[Suggestion] Crushing Redeployside

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DQCraze, Jan 27, 2015.

  1. Kalivix


    That wont work as people will just deploy hop, it only takes about 30-40 seconds to cross the entire map even without using squad leaders. Reseting nanites to 0 wouldn't make the game to slowed paced it would just stop zergs being able to instantly zoom about the map, pull tanks and MAXs, then zoom back and do it all again.

    Hell even then it wouldn't help THAT much as you'd still have zergs of 100-200 people swarming a base, but it would at least be something.
  2. DQCraze

    I guess my point is you do all your flanking and making choke points have a point locked down and boom 3 platoons show up max crash and its all for nothing. Its trash game play.
    • Up x 1
  3. Azimaith

    PS1 they stopped this by having redeploys restricted to close to your original position, just like respawning.
    They also had maps that were actually large.

    A planetside 2 meter is actually more like .5 meters, consistent in game, but wildly out of step with real life.

    Bases are literally within 150 real life meters of one another.

    Like one and and three quarters American football fields.

    With such tiny little maps and its no surprise.
    • Up x 2
  4. FateJH

    Mines don't become "live" until four seconds after being placed down. Any gunfire or explosive will trigger them at any time, though you probably already know that.
  5. qquqq

    I don't get what people have against redeploy,
    I mean ya you can abuse it, but you can abuse any thing.

    Platoon redeploy is a game design balance problem. it wont be solved by taking out redeploy even,
    if you want less zergfests, you need to see groups past a certain size see diminishing returns, things such as lowered xp, lower damage.
    Resource costs will not fix this, I think making it so you can access any deploy-able spot for a price and low poped fights are free, would go a long way to reducing frustration with the system,

    But even if it were not possible, you would just see people spawning a bunch of galaxy's to drop into the hex with a large group, there is little difference.

    and your proposed system would alienate people from the game as well as increasing booster effectiveness, making game more ptw,

    in short. no your idea is bad.
  6. Dinapuff


    circumvented with /suicide. That's why the redeploy button is there. Because in early release we all /suicided to be faster on redeploys.

    The only way to reduce redeployside is to limit the range of the redeployment and make galaxies attractive alternatives, but even you have the situation where a squad leader doing the jumping and people simply squad deploying in.
  7. JudgeNu

    Ty! ill try to work that into my frantic fleeing!
  8. DQCraze

    Ok if you respawn out of a 3 hex radius your nanites go back to Zero.
  9. Ac3s

    SOE should just remove all deploy stations except on the big bases, this would make all the smaller bases just be objects to fight around but not actual points you can hold or capture, unless of course you have your own sunderers that provide for spawn capabilities.
    Imo the problem is not redeploying, the problem is that we have too many bases and this makes vehicles like sunderers kind of useless and makes issues like constant re-deploying even worse.

    Go back to PS1, they had only a few bases and the transport of troops and spawn capabilities all had to be done manual with vehicles, its awesome for combat and strategy.
    Now in PS2 we have bases in walking distance, you don't even need a vehicle to go from one base to another, vehicles are useless and the whole game is just like COD...with some vehicles thrown in it.
    • Up x 2
  10. Liewec123

    yes that would certainly fix having fun big battles,
    we'd be able to spend 90% of our time enjoying the beautiful scenery as we travel from the warpgate to the other end of the map.
    enter the age of TravellingHappyFunTimeSide2
    • Up x 3
  11. Reclaimer77

    Sorry but I don't want to have to "pull tanks" to get to where I'm going.

    Make Galaxies more useful? Uhh, have you seen how many ESF's there are out there? They'll just camp your warpgate, and you'll NEVER get out alive.

    Oh right, let me guess:

    "Pull more ESF's of your own". Right?

    You know what, no thank you. Elite Dangerous this is not. This is an FPS, not a vehicle simulator.

    Nerf Redeployside? How about no.
  12. barunedpat

    I do hope you meant to include a "does not count for the warpgate"
  13. NinjaKirby

    If we are seriously entertaining the idea, then maybe have Nanites depend on either number of jumps from your own WG (More nanites if you spawn closer to home, very few appearing on the front lines).

