How often are you killed by a HE round?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Scr1nRusher, Aug 16, 2015.

  1. CipherNine

    You'd prefer less teamwork?
  2. Scr1nRusher


    Your confusing teamwork with spam.

    Also your logic & thinking is so backwards its.....well worthy of this:

    [IMG][IMG]
  3. CipherNine

    I'm not. All 10 HE driver are working toward common goal of spawnlocking the defenders. Thats teamwork.
    10 HE tanks are hardly a spam in an MMOFPS.
  4. Scr1nRusher


    So you would rather have 10 HE tanks shooting at a spawn then 3-4?


    Do you understand what your saying? Your encouraging/promoting overkill & spam.
  5. HadesR

    [IMG]
    • Up x 1
  6. ColonelChingles

    There is great risk with a HE tank, more so than with any infantry. This is because a HE tank risks 450 nanites worth of resources, whereas infantry are completely risk-free. You could kill an infantryman a million times in PS2 and they would lose nothing, because they have not invested anything into that infantry class.

    When infantry cost nanites to spawn, then infantry might carry a modicum of risk with them. But until then, death with infantry is meaningless, whereas death in an MBT means up to 9 minutes of waiting for resources.

    Tanks are high-risk, (and should be) high-reward. Infantry are zero-risk, low-reward. That is the difference.

    Still though any HE tanks that a force has means less AP tanks left to engage other tanks. Moreover because of the positioning of most zergs, it is incredibly easy for counterattackers to flank and land crippling rear shots. Sandwiching an attacking force between the outskirts and a base is prime zerg-farming territory; if they turn to face the counterattacking armour then they leave their rear open to infantry attack. If they keep an eye out for infantry then they are vulnerable to armour.

    If you're spawncamped you can't defend the control point anyways, yes? :p

    Your scenario only really makes sense in a really, really small fight. One Zephyr isn't going to change things in anything that involves two squads per side. Largely because infantry can easily take cover.

    The only case where a Zephyr can spawncamp a room is if the infantry are already trapped inside. Because that Liberator isn't sweeping the infantry out of buildings and such.

    Because infantry players don't know how to take advantage of readily available alternatives? Infantry players want everything to be countered by infantry... and refuse to use perfectly viable options if it doesn't have two feet.

    Because spawncamping is binary. It happens... or it doesn't. By definition you can't really be half spawncamped or anything. So if infantry are already spawncamping now and killing anything that sets foot outside the door, adding a few HE tanks to the mix isn't going to change any of that.

    If infantry are already spawncamping all the bases, then unless you add in more bases the number of bases spawncamped can't go up!
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  7. Pikachu

    The drama in this thread between Ronin and Scr1n is delightful. :D Almost like Stew vs Eskimo.