Enough is enough with friendly sunder TK

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Fluff, Dec 6, 2012.

  1. NevilClavain

    It is now possible and as I understand it encouraged.
    • Up x 1
  2. Pockets

    You need an incentive to delploy a sunderer? How about the fact that its nearby spawn point in a spot that you feel is a good place for it. As well being a vehicle you can drive off with once its all over....with up to eleven friends.

    Even if the lack of XP keeps YOU from deploying them there will be no lack of people who will, like myself. We'll simply have a more reasonable number of them in the field instead of twenty, each with only one person in them cause picking people up would slow down the race for a prime XP deployment spot.
  3. NevilClavain

    Well OK, I hear ya. I see where you're coming from. It IS a team effort. My outfit has never and WILL never ever TK anyone for any reason, being that retaliation, team betterment, or anything. It's just not how we do things. But, putting myself in your shoes, I see your reasoning. I'm not saying I fully support or agree with it mind you but I understand.
  4. TheTreeness

    Both sides have a point, but if we allow Sunderer TK's to keep on happening I believe it's going to get really bad to the point where anyone with a different tactical view on AMS placement, both having some merit, and the argument turns sour, either or all parties involved will subject the other sunderer to a TK and proceed to deploy where they feel necessary.

    It might even adversely affect the faction since they're having so much internal conflict on AMS placement.
    But that doesn't mean there shouldn't be change to the current AMS design I'm just not sure of what those changes should be.
  5. Naberius13

    Which is fine. I'm not going to make fun of someone for not TKing. I won't feel bad for blowing up something screwing everyone else's efforts up though, whether it be an enemy or a friendly and it's not something I decide arbitrarily either. I've only blown up two Sunderers and one is actually the example I was using. He got 20 people stuck in the shielded area. Rather than watch that tally go up because he wouldn't pack up, I blew it up instead. If your Sunderer is blown up for anything other than abysmal placement, feel free to /report the player that did it.
  6. Pr0ph3tx

    nvm thought I had a decent solution but thought about it.. ignore this
  7. NevilClavain

    decreased deployment radius, the current HUGE 300m+ circle is a bit much, no?
  8. NevilClavain

    It makes no sense, given current gameplay mechanics. It takes 50 spawns for me to even equate the XP of 1 kill (50X2=100) so forgive me for not buying the "people are just farming" excuse. 2xp? hardly worth farming, seems like very arid, unfruitful soil to me.
  9. NevilClavain

    ok
  10. Naberius13

    On major offensives and some defenses you'll actually see that little notifier almost constantly. Last time we were defending the Amp station I made at least 10 certs on the Sunderer spawns alone, but I was the only deployed sunderer in the entire hex. It's sort of like tossing pocket change in a cup every night for a few months really.
  11. Pockets

    We really don't need more of them deployed at once. Would cut down on successful defenses even more, which are already rare for me to see.
  12. NevilClavain

    Well that's a totally separate issue, currently the 15% xp boost for defenders is not enough, needs to be scaled to the size of attacking enemy force (best case scenario) or at least a hard 300-400 XP for successful defense.
  13. NevilClavain

    10 certs wow?! that's amazing.

    Too bad the upgrades that matter all cost 1000cr. a piece
  14. hostilechild

    Even at a techplant its only about 2kills per minute worth of exp, but yeah it adds up. Only real reason i see for the TK is if the sunderer is blocking people from moving or its placed in such a silly spot its going to die rather fast anyway (in this case you can usually wait with yours in a good spot and wait for it to go boom, assuming its not so stupid the enemy leaves it there to farm).
  15. raw

    The Teamkilling of Sunderers is done because some people love to park their Sunderer in stupid places. I called this issue out in beta when they introduced the proximity limit on the Sunderers. What I'd like to see is a cert path to overwrite other Sunderers in the area that accomodates for the fact that some people are simply better at Planetside than others. Also, the B button mashing to get YOUR **** DEPLOYED FIRST **** YEAH I GET ALL THE ******* SPAWN XP needs to be addressed.
  16. Warna Bayangan

    Right... lone exp junky set the whole assault up just by himself.
    The one sunderer in the middle that prevents the others from deploying at equal distance from the objective and attack on 3 fronts at the same time is a good person for you?
    Ok.....................
    You actually ever attacked biolabs and stuff or are you just talking about small outposts? o_O
    Because, yeah in small outposts I can see how your point is valid....any other situation, just negates it.

    Oh and they are both ancient sayings and since it seems that it justifies the first saying for you, should mean the second one is justified too. As a matter of fact an eye for an eye is waaaaayyyyy older than first come first served XD
    You want to bring ancient sayings, in the conversation, that have nothing to do in modern society? So can I.

    If you can't prove your point without TOS violation, then you must lack something right?

    If you were not trolling you would offer a solution like no exp for sunderer spawns or something that looks like a solution, instead of attacking what I say everytime you can.
    Was it you or somebody else that tossed "Remove 5 certs" in the air a few posts back?
    Ok, how do you do that when the guy has 0 certs or has everything certed?
    The incentive for deploying in silly spots AND the incentive for destroying well deployed sunderer, is the same: EXP
    Get rid of it. Problem solved.
    I have yet to see you comment on that... sure you try your best to deconstruct what I say but:
    1-You seem to fail at every turn.
    2-You don't offer anything in return.

    Every post I look of you in this thread, looks like you make attempts at making fun of other peoples posts. I said attempts, noticed?XD
    How about you try to make a constructive post instead?
    Like: Offer a solution/Say, whay said solution somebody else offered is not realistic? (oh and whithout trying to make him look like an idiot, cause, well.... you're not good at that... honnestly :/)
  17. NevilClavain

    this^

    Tho now that anti tank mines are an instant 1 hit kill and everyone has them, this is a mute point, as defense is utterly pointless, and so is deploying a sundy anywhere. All that does is create a fiery pile of rubbish the currently unoptimized rendering engine has to render.
  18. Pockets

    That won't change how poorly designed the bases are for defense. No doors so anyone can walk in. Critical base equipment scattered all over so its more difficult to defend. Tech Plants were one of the few base designs that put up a really good fight and look what they did to them. As long as it remains that way, we don't need to make attacking even easier with more deployed sunderers.
  19. Patrician

    You seem to have a rather high opinion of yourself don't you? If your sundie is parked in a place that is a detriment to your faction, and you refuse to move it, it deserves to be destroyed. PS2 is a team game; sunderers are not your personal EXP farm.
  20. Pockets

    Two hit kill. And mineguard can easily take a massive chunk out of the damage mines can do. Up to what, 70% at max I think. Gonna be a long time before I can carry five AT mines and that is a LOT of resources I'd be spending to blow up ONE sunderer at 75 a pop.

    Problem is that no one wants to spend certs on mineguard, nor make the choice to equip it over other things. Cause lets face it, sundy minings aren't that common.

    Or you could do what I do and plant claymores around my sundy and, you know, stick around to shoot incoming engineers. Its your vehicle, defend it or lose it.

    PS: Its moot, not mute.