[BUG] FIX THE VANU INDAR WARPGATE

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Slyguy65, Jan 11, 2013.

  1. Slyguy65

    It is the most broken warpgate in the entire game.

    ARC
    Stone gulch....

    WE HAD 30% ADVANTAGE AND THEY COULD HOLD US AT ARC FOR HOURS AND BACK CAP STONE GULCH.

    They can CAMP TANKS AT THEIR WARPGATE AND SHOOT DOWN AT PEOPLE TRYING TO GET TO ARC...

    The path to ARC is so rugged and impossible to get across that anything we attempt gets shot down.

    NOT TO EVEN MENTION THE TURRET TOWER.

    So ya fix it the vanu already have strafe tanks FFS stop giving them so many advantages.

    On behalf of all TR who have tried to push the impossible push at ARC and Magrider hill.
    • Up x 5
  2. Aghar30

    Waterson TR ******** again about a base they cant seem to cap, but everyone else has no problem with...You guys got skydock messed up already can't you take anything that requires a bit of teamwork, or do you have to zerg every base to death because numbers is all you have?
    • Up x 3
  3. ritual

    The TR have the north, which has long been known to be the best starting location on Indar, and they still ***** about it. We didn't have any problem warpgating the TR during beta when they had the bottom left :p

    What it really comes down to, is the TR zerg on waterson kind of sucks. I was just walking around through hordes of you guys getting knife and pistol kills this morning. The only reason you guys ever accomplish anything at all is because of the population advantage that you usually have.

    Another thing you gotta realize is when you terrans try to Zerg us, we communicate through orders channel and fight back with organized squads. If you want to come play on our home turf, you can't just run as a giant pack and expect to win.
    • Up x 3
  4. Wobberjockey

    heaven forbid they try to take that base before every other territory on the map.

    what do you EXPECT people to do when we have a single territory left?

    OF COURSE WE ARE GOING TO DEFEND IT WITH EVERYTHING WE HAVE!


    you guys do the same with nanite recycling and you don't hear us complaining... then again, that's why we don't save nanite recycling for last either
    • Up x 1
  5. Aghar30

    Its not like Arc is even that hard to take, couple of FULL galaxies ( 2 or 3) with a few mossies and libs backing them up and ezmode cap, but instead they all try to footzerg and tank zerg it, leaving them wide open for our tower and tanks to just demolish. After a while of hitting the wall they just give up instead of trying new strats to get past, hell we even lost it a couple of times on defense due to gal drops (sucked when they dropped a full gal on my head i had exactly 1 other person there guarding it with me, nothing we could do) only reason we still had the cap was everyone had capped all the other **** around the gate before the gal dropped off its load.
  6. rumblepit

    lol i see people saying all the time how the north of indar is so op....... ill tell you what .. i would welcome a rotation in a heart beat and you would loathe it. north can be hammered by daltons,,,,, EVERYWHERE.... 100% of the north can be farmed from 1000 meters up in the air because of the land is close to sea level . this can only be done at a few places down south. tanks can come at you at all angles .....EVERYWHERE ,,,,, because its flat and barren creating very few bottle necks and points to hold.

    so the north favors armor ,,,,, and air,,,,, the 2 most op things in the game atm........ your welcome to it..

    south east favors air, bottle necks ,switch backs, canyons ,and choke points make it very hard and slow for armor to get around.

    south west favors armor, lots of high elevation flats make it hard for air to be effective, also lots of cover from tress help to hide them .

    bio labs are the only place in this game that favor infantry fighting, because of the lack of armor and air inside :)
    • Up x 1
  7. XRaDiiX

    They should fix it its so broken. No other faction has such a ridiculously easy to defend position where they can shoot at enemy infantry in their mag rider safe up on a hill 150 m up while u have to try and zerg there because a bunch of towers are shooting at you and you have no air superioirty because the zone is inbetween the vanu warpgate and the edge of the map so air can be zoned out easily by one squad of burster maxes and 2 engies.

    Then you have slippery slope u have to try and rider over all these bumps with sunderers and mbts while being shot at by about 50 mag riders who can duck behind their ledge up 150 m and whilst the towers with 2-3 phalanx cannons wail down on your vehicles.

    While the libs sit safe with their air superiority and daltons and zephyrs farming mass kills lol cause u cant really do anything about that region even if the enemy outnumbered you 3-1 it would be impossible to take.

    So fix the region because honestly the vanu already have Overpowered enough ESF and MBT so why give them the most defensible position in a game where only a ****** could lose his magrider since its perched up on a hill and even the capture point for bio-arc is exposed to the outside and not in a building.

    Nanite Recycling is a joke compared to this place.
    • Up x 1
  8. Aghar30

    considering i cant swing a dead cat during one of the daily TR pop zergs without hitting at least 3 mossies and 2 libs (all tr) i doubt you guys have any problem with your own air at your warpgate, its just when it comes down to not being a mindless zerg, and doing the things that are required to get the job done, flying gals over hard to drive to locations, leaving squads at bases near enemy warpgates to prevent ghost capping, making sure people are focusing fire on towers, the tr on waterson tend to fall flat on their face over and over and over again.
  9. XRaDiiX

    That doesn't work either since the capture point is exposed the Mag riders can launch salvos right onto the captures point and noone can cap it while mags duck behind hill every time they get lock and peak back out for another salvo.
  10. Artunk

    I second OP. It's nonsensical how even with %50 extra troops and 4 outfits working together cannot take the ARC. Something is wrong with the map.
    • Up x 1
  11. Aghar30

    considering ive seen sucessful gal drops nap the place (we just had ghost caps on other areas at the time, it was a nail biter) i know it works just fine, TR on waterson need **** handed to them cause most of them are braindead.
  12. Crytek

    FIX IT
    • Up x 1
  13. ritual

    But when you're defending the north, doesn't that work to your advantage? The north favors air, and it's closest to your warpgate, meaning you can get more air into that area faster than anyone else.
  14. Badname3073

    Do you realize that they are going to run out of Magriders quite soon if that's the only land they have? It is the matter of attrition at that point. Just continue pushing, and you will eventually see them zerging out of their warpgate on foot, since they will have no resources left.
  15. Lucidius134

    Sorry but TR WG is the worst and needs to be fixed. You guys got that one north and west aswell as north east and east.
    • Up x 1
  16. XRaDiiX


    Its only ever been successful when we outnumber them 4-1 so no its jsut that most OP MBT and ESF and impossible to gain territory up a hill when 50 mags shooting at you and libs bombing you.

    You can't get air superiority in a small area in between the warpgate and the end of the map cause one squad o AA maxes put a stop to that. And u can't fly safe routes anywhere cause u get the 10 second death timer on your plane/
  17. ritual

    one squad of AA maxes? divebomb a galaxy full of light assaults with C4 at them. You'll lose the gal but 12 light assaults means 24 sticks of C4. AA maxes aren't gonna be able to do a goddamn thing about that.
  18. p1aydead

    every faction zeros in this game at the moment, teamwork doesn't help against another zerg
  19. BeefySleet

    You're joking, right? TR's gate is probably the easiest one to cap.

    To add to ARC's nonsense, attackers can only have 20% influence on it since its nestled in so close to the warpgate making it very slow to cap no matter what you do, on top of having all your armor constantly sliding off the steep cliff and getting shelled from above by all the spamriders.
    • Up x 2
  20. p1aydead

    the problem is that the mag riders are shooting from inside the warpgate, where they have invulnerability, meaning tank don't die - u no lose resources cause tank still alive
    • Up x 1