41 AM | [Ignore Me] #15 | |||
Corporal
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