[Suggestion] After Techplant Change some Ideas to make it better and more fun to defend

Discussion in 'PlanetSide 2 Gameplay Discussion' started by JOups, Dec 14, 2012.

  1. JOups

    Hello Guys

    After some testing i figured out, that i actually like the new Techplant Gen System. Its not that kind of

    "WUSSSA LETS FARM THE **** OUT OF THEM" and " 200 to the backdoors and they wont come throug"

    Acutally now there is a way to caputre it without getting farmed.

    But now its way to easy.

    Here are some Suggestion how to make it defendable again.

    1) Bring somehow the Teleporter at the Spawnroom back, otherwise its too easy to camp the Spawn and the way to the Main Building is to lang.
    Bring it back, cause now the shields going easilier down and sunderer inside the main Facility are just not save enough to act as the only defendimportant Spawn.

    2) Do it like the AMP-Stations. Build Walls around the whole Techplant/Region so its not that easy to drive directly in front of it. and blew the important gens. And it would be a lot easyer to defend it and im sure a lot of fun and less frustating. In fact, you would have a chance to defend it :)

    3) Or ( without walls) make the Shield Gens easier to reach for the defender cause running over a Courtyard full of enemy Tanks is somehow impossible.
    Expand the indoor structure like more corridors or bridges. so its about the infantry to blew up the shields. not just a mass of tanks.



    Feel free to post more or better Ideas.

    Greetings.
    • Up x 8
  2. Ostbahn

    Good ideas...
  3. irewolf

    To be honest how about they make ANY base fun to defend. Defending almost anything in this game just feels like waiting for the attackers to win now. Would be nice if base defence was a real thing in PS2 :/
  4. JOups

    Well the problem is, that ppl dont know are ar not willing to defend.

    Actually your only chance to defend a base is to give up the farm.

    Example Biolab. After the Camps are capped everybody is heading to teleporters and lifts. An Outfit just have to pull Tanks from elsewhere and attack their camps and sunderers while most of them are up the lab or inside of the "nonvhicle" parts. This might be the only chance.
    • Up x 1
  5. Lueyja2

    agreed on all accounts. The reason external gens work in Amp Stations is because of their walls... Right now the tech plant gens are really easy to cover a gen with a tank and blow it. IMO I think that amp stations are the best facilities in the game right now: fun to attack, fun to defend, and the defender actually has a chance to push out.
  6. UberBonisseur

    Tech plants ARE defensible if you manage to get some HA/AA on the roof.

    HOWEVER, the roof access is so counterintuitive people barely set foot on this area.
    It lacks cover, people randomly pod drop on your face, and you have to cross enemy fire to get there.


    Defenders NEED that access
  7. Bulletbiter


    Agreed. Very good ideas, Joups.
  8. Kommissar Klose

    I think the trick people really need to figure out is how to properly organize counter attacks. That is to say, instead of constantly respawning at a camped facility, spawn at a location further off, regroup, rearm, and count attack the facility from a direction the attackers do not expect.
  9. ERICH

    What about having walls around a base. A inside of base where vehicles cant shoot inside of. Add a basement where the gen and spawn is. Have the cap point somewhere up high in the building. (??)
  10. UberBonisseur

    That applies to every single facility.

    Currently the best "Defense" is leaving the base, spawn a dozen MBTs elsewhere and attack your own
  11. Kommissar Klose

    And this is a bad thing?

    Static defense has generally proven to be a terrible idea in the modern world.

    Encouraging a system of organized counter strikes seems a lot more effective than just encouraging defenders to keep spawning at a camped base and getting farmed.

    People need to realize, if you get spawn camped for more than maybe 2-3 lives, you need to fall back to another base. Not keep getting spawn camped. The defense mentality still hasn't reacted properly to the metagame here, this is why we're seeing so many people who complain about the difficulty/impossibility of defense.
  12. UberBonisseur


    Strongholds were made useless by canonballs
    This does not apply to Naniteside


    And yes, this is a bad thing.
    Active defense in itself is not bad; it's just infinitely better than.. defensive defense


    Keep in mind that Defenders aswell work for their defense...
  13. Kommissar Klose

    I don't see how a game that rewards coordination over mindless respawning is a bad thing. Realize, I'm just saying its ok that the game allows spawn camping as we see it, as players can react accordingly.

    The problem is too often players are content to fire from within the one way shields, or somehow allow themselves to keep the more traditional FPS mentality of "the base is the map, can't respawn anywhere else."

    Is you're base being camped by liberators? Organize a squad of ESFs, and a sunderer containing an engineer and a few burster MAXs.

    Realize, this makes cutting off the enemy all the more valuable. If they have no nearby bases to retreat to, they lose in the metagame. It makes breaking out from such a situation an important tactic, as well as others trying to link back up to disconnected bases. It makes trying to cut off the enemies advance by taking their bases important.

    Making it harder to perform stationary base defense is alright, as it keeps the fight moving.
  14. Psychophonic-RNX

    Give us walls and INDOOR structure!!! ;)

    Huge Underground floors for pure Infantery fighting without vehicle spam.
    Also bases are in the need of alternative entrances.
    • Up x 1
  15. UberBonisseur


    It's a matter of logistics. It only works because, well, there is none.
    Everything is available from everywhere, with absolutely no restrictions. Resources, vehicle and infantry spawns at your disposal every 100m. Satellites can spawn MBTs within your defensive perimeter.
    Killing enemy armor does not matter, one will replace it in seconds
  16. Kommissar Klose

    Which is why holding the satellite facilities is the key to defending any of those bases. Which is only going to happen if the defenders get out from behind whatever shield they're hiding behind and attack.

    If they can't do it from the base they're defending, then they need to start from somewhere else.
  17. UberBonisseur

    Not being able to push back from your base is a direct result of this design.

    There is no situation where you would be pushing successfully rom inside, therefore it makes the base itself useless, while satellites are much more valuable. On this point don't think this is what they had in mind.
  18. MrK

    First, I don't understand the rationale behind creating a whole complex facility capture process (gen down, spawns down, CC hack&hold) if the defenders are supposed to leave anyway as soon as you arrive to let you in and come back kill you in the back, leaving you doing the whole complicated capture process unopposed.

    Second, more often than not, the time taken to regroup and successfully resecure is too long, and you end up actually losing the base and in fact attack it straight back up. Reason for this being that being in a defensive stance in the first hand shows you are numerically outnumbered, otherwise you simply wouldn't be in this situation. The numbers will make the resecure too long.

    It's the proper tactic currently and the only reasonable reaction. I don't think the game should cater to doing ONLY that. A proper covering of movements within bases would do wonders.

    Third, structurally speaking, Attack&Defense types, with clearly defined attack and defense positions, make for more fluid tactical movement, even if the whole thing end up less strategically fluid (it slows down empire movement on the map, but the fights themselves looks better and more structured)
  19. Germanius_GER

  20. JOups

    Well it would be stupid to leave bases right when the enemy zerg appears.

    That big Bases lik Techplants etc are supposed to have a chance to defend against an enemy zerg, cause if you cant destroy it there, there might be no better option then contrag zergin.

    After all i think the whole defense Aspect of every Base should be overthought, even on Biolabs.

    I think the Best lab is Saurva, just because it has walls, and only one porter.
    But once you are trapped in a lab. you have no chance to get out again beside coming from somewhere else