Balance issue with vehicle cooldowns

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Wardancer, Jan 21, 2013.

  1. Wardancer

    The cooldown mechanic on vehicles punishes the team without a techplant even harder than just preventing access to heavy tanks. With a tech-plant you can spawn first a heavy tank and if you get killed, spawn a lightning. While if you do not have a techplant you can only spawn your lightning and then you are screwed tankwise. Meaning the team with the tech-plant effectively gets twice as many tanks, not just more powerful tanks.

    The game really should remove either resources or cooldowns and focus on the one mechanic to balance access to vehicles and supplies, should be easier to balance, easier to incorporate with the "strategic" layer of the game. Having both simply makes the other redundant and complicates resource/vehicle management without providing anything to the game.
  2. Palor

    Maybe I am not understanding the point but you can spawn heavy tanks or MBTs at a dozen or more places on each continent. Bio Labs, Amp Stations, most if not all of the air towers, the warp gate, and a select few of the smaller bases. There are issues with tank/vehicle spam but the control of tech plants is not part of that problem.
  3. sideshow

    You can only spawn MBTs at tank terminals everywhere if you own a Tech Plant. If you don't own a tech Plant then you can only make MBTs at your Warp gate
    • Up x 1
  4. Wibin

    Not true.

    Not all bases can spawn MBT's.


    You can always spawn MBT's at warpgate though


    Esamir is the only continent that has the issue this guy speaks of.

    The idea is to make it the center of battle. It usually is.

    This also turned and made the whole cert farm thing an issue.

    The points system on this game is the only thing that makes the loosing side not fair.

    You can gain zillions of points in ground and aerospace, but youll never have any infantry points, even if you are the loosing side or winning side.
  5. sideshow

    Um, yeah, 'fraid it is true. I'm not sure if the tank terminal has to be connected to the Tech Plant, or if orphaned territories not connected to the Tech Plant still make MBTs, but that is the bonus a Tech Plant provides: being able to spawn MBTs.

    Note we're talking about tank terminals, not the low-end vehicle terminals; some terminals can make tanks + sundy&flash, while other terminals can only ever make sundy&flash. The former can make MBTs when you have a Tech Plant.
  6. Palor

    so are you saying that even if your faction owns lets say an amp station but not a tech plant you wont be able to spawn MBTs there? If this is true it is good to know, ill need to do some testing on Esamir, as TR our closest tech plant is a good distance off so it should be easy enough.
  7. sideshow

  8. Palor

    That is good to know. I wonder how many other people dont know this. From a strategic point it makes them far more desirable targets, forcing MBT reinforcements to come all the way from the warpgate could could play a key roll when deep in enemy territory.
  9. Wasdie

    Yeah I noticed this too. It's a fault with the respawn timers and resources in this game. They don't prevent vehicle spam enough.
  10. Talizzar

    Cool downs should start after you lose the vehicle not when you spawn one. They need to cost much much more.