    Or tie it to the EVENTUAL phase two release of Resource Revamp, so depending on how many nanites a base has or whatever, it will reflect how many you'll have upon arrival and do some Ratio algorithm to determine numbers.

    Information needs to be presented in Map/Deploy screen for either route.

    Not sure if I actually support this though.
  14. axiom537

    Redeployside IMO hurts the ground game more then anything. Making a smart tactical decision and hitting the enemy where they are weak and holding the point is something that should be rewarded, not destroyed in 30sec, because a faction makes a call out for 1-2 platoons worth of players to all hit redeploy, cross the map instantaneously and ZERG the attackers with 2x -3x their numbers, then all hit redeploy and do it again or move to another location on the map....

    Logistics needs to matter. If you are leaving bases undefended, then you should not be able to instantly hit redeploy and get back into a position to defend them with out consequences. I am personally ok with players redeploying, but there needs to be a cost associated with it either time or certs or both. The current system is broken...

    I really do not think you understand this game at all. This game is a combined arms game. We have Infantry, we have ground vehicles and we have Air vehicles, all with varying roles. Redeployside actually takes away from all aspects of this game including strategy and tactics. Infantry get crushed by ZERGS, that simply hit redeploy and show up with 2x -3x numbers and role over the attackers with little to no consequences. It takes away from ground and Air vehicles transportation classes, because it replaces the roles of those vehicles and it even takes away from the attacking class of vehicles which try and combat other vehicles specifically the transportation class vehicles...You constantly cry about vehicles killing infantry, maybe that is because they do not have anything else to do....

    Re-Deploying needs to have a cost associated with it, either certs or time or both. Personally I think it should be time. If you are in a lane then you can always quickly fall back along your lane to defend all the way to the warpgate with little time penalty, but if you want to move forward or laterally to another lane, then the time to do so should be based on the time it would take for a player to instantly fall back to the warpgate and pull a Galaxy and fly it to the target. Logistics needs to matter and it should come down to smart game play not who can redeploy 2x -3x the number of attackers to zerg over them in 30sec or less.
    • Up x 2
  15. OldMaster80

    Hell redeploy as it is know is ******* killing all the game depth in the name of what? Lazy players that 1) do not want to spend 2 minutes to move from A to B, 2) are too ******* coward to press Instant Action.

    What's worse is redeployside penalises those who rely on transport vehicles as they are less efficient than mass teleporters.
  16. Ohaunlaim

    To fix redeploy a lot of things need adjusting.

    First redeploy needs to tie directly into the "need reinforcements" mechanic and allow this mechanic to be used equally by attacking and defending factions. Redeployed/reinforcing attackers would spawn at sunderers while defenders could spawn at hard spawns or sunderers. No reinforcements called for? No redeploy options available except for your current base and the warpgate. This way if attackers are overrun by defenders they too could call for reinforcements, then defenders again, then attackers.... (see next)

    Second, cut off reinforcements when friendly forces reach 25%* higher than total enemy forces. *(random number) Are 12 NC attacking a tower, and there are only 4 of you defending? Call for reinforcements, but you wont get any more than 11 more people (for a total of 15) before people are cut-off. Anybody else that tried reinforcing would get a message saying "no more reinforcements needed at base X" and that they should choose a different spawn point. First come first serve so smaller outfits, would likely be more flexible with this.

    Third, squad spawn beacons would now only work within the same hex. They could still be used as alternative spawn points to sunderers, as a way to get squad members to normally hard to reach places, as a system to spawn right on the goal at hand, and so on. But they could no longer be used as a way to jump squads across the map or circumvent reinforcement limits.

    Fourth, squad vehicle spawn remains unchanged. We want to encourage the use of transport vehicles or, at the very least, not discourage their use. This would be the strength of larger outfits; filling the skies with galaxies, rolling a herd of sunderers, or mass-ESFing into fights for the most dramatic, deuce-loosing impact possible.

    Fifth, normal respawning from death should allow you to choose to spawn at your current base, the next base over by lattice link, the nearest friendly sunderer, your own sunderer, any viable squad vehicle, an in-hex squad-spawn beacon, or the warpgate.

    Sixth, /suicide should add increasing spawn time penalties for consecutive uses to discourage zombie busing across the map.


