[Suggestion] current redeployexecution is silly

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TR5L4Y3R, Jun 19, 2017.

  1. TR5L4Y3R

    one thing i still don´t get about this game is that when i want to go to a certain base within friendly territory that i have to press redeploy multiple times ... what´s the purpose ..

    it´s an unnessarary waste of time of loging in - loadscreen - spawning at warpgate - redeploy wait 10 sec - loadscreen - redeploy wait 10 sec - loadscreen - rins and repeat until you get to the desired base ...
    just let me redeploy anywhere within friendly territory and if it´s meant to take longer to spawn to that base depending on how far away it is from my current location then just increase the spawntimer ..
    • Up x 1
  2. Kdog559

    It's to prevent massive zergs from showing up to defend a base whenever they feel like it rather than people showing up little by little and getting a good fight out of it in the end. I would hate it if my platoon is taking a base with a great fight only for one other platoon to go "Hey,Let's all mass redeploy and go kick their ***** out and never give them a fighting chance".
    • Up x 2
  3. stalkish

    You could, redeploy at warpgate, grab ESF, be anywhere in less than 30 seconds.

    This would give you some ESF time, a new exciting playstyle, give the ESF croud some1 to shoot at and give AA some work to do trying to prevent you reaching your destination.
    So you leave warpgate, get engaged by another ESF, hit AB, dodge, weave, duck behind a mountain, start taking flak shots from a skyg, boost away, wiggling, putting distance between you and the skyg.
    Eventually you manage to get to the base youre aiming for, you unleash a volley of rockets at the enemy advancing from an AMS, eject, fly down as LA behind the advancing enemies, bang bang bang, a few go down, you go down.
    You respawn at the base.
    Or you could have nosegun duelled the original ESF.

    Doesnt any of that sound in the least bit interesting?
    Is it not a bit less boring than watching a 10 second timer tick down to 0?
    Also you dont have to use an ESF, or the warpgate, there are other vehicles and other bases you could pull them from.

    The game and devs are trying to encourage you to enjoy the whole game, if it really is that painful to do this activity then they do allow you to spawn hop, but it costs you additional time to do so.
    Lets be serious for a second, 30 seconds to a minute is not a long period of time, if you really cant stand being 'down' for that period, grab a vehicle and you wont be. It really is that simple.
    • Up x 3
  4. TR5L4Y3R


    i don´t see the benefit ... if people want to zerg and storm a base all at once they will ... weither that takes them multiple redeploys ... or one long redeploy dependant on how far away the destination is ... at best i would understand it if there is a problem serverside ...

    the reason i am bringing this up is because at the moment the game after the patch chrashes a lot for me .. meaning on every crash i have to go back to the warpgate on login and then start the afformentioned redeploychore .. that or i have to drive to my destination again on which i lose a ton of time and/or have to spend nanites i may had better used for consumables ...
  5. Kcalehc

    Hitting redeploy is too slow. Real PlanetMen choose: /suicide it's like 10 seconds faster!
    • Up x 1
  6. Cinnamon

    If only you could be everywhere at once shooting all the mans at the same instant you would a super charged quantum planet man.
    • Up x 1
  7. Tankalishious

    As the hobby physics nerd i am, i lolled.
  8. TR5L4Y3R

    in which case like 90% of those shots wouldn't do anything because of no hitdetection :p ..
  9. OldMaster80

    It's more than necessary. Without that a whole faction would be able to swarm a base under attack at any time.

    The map is big and your faction has to keep it under control. Meaning you have to patrol, check the map, get Galaxies and Valkyries.
    If you play solo then get used to the idea you cannot be anywhere at any time. And sometimes if you want to move to a certain battle you must get a vehicle. If you don't like the downtime or travelling then press Instant Action and go somewhere else.
  10. Liewec123

    you can actually redeploy during the loading screens ;)
    so by the time its done loading you only have 3-4 seconds left until redeploy :D
    • Up x 3
  11. Eternaloptimist

    I log in, switch to LA (for ease of getting out of trouble) then press "Join Combat". It is an entertaining gamble that sometimes pays big time and is sometimes a disaster.

    It seems you still need a sundy or spawn room to be sent to as I have not had any drop pod spawns from "Join Combat" and so the worst thing for me is being sent to an empty base when I'm all psyched up for a hot drop.
  12. TR5L4Y3R


    i don't want to be anywhere at any time i don't want to have to make multiple clicks to where i finally want to be ... weither i require a vehicle then or not is a different matter



    and again i don't believe the system prevents massspawning at all ... if a platoon or even faction is smart enough how to execute such a massspawn there is nothing that realy stops them from doing it .. they just need to know the location and which laticelines lead to it ... the time difference comes only from how many times you have to redeploy ... however that redeploychore is still quicker than getting a sunderer to the destination from the warpgate ..
    as i said though ... i would have no problem with a spawndelay if that were neccessary ... the multiple redeploychore surely is not ... it DOES NOT prevent massspawning it merely delays it buy a couple seconds ...
  13. Eternaloptimist

    My experience just now:
    1. Log in - VR - fall through floor and die
    2. Respawn at VR
    3. Go to map, select Indar and respawn at WG
    4. Select "Join Combat" and spawn at a Sundy where my outpopped faction is trying to take a tower
    5. look around to orientate and die to sniper
    6. Give up and move onto next avatar (still, at least I got my 48 certs)
    I know this thread is probably more about redeployside but damn! I never even got that far
  14. LordKrelas

    It prevents it from being easy to do.
    Which is kinda the point, is it not? To make it not a simple thing to do, so that you have to plan it out a bit.
    And the timer delays such actions as well - Making vehicles & aircraft faster and more effective.
    (as you have the firepower of vehicles, and took around the same time to arrive)

    After all, each jump adds to the delay - this itself is the measure that prevents instantaneous mass deployment map-wide.
    The delay is the Goal.
  15. TR5L4Y3R

    it isn't intantanous at all though because of the timer for redeploy as well as the respawntimer if you were to increase the timer as mentioned depending on distance of the targetbase this should bring the same effect on the delay ...
    the way it is now is merely a clunky system to use for anyone who wants to easily change spawnlocations
  16. LordKrelas

    The singular timer would the user wouldn't have to spend time selecting the positions, waiting for the timers, and dealing with possible interception.
    As well, makes it more likely for re-deploy to result in forces queuing ahead of an attack, and spawning in across the entire map, right before, during or similar when the place is contested - This is important mostly due to the whole remote-spawning of vehicles.

    Also means with such an increasing delay, the likely hood of someone spawning into a base captured moments earlier is higher.
    As well, means Anyone looking at the map screen can not see the pop movements across hexes, and it just appears without any warning.
  17. TR5L4Y3R

    not realy convincing either ... redeploy 4 or 5 times then redeploy into vehicle into vehicle immidiately or if some infil hacked the vehicle terminal hack or destroy and repair it ... same result ultimately ...
  18. LordKrelas

    You can't spawn a vehicle from the deploy screen in contested hexes.
    4-5 re-deploys is less buggy, and gives changes in Hex pop counts, giving notice of reinforcements.
  19. RockPlanetSide2

    It does not prevent massive Zergs from showing up. And as TE leader Buzz often said, it was such an expolit that he went out of his way to force people to not use it.

    Redeploying 3 times is quick enough to save any base... and it ruins the game.
  20. TR5L4Y3R

    didn't speak about contested hexes ... sometimes infils just go to a base to hack terminals and turrets then just go away not even ghostcapping or if they can't take the capturepoint