[Suggestion] Fixing/Removing Frustrating Mechanics

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TRspy007, May 22, 2021.

  1. TRspy007

    As a veteran who's been playing consistently since beta, it's going to take more than a few bad players abusing cheese and consistently poor updates to make me quit the game, or even get frustrated. However I can't help but notice the game has seen better days, and based on personal experience and feedback in and out of game, I've decided I would make a post to address some of the issues.

    I'll skip the fact that the game needs polishing, and that obvious bugs and such should be patched. This discussion will stay focused on ridiculous mechanics and weapons, that have long overdue tweaks needed to prevent them from hazing new players, and ruining the experience for everyone outside a certain sphere of players.

    We'll start by what we'll define as frustrating for this thread. This is anything that is seemingly - or factually - impossible to deal with. For example, a person turning a corner only to be instantly killed by a mine, or a guy with a shotgun.

    Understandably, not everyone can be or wants to be good at the game, and we need weapons and tasks to still make them feel like they are useful, they are able to get kills and make an impact. However a majority of people seem to prefer constantly challenging and improving themselves, so it seems better to cater to the majority, and allow the rest to adjust or simply leave. Keep in mind many players that are constantly using cheesy methods to score kills do so purely for "salt" - the rage they generate from doing so. Understandably after a while you need something other than point, click and collect kill(s) before zooming away in order to have fun and stick around in the game. There are on each server at least one outfit (which shall not be named) that regroups players farming for "salt" using these questionable playstyles. They are the source of much frustration and ragequits I'm sure, we have to ask ourselves why we continue to support this tiny portion of the playerbase over a potentially far larger rest.

    A tiny portion? Yes. As is clear by the congregation of people to biolabs in order to avoid vehicles, the majority of the playerbase enjoys infantry, and desires infantry fights segregated from vehicles. They also seem to want to have fun while improving, and instantly dying to clientsided 1hk abusers doesn't offer the best experience for most.

    The following changes are meant to address the most pressing issues, and are the "biggest" ones that will reshape the game towards a more team and skill centered game. Why skill centric? Well if players are constantly striving to improve - and feel like they can - they will continue to invest time (and money!) in the game. Otherwise after a while players will think they're reached their skill ceiling, vets will complete all the directives and eventually get bored and leave. By encouraging the playerbase to constantly push the skill ceiling, you're ensuring people are having fun, and remained committed to the game. Sure adding content is refreshing from time to time, but it won't solve the core flaws that make the game so frustrating to players.

    VEHICLES:

    There is currently no synergy between vehicles and infantry. Infantry currently dies too fast to vehicles, vehicles die too fast to infantry. They need to be reworked so vehicles and infantry are not meant to engage each other for kills. First step will be removing the tank's ability to kill infantry in one shot. It now takes 2 direct hits from any tank shell to kill infantry. All anti-infantry weapons are removed from vehicles. Cloak is removed from vehicles. Ramming/roadkills are made consistent across all vehicles. Flashes are now stopped by max suits, and flashes and harassers take damage roadkilling infantry. Vehicles now take damage uniformly. No more sneaking up behind tanks to 1 clip them from the rear. Harassers top guns all have their dps reduced by 30-50%. Their purpose is to harass, not be machines of death. Vehicles, especially the ANT, sunderer and harasser are now mainly to be used as transports, and cover for infantry to walk alongside with to protect themselves as they advance. Certain bases are adjusted to allow for such play. Sunderer deploy shields now work like a miny citadel shield, preventing people spawning from being shot at immediately, but also preventing people firing back from within.

    Damage from infantry to vehicles is drastically reduced. It should take a large amount of effort and coordination to destroy them, since they effectively do not harm infantry. For example sunderers should take about 8 C4 or 20 rockets to kill. For comparison ANTs should take 5 C4 or 10 rockets to kill. Tanks as well become tougher against infantry, at least 3 C4 to down a tank. Rocklet rifles are significantly nerfed against vehicles. Flashes and harassers remain the same.

    HESH is reworked. No more damage to infantry. HESH is now converted into flak. The HESH will be a shell fired that acts like a striker projectile, and homes in automatically on air targets if shot close enough - they deal the least damage to vehicles and infantry. Should take maybe 4-5 shots to down an ESF. HESH also allows the turret to have the same angle of elevation as a skyguard. HEAT allows a bit more turret elevation than the AP, but not as much as HESH. The rounds now also detonate like flak when near aircraft. Should take 3-4 shots to kill an esf. AP now takes 2 shots to kill an esf.

    Aircraft are no longer able to engage infantry. Their guns are restricted to a2a and a2v. The ttk for every weapon should be at least doubled.

    The bastion is now just a massive healing and resupplying flying airstrip that the whole faction can spawn in to spawn ejection seat esfs.

    Colossus takes 2 shots on a hardpoint to kill it. The gun is nerfed against vehicles, and should simply traverse infantry without damaging them.

    The goal is to draw clear lines between infantry and vehicles. Vehicles are mainly cover and transport, but can still fight each other. Infantry are now left alone from vehicles, but they can't bother them either.

    LAUNCHERS:

    As said they now deal little damage to vehicles asides from the flash. The decimator can set an esf on fire, but not kill it. Rest of the launchers seem fine with regards to air, but need nerfs in regards to vehicles. The decimator needs to lose it's ability to one shot non-flak infantry as well. Say perhaps only deal 500 or 600dmg. The decimator would be more effective against MAXes and stuff like spitfire turrets.

    MINES:

    AI mines need to be removed. AT mines can potentially stay, but would no longer deal much damage against vehicles (there's minesweeper implants anyways so it doesn't really matter). They would be repurposed to be mainly an anti-MAX tool.

    EMPs need to be reworked so they don't remove any shields. They just scramble HUD and remove awkward beacons.

    ACTIVABLE KNIVES:

    Are reworked, either to be fast swinging knives that deal 200dmg, or can stay activated but only deal 900 damage - or are affected by nanoweave.

    THE INFILTRATOR:

    Stalker cloak needs to be removed. Bolt actions need to be reworked so they now require 2 headshots to kill a target. Shots to the body deal little to no damage. The daimyo needs to be reworked so it takes 3 headshots to kill, or 2 headshots and 2 bodyshots. Cloak duration can now be extended, to say around 25-30s. There is also a need for a delay before firing after de-cloaking, which can be somewhat similar to that of after being revived.

    Additionally, quickscoping needs to be removed from all weapons, not just sniper rifles. This can be done by preventing the cone of fire to shrink until the transition animation is fully completed.

    HEADSHOTS:

    Currently they feel a bit too powerful, especially against noobs or when fighting laggy players. Some weapons have ttk with headshots so low there's no possible room to react. It would be nice to require one more bullet to the head from all weapons. Calculations regarding the headshot multiplier of each individual weapon to achieve this result need to be made. SMGs can be nerfed a bit more since they fire faster, 2 extra bullets seems reasonable.

    SHOTGUNS:

    The semi autos should take 3 shots to kill, the full auto should take 4 and/or have far worse bloom, pellet spread and cone of fire. Pump actions can take 1.5x - 2x shots to kill.

    Even with the rng in shotguns currently it's not very fun to fight against, and leaves no room to improve.

    Underbarrel shotguns now require 2 shots to kill as well, but allow much faster transition times (so they can actually be used as a finisher).

    MAXES:

    NSO MAX loses the infinite ammo 2hk grenades. All MAXes need to be revamped to act like miniature vehicles. Their goal is to draw fire for infantry, allowing coordinated pushes from behind them. Their health poll is increased, their weapons bloom and COF increased drastically and damage output from AI weapons halved. Their goal is to damage and scare stuff for the infantry advancing being them to finish off.

    MAXes should be the only unit allowed to deal significant damage to vehicles (and receive it as well). MAXes should be powerful against MAXes as well. The archer needs a nerf so it takes 5-7 shots to kill a MAX.

    Should take at least 2 bricks or 4 mines to kill a default MAX.

    WAR ASSETS:

    Ideally they should all be deleted. But if we want to salvage them. The ANVILS can stay I guess. Steel rain as well, along with the bastion, modules, colossus. The citadel shield and orbital strikes need to be removed.

    CONSTRUCTION:

    Should be removed until someone figures out how to implement it properly in the game.




    Of course associated directives to anything modified would need a rework.
    • Up x 1
  2. BlackFox

    A good start would be to make infiltrators visible through IF scopes again
    • Up x 3
  3. LodeTria

    You would have saved yourself alot of time if you just said "remove vehicles".
    • Up x 1
  4. JustGotSuspended

    Segregating playstyles is different than removing them.

    Unless you are saying vehicles simply exist to farm easy kills? In which case why would we want them unless we suck and are the ones abusing them?
  5. OneShadowWarrior

    They spent so much time balancing and nerfing and buffing, things are just whacked on many levels with vehicles and infantry.

    It's such a long in depth post, I don't know where to even start. Time to kill has always been a concern when they nerfed the classes, it used to be Heavy Assaults and medics that lead the charge. When they added the headshots, it added a element that was never a issue before, but other classes like the infiltrators whined that they shot a character in the back, heavy assault clicked the shield gave them the middle finger, turned around and hosed them. I can go on with how much they nerfed heavy assault with their shields but this is a post on another level.

    They've spent way to much time and effort of promoting spawn camping, having outfits attack in large masses, than work on the solo player, the lonewolf was left in the shadows. Mostly all new players are alone and they only join a community when there is fun involved, not winning, kill death ratios, elite bragging rights they are the best. Who really cares about that. However, when the sake of winning becomes so important at the cost of others entertainment or the vast majority, then people leave.
  6. RabidIBM

    You've effectively removed everything but IVI from the game.
    -16 hits kills a bastion? Great nobody will bother pulling them anymore (I'm guess this is your real intent)
    -aircraft can no longer hit infantry? Reduced to only anti air and vehicle? Well this could still be a little bit viable if vehicles are important but...
    -tanks can longer effectively engage infantry...so they're out and by extension so are aircraft (again, your true intent right?)

    So, basically your fix for PlanetSide is to turn infantry up to god mode and nerf everything that isn't infantry to chew toy status. Great game design, I'm sure this wouldn't nail the coffin closed.
  7. LodeTria

    Segregating playstyles only works if the playstyles are required in equal measure. This is completely not true and infantry are far favoured over everything else. Right now defenders have no need for vehicles with their infinite, indestructible spawn point whilst attackers have to use beacons, sunderers or routers if they want any chance at all.

    Naturally this leads to vehicle population being dead weight in capturing a base, as ultimately vehicles aren't as great as stopping infantry as infantry are. They can't actually get where they are needed most, the point rooms of the base.

    Vehicles as they exist now only work if they can surpress infantry from actually touching the points, if they can't even do that anymore as the OP wants, what purpose do vehicles have at all? Defenders would never need them and if attackers bring them, it's just giving more chance of counter-pop to the defenders.
  8. Somentine

    Not entirely disagreeing (and certainly don't agree with OP about most of their points), but even a single HESH that goes relatively unopposed can shut down an entire lane for infantry basically solo.

    Yeah, having close to even number of vehicles and infantry tends to not work out well in 50/50 fights, but having even a few supported vehicles in those fights shuts the enemy infantry down almost completely.

    The big problem I have with most AI weapons is their ease of use; no real recoil, high damage, splash, relatively safe from infantry weapons, mostly long range + repair, etc.
    • Up x 1
  9. BlackFox

    In terms of gunplay I would simply buff all automatic weapons (AR,Carbine, LMG, SMG) in effective range (Dmg and bullet drop) , precision and damage to bring them down to 5 to 6 body hit kills instead of 7 to 9 - Simply to fit the Battlefield style game design (The NC Gladius is the best reference)
    An alternative would be to increse the default movement to the stats of level 5 sidewinder & catlike to get it closer to the arena shooter gunplay.

    One thing that should be done regardless is to give the guns recoil patterns instead of the random and overcomplicated calculation for horizontal recoil and cone of fire.

    ___________

    To get a better vehicle / infantry interaction it's quite the same - making missile launchers more effective (faster projectiles, slight damage buff) would be the best way to break the tank dominance. Modular vehicle damage also would be fun - destroying engines, tracks, turrets, wings etc. (unlikely to be implemented)

    Again a thing that needs high priority: Make the Harasser behave like a jeep and not a light tank (this thing takes less damage from tank shells than the "heavier armored" tanks themselves)

    ___________

    Getting rid of class abilites. Now do me a favor and read further before calling me crazy

    I think a way to improve the overall infantry game would be to remove the HA shield, the cloak and the medic's ability and leave them with specialized equipment like the engineer and the LA have

    - The Heavy Assault already has AT / AA launchers
    - Infiltrators have access to sniper rifles, can hack terminals and have motion sensors
    - The medic has the tool and access to different grenades and a regeneration field deployable

    Especially cloaks and shields are the two things that break the competitive nature of the game - both are things that give to much of an advantage in a fight. The medic could be slightly nerfed by switching the ability of the healing sphere to an alternative firemode for the tool.
    ___________

    That's stuff I would try out to improve the game and bring it back on stage - I play FPS games since 20 years now, and enjoyed a lot of differend subgenres. Planetside feels like Battlefield with Unreal Tournament guns, or Unreal Tournament with Battlefield movement speed.
  10. JustGotSuspended

    The problem is ttk can feel either very long or simply too short to react in the game. Lowering the number of shots required to kill would just make the issue of getting clientsided even worse.

    It works in battlefield for example because the game is properly built and centered around manageable numbers of players per map. But idk if adding these mechanics to ps2 is a good idea.
  11. JustGotSuspended


    Which is exactly the issue!

    Vehicles now only work if they're spawncamping! How fun for both parties!


    The weapons are just far too easy to use and require little effort to defend themselves from infantry. There's scout radars, auto turrets, etc to defend the vehicle or at least alert it of infantry trying to sneak up to C4 it (most effective method). Even if the vehicle somehow isn't able to delete the infantry, by simply moving (since it's faster than infantry) it's able to easily escape and outrun the danger. AT mines? Minesweeper.

    Only extremely distracted or kamikaze vehicles get killed by infantry.

    Don't underestimate the power of both offensive and defensive spawns. Segregating vehicles and infantry increases each other's dependence. As said, reworking vehicles so they can't infinitely farm infantry but instead serve as advancing cover is a step in the right direction. By buffing their resistance to infantry, and opening up some bases to allow for this sort of infantry + vehicle convoy, it's a great way to add some synergy between the two.

    And then because infantry rely on vehicles for transport, there's always going to be people pulling tanks to counter/destroy those transports. Tanks aren't always spawn camping infantry 24/7, there's sometimes fights between vehicles as well!
  12. MonnyMoony

    Roadkill cheese needs to go - it's utterly ridiculous that a 50 resource wraith flash can plow through and instagib a group of infantry and Maxes without so