    I would also like to have added the ability to have outfit-spawn bases. This would allow the highest outfit member online to pick one base on a continent (that they are playing on) and outfit members could then spawn there from any location (with a timer of course) so long as the base is in friendly hands (changing the base would be on a timer as well - regardless of loss of ownership or not).

    I miss anything?

    Instant action can work as current. You are throwing the dice and have no idea where you will end up. Not conducive to organizations that might end up all over the place. So its not a big deal. Much more useful to lone wolfers and those looking for a couple of casual hours of fighting.
    • Up x 2
  17. axiom537

    You know, I do not even think it's lazy players that are redeploying necessarily. It just boils down to redeploying is the BEST tactical choice in the game, it has no downsides...If you are the platoon leader of an organized Platoon or two, why bother trying to get players in vehicles and stick together, just give the command for everyone to bring up their map hit redeploy and give them a target.

    I play in organized squads & platoons all the time, and we like using vehicles, but we also use redeploy all the time, because it's faster, costs no resources, takes no logistics, is near instant, has no cool down and we can see how effective we will be in any fight because the map tells us exactly how many players are at our target, if it shows 12-24 players we know our platoon of 48 players, should easily be able to rush the point and clear out the attackers.

    The issue is there are no real down sides to redeploying, thus all other options become pointless in comparison...
    • Up x 1
  18. Reclaimer77

    And what, exactly, is stopping you from calling for more troops to REDEPLOY and spawn at your Sunderer and help hold the point? Redeploy doesn't JUST work for defenders, did you think of that?

    Now you're just being silly. It would be logistically impossible to "defend" every base along the lattice that may or may not be the focus of the enemies attack. Especially in a game with three factions and three-way fights.

    Ever wondered why they didn't bring ghost caps, draining bases and making them "neutral", and other mechanics from Planetside 1 into this one? Because constantly having to leave a good fight to stop one or two infils screwing around is NOT FUN!

    Sorry that you can't ghostcap your way to victory anymore in Planetside 2. Bring enough to hold a base, or get stomped by the "zerg". I love that word by the way. It's funny how you guys who go on and on about strategy, make up disparaging monikers for actual tactics that YOU don't think are appropriate.

    Well there's nothing like being a condescending jerk to help bring someone to your side of the argument. Thanks!

    That is your opinion. One that is unsupported. Don't state opinions as if they were facts.

    Yes, this is a game. And games should be fun. If I'm spending a higher percentage of my time sitting in a vehicle trying to get to a fight, I'm not having fun. If I spend 5 minutes in a Sunderer trying to get to the fight, only to die to an MBT 300 yards from the base, I'm not having fun. If I'm in a Warpgate being camped by ESF's, twiddling my thumbs because my Galaxy is useless, I'm not having fun.

    It is YOU who don't get this game. A very small percentage of Forumsider's come on here, and go on and on about ways to make this some great strategy game. When it's never GOING to be one, and it was never meant to be one. And making those changes will only HURT the silent majority who's perfectly content to log in and shoot people in the face and HAVE FREAKING FUN!!

    I only post here when I'm at work, when I do have free time at home, I spend it actually playing this game that you guys constantly sit on here and try to ruin for the rest of us who appreciate it for what it is.
  19. Ac3s

    That's because your lazy and have gotten used to teleporting anywhere on the map wherever you want to, although if you could stop being comical about it and actually think for a moment you'd realize that redeploying the way it is now is not leaving much room for tactics, or actual vehicle combat.
    If you have played planetside 1 you know how awesome a battle would become when two vehicle zergs start a battle, a front line appears, sunderers deploy and infantry joins in the fight.
    This could happen anywhere on the map, so yes you'd get more change of scenery instead of just hopping from base to base, then walk 30 seconds and your in yet another base.

    But I guess you prefer fighting on bases all the time and redeplying to the enemy warpgate instantly,
    enter the age of Liewec123WantsBrainlessCODSide2
  20. Ac3s

    Its not an opinion, it is supported and it is a fact.
    If you use half that brain of yours you'd know this by comparing PS1 with PS2, the clear evidence is there in what worked before and how things got screwed up now.