New Map! Koltyr! :D

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Paragon Exile, Nov 20, 2014.

  1. DatVanuMan

    Nah! Call it New Bombdad, with suicidal C4 fairies to go with!:p
  2. ajma

    I think that would be cool if ammo sundies also refueled vehicles.
  3. AdmiralArcher


    ANTs are meant to give strategic value for capturing territory, not give K/D a point (because anyone who watches K/D ONLY doesnt understand the value of strategic gameplay and teamwork)

    ANTs and the cooresponding system will finally give us a point to caputre territory, im reall looking forward to it
  4. KnightCole

    What will the ANT's point to capturing territory be? Will it be like PS1? Where it carries nanites to bases that need to be resupplied? Will it actually add what could be mistaken as a logistical supply line in PS2? And I say ANTS giving KD a point in that those who just endlessly die will be quickly draining your supplies, while not draining the enemy supply sufficiently. Basically making the bads an even bigger hindrance to the team....It would be awesome if ANTs were what basically supplied "lives" to the battle, and when they run out, your team cant spawn anymore...either the attacking sundy runs out or the base runs out. Adding protecting supply lines and destroying enemy ANTs sorta an extra element of strategy in this game, would be one step towards improving this game.

    Heck, if we had a limit on respawns, it would even make going on a 20 kill streak even seem like it's playing a part in winning the battle. While the primary objective is to secure the post, you do so by destroying the attacking force, and those who can give more then they take, well...thats KD....and thats where it plays a part in this game. But currently...yeah, this entire game has no point.
  5. AdmiralArcher




    im not sure they will go so far as to limit respawns, it would be interesting to see if that worked, but i think they are aiming more towards resource points. normally in a battle, there is always someone with resources, but what happens when no one has resources?

    im hoping they add more generators and give ANTs a purpose.....though the game would be considerably harder to play once they do
  6. KnightCole


    Lol, limit respawns at a certain base until the nanite supply is restored. Until then, if you wanna truck in more troops, you'll need to do it from a further post and hoof it in or drive in...make it feel more warlike, once we cant just endlessly redeploy everywhere...

    As for Generators, I really hope they revamp the whole generator idea....instead of having it sitting in an isolated, random room just haphazardly placed in a corner of the base, put the generators in a series of minibases inside of the main outpost. One Amp station on Amerish has a multi level building with the Generator up on top of a 3 story building.....Idk if it should be made harder like that, but things like a series of blast doors which you must blow through to get into the generator building. Then inside, you have auto mated turrets hanging on the wall that you will need to look for, inaddition to the players. Then as you get near the generator, you run across another line of doors that need to be breached and finally, the generator room. And instead of touch the gen and sit for a minute, have it where you actually need to shoot the generator wiht C4, rockets, bullets and the whole gambit.

    Base assaults. the same thing....in order to capture a base, have it where you need Infiltrators, who are the only ones who have the knowledge and training on how to hack opposing bases, must sit there and hack the terminals, which takes maybe 30seconds or so..so your team must first have an infiltrator, then your team must cover the infil while he hacks the terminal. Then you must cover the hack while it ingrains itself into the base....more like Planetside 1 bases....

    And then, make bases multilayered. There is the Main Base Core which you must hack and control for it to become yours, but also, during this time, you and the enemy could fight over a Logistic Core at the base, which controls Equipment and Vehicle Terminals, the one who controls the Logistic core determines who can use external vehicle bays and terminals. Also, Base Defense Core, which would control all Turrets in the base, Phalanx would become AI controlled and hacking and controlling those terminals would determine who the defenses work for. Give the base something else to do rather then huddle around 1 central point...rather you need to move about the base covering various posts.

    Then, on top of this, your team would need to be aware of both the nanite supply on the attacking sunderers and the defender's SCU. Reviving in the field would be essential to keeping up both a defense and an attack, as running out of Nanites= No mo respawns....likewise, it gives weight and meaning to those who are able to efficiently kill and not be porked themselves(KD). It gives weight to Engineers who drop ammo packs to keep players in the field, without needing to run back to a terminal...it keeps your line and force coherent longer. Heavy Assault form the backbone of your assault force, MAX offer heavy support to the Heavy Assaults. Medics keep the HA up and running, Engi keep the MAX moving forward. Light Assault flies about the base wiping out straggling defenders, and kinda helping to flank and breach the enemy line. Infils are your terminal hackers and the ones you must keep alive to complete the base swap.

    You want massive battles? You gotta make them massive battles...and not just through cat herding 300 people into 1 base, to camp around 1 9x9 area of said base....The actual transference of the Base hack would be maybe this game's original 10minutes.....side objectives would be maybe 3 minutes each.