If you could change one thing about a BioLab...

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Bvenged, Mar 21, 2014.

  1. Trudriban

    I'd put one of these in the middle, around where the SCU is
    [IMG]
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  2. Ryme

  3. Robes

    Let libs shoot into them!
  4. bPostal

    I've move the teleporter shacks into one of the larger 'double stack' buildings. The hope would be that by making it a bit easier to establish a foothold within a larger building, we get more of a 'back and forth' movement inside the biolab rather than the current 'camp the d*mn thing' setup.

    You've been watching GDC and pre-tech test footage haven't you? That's exactly the kinda setup that Higby was talking about with the amp stations (at least as far as my memory serves) back in some of the GDC footage.
  5. UberBonisseur

    Biolabs (and most facilities) worked like this in beta:

    • You had multiple control points, like, 7.
    • A good ammount of those CPs were located INSIDE the Biolab
    • A few were located outside: those were tied to satellite spawns
    Now the idea was, thanks to the influence system, you could cap the base by holding a minority of control points outside. As the more Influence you had decreased cap timers, with a lot of influence you could still cap a base with few control points.
  6. Lueyja2

    Make them 50% larger and/or add more levels so It's like attacking Minas Tirith, slowly progressing up each level instead of the Death Star without an exhaust port.
  7. KnightCole

    Remove the trees, remove that odd rock, remove the vegetation inside and rework the layout.

    Add another layer inside the dome, possibly make the inside a series of Green houses with vegetation plantars inside them, kinda like SHadespire Farms now. But inside buildings and inside a biolab.

    Put POint A right on top of the main SCU thing, where LAs jump in the middle. Call that Primary Bio Power cap point. Maybe attach a series of energy bridges to get to it, just like the Link stations on Hossin have.

    Add a teleporter in the main spawn room that puts defenders on the opposite side of the lab so they can help to not get boxed in...though large enough zergs, what does it matter?

    Idk, I hate the new Bio labs though.
  8. sauna

    If they need to exist: Make them even bigger, add a third airpad. Reduce chokepoints to a minimum. Too easy to hold teleporter rooms and 2 airpads with MAX squads :T.
  9. Tenebrae Aeterna

    I'd like to see a platform placed upon the sides of the upper rim, between the two landing pads, which would have a series of catwalks and stairs that go all the way to the ground level. This would give people four methods of getting up and into the bio-lab...but they would still ultimately have to enter through the two entrances.
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  10. RyanGUK

    More openness, less chokepoints,

    - Planation layouts within a Bio Lab with towers coming up giving cover for people to swiftly get from one side to another. Good ol' gunfight right there.

    - Shields around the Bio Lab should stop bullets but allow players to go through them (a lot like how spawn shields work, but not two ways).

    - Less buildings, it's a god damn Bio Lab. It should be more like having Hossin inside a structure, that'd be unbelievably beast.

    Oh you said one thing, whoops.
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  11. Cirevam

    Oh man, I want a bio lab like this. Four buildings: spawn, three teleporter rooms. Everything else is replaced with vegetation. Xanderclauss and Clegg, please consider engaging beast mode!
  12. Akeita

    Make Dinosaurs and Sharks in a water bottle bots, invulnerable and bite MAXes as they came through
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  13. LectraWyraph

    I'd make them bigger, not to allow vehicles inside or let vehicles join the fight, I think biolabs should be mostly infantry only, but to make them much more infiltraitor friendly, as in the doors would remain small but the biolab itself would become wider around.

    As it currently stands, I feel like the forced close quarters combat is unfair to infiltraitors who rely on the cloak for survival which can't work well in extreme CQC.
  14. JustARandomNobody


    Change it into a Amp station. Bam!

    But really they need to become ground level facilities. They are too choke point oriented and the portal room shields are one of the most boring mechanics in the game. The result is spam fest in which people camp portal rooms for easy KDR padding and the defenders just line up shooting the hallways near the exits. A few brave souls take the landing pad entrances. It takes all of 5 seconds to max crash from one of the portal rooms to the generators which sounds like really good defensive placement of such a critical component as well. They are just poorly designed in virtually every way. The closest they were ever to being right is when explosives could kill people either direction through shields, all of the portals were usable by all factions regardless of ownership and the top and bottom was open to light assault entrance.
  15. PanzerGhost

    One major issue with bio labs is the way in which the enemy has a permanent spawn into it(because of one of the other bases that you can't take until you have the bio lab), sometimes it feels like your platoon playing at its best for 30min plays no role what-so-ever in whether you take the base or not :(

    You can't split platoons to out-smart the enemy and out flank them, slowly capping the bases that provide spawns into the bio lab. Because there is always one base that can't be capped.

    Bio labs are grieving bases, for farming and ruining your experience of what Planetside 2 has to offer.

    Major Issues that need to be looked at:
    • Bases that provide warps to spawn rooms and allowing them all to be capped or other ways to stop permanent spawning; damageable warp terminals into the bio lab? hackable terminals to temporary freeze spawning etc.
    • Little action outside on ground level of Bio Labs, maybe more objectives/generators/terminals that effect bio lab environment
    • Air pad entrances and Libs farming them. Maybe a second generator outside on ground level needs to be destroyed in order to open the entrance on the Air pads, other wise the entrance would be a metal panel wall with just 2 door-ways until generator destroyed; like a wall that can be opened or closed.
    • At the same time - more options for infantry to attack the bio lab that aren't based around spawn rooms(because then you get farmed). Maybe a second floor of transport tubes, so that when you warp into a spawn room, there is a hole that you can jump down and go to an exit whole somewhere on the bio lab. All exit wholes, with some team work, should be closeable. Maybe an exterior base holds the auxiliary power source and terminals with off/on switches for each tube exit.
      • This way, in order to completely cap the bio lab and stop all spawning, you need to use strategy and team work, not zerging; you need to cap outside bases to stop spawning, the auxiliary power base to stop underground tube transport, and take the bio lab itself.
    • Greater Incentives for capping bio labs and Amp stations; incentives that show up at the bottom middle of your screen after capping, that actually tell you what your team earns for the cap, maybe even voice audio
      • Bio Lab - Provides fresh food that is native to humans [increase in health regen]
      • Bio Lab - increases education and growth for our children [decrease in damage received by small arms fire]
      • Bio Lab - Provides a healthy environment for Civilian growth [decrease infantry re-spawn time by 2 sec]
      • Amp Station - Increases energy reserves for Civilian and Military needs[increased speed for shield regen]
      • Amp Station - Provides increased Military research [Turret Heat Reduction for bases and vehicles]
      • Amp Station - Increases Territorial Stability [5% faster resource pull for Aerospace and mechanized benefits]
    All in all, people want more strategy not zerging. Bio labs could be a shinning example of the unique innovative gameplay and mechanics that Planetside 2 can bring that other games can't. Instead its the opposite. Its just a mess of farming, grieving, zerging, etc
  16. Scr1nRusher

    It removed from the game.


    Thers so many things wrong with them, and what they cause to the game its sad.



    Its like keeping cancerous tumors in your body
  17. KnightCole


    You would want that.
  18. HadesR

    Delete them and come up with a totally new base concept.
  19. JudgeNu

    1. Bigger

    2. Floating with nothing connected to the ground [ Would really love to see Floating bases much higher than anything with
    only accessibility from aircraft or a tele, but that's another thread! ]

    3. Ability for all classes to have access to "rooftops".
  20. Tar

    where is my thumb down button?
    Attackers already have footholds solid enough - a shielded teleport exit room. Adding a free control point on top of that makes no sense.