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Old 2013-05-27, 02:07 PM   [Ignore Me] #1
Illtempered
First Sergeant
 
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The new SCU system is ridiculous


It's now too easy to defend biolabs. This is coming from somebody who practically lives for biofarms. Now the SCU can't even be taken down until there is less than 2 minutes on the hack. The spawn-camp door-shield game is now worse than ever. Do these devs actually play Planetside2?

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Old 2013-05-27, 02:09 PM   [Ignore Me] #2
Baneblade
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Re: The new SCU system is ridiculous


We didn't need more timers. But the SCU shouldn't stop the enemy from spawning, it should just disable the spawn room shields.
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Old 2013-05-27, 02:14 PM   [Ignore Me] #3
Nathaniak
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Re: The new SCU system is ridiculous


They should have simply added a minute to the generator timers. 1 minute does not give much time to resecure a generator. But the current setup does not solve the problem of indefensible bases - they're still overrun, but now the defenders have a few more minutes of futile spawncamping to look forward to.
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Old 2013-05-27, 02:19 PM   [Ignore Me] #4
Illtempered
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Re: The new SCU system is ridiculous


Actually you might be surprised. It gives the attackers a false sense of security and we've had some incredible last-minute resecures of biolabs since the change. Like I said, it's almost too easy....

Before we had a nice clear target to defend. "PROTECT THE SHIELD GEN!" If the attackers hit hard and fast enough, you couldn't recover. That's the way it should be.
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Old 2013-05-27, 02:35 PM   [Ignore Me] #5
MrMak
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Re: The new SCU system is ridiculous


The problem is the shields go down waaay too late for it to matter. If you hack the SCU right away you get less than a minute of the defenders being unable to spawn....whoop dee doo.

The shield should probably go down once the defender's influence is drained.

The SCU should maybe take a bit longer to overload but once its down the spawn room shileds should also go down and the cap should speed up.

Essentialy taking out the SCU should be the final assault.


Of course the SCU ara in Tech plants and Amp Stations should be made more defensible to compensate. (the Biolab SCU area is fine as it is.)

Last edited by MrMak; 2013-05-27 at 02:37 PM.
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Old 2013-05-27, 02:36 PM   [Ignore Me] #6
Figment
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Re: The new SCU system is ridiculous


SCU should simply be a strategic objective.
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Old 2013-05-27, 02:42 PM   [Ignore Me] #7
Ghoest9
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Re: The new SCU system is ridiculous


I dont like the new system
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Old 2013-05-27, 02:47 PM   [Ignore Me] #8
Sunrock
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Re: The new SCU system is ridiculous


Originally Posted by Ghoest9 View Post
I dont like the new system
Second.
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Old 2013-05-27, 04:41 PM   [Ignore Me] #9
ringring
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Re: The new SCU system is ridiculous


Originally Posted by Ghoest9 View Post
I dont like the new system
Third

I have no idea why they changed it. Of all the major bases the Bio was the most interesting to attack or defend.
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Old 2013-05-27, 05:39 PM   [Ignore Me] #10
CrimsonTemplar
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Re: The new SCU system is ridiculous


Originally Posted by Baneblade View Post
We didn't need more timers. But the SCU shouldn't stop the enemy from spawning, it should just disable the spawn room shields.
Re-read this please . So you're suggesting, mon amis, that the SCU shouldn't shut down spawning in a facility. However you desire the spawn-room shields to be lowered, so attackers can charge in and butcher everyone inside and thereby achieving the same result, only with the chance of getting a few more kills as people are camped in the spawn tubes?

Oh yes...the perfect compromise indeed. Perfect .
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Old 2013-05-27, 05:49 PM   [Ignore Me] #11
camycamera
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Re: The new SCU system is ridiculous


i agree disable spawning + shields+painnfield, ADD THAT NAOW.

and this system will be better though when they fix the fucking spawn rooms, however what i said above would be sufficient.... for now.
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Old 2013-05-27, 07:04 PM   [Ignore Me] #12
Baneblade
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Re: The new SCU system is ridiculous


Originally Posted by CrimsonTemplar View Post
Re-read this please . So you're suggesting, mon amis, that the SCU shouldn't shut down spawning in a facility. However you desire the spawn-room shields to be lowered, so attackers can charge in and butcher everyone inside and thereby achieving the same result, only with the chance of getting a few more kills as people are camped in the spawn tubes?

Oh yes...the perfect compromise indeed. Perfect .
Destructible spawn tubes.
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Old 2013-05-27, 07:18 PM   [Ignore Me] #13
CrimsonTemplar
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Re: The new SCU system is ridiculous


Originally Posted by Baneblade View Post
Destructible spawn tubes.
Thank you kindly. Yet ultimately it comes to the same thing does it not? Spawn shields go down, only this time with destructible tubes. The only thing this adds, is a ghostly hint of Ye Olde Planetside. Nice touch I'd agree but it adds very little to the flow of battle inside a facility, if indeed you can call it so as of now.

Last edited by CrimsonTemplar; 2013-05-27 at 07:22 PM.
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Old 2013-05-27, 07:35 PM   [Ignore Me] #14
bpostal
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Re: The new SCU system is ridiculous


Originally Posted by Baneblade View Post
Destructible spawn tubes.
Mmm...Yes.

With the current setup there's just about no point to even have the SCU in the game.
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Old 2013-05-27, 09:08 PM   [Ignore Me] #15
Lonehunter
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Re: The new SCU system is ridiculous


I still think the SCU and it's Generator should be in game, but invulnerable to attack till all cap points are taken, and maybe then held for a while.
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