Base Design

Discussion in 'PlanetSide 2 Gameplay Discussion' started by RomulusX, Mar 7, 2014.

  1. Flashtirade

    I like how people don't ever bring up that infantry camp spawn rooms just as well as and as often as vehicles do.
  2. Leftconsin

    If every base has a route from spawn point to capture point where vehicles can't interact with them then the only function that tanks will have is escorting Sunderers from base to base. If I'm in a tank at a base and I can't interact at all with those people in the base, then I am pretty useless, right? This is why we need some number of open bases where bringing vehicles is actually relevant to the fight and not told to sit outside waiting while others get to play the game exclusively in buildings and tunnels.

    As for the suggestion of an ESF having to take multiple passes to kill a single infantry, but are easily destroyed by small arms fire, and Tanks taking small arms damage, but take multiple direct hits to kill an infantry, AND all classes getting a AV tool that does at least half damage to tanks... Well... that suggestion would be great if you wanted tanks to be strictly worse than just being on foot.

    I've played a game like that. There was a Call of Duty: UO server I played on kinda frequently where they modded rocket damage to one shot tanks at any angle and gave every class this rocket launcher. Tanks never left their home base and were only used for long ranged blind fire artillery. It was pretty miserable.
  3. K2k4

    Tired of hearing the argument that a tank is a TANK and because of caps it makes the tank immune to everything I say or agree with against it because of its crunchy outer shell and bolded capital letters. In reality the tank in this game is 1, maybe 2 infantry players who spent a handful of resources and a started a cool down timer.

    It only takes 1 player to pull a tank. It shouldn't require 5 to take it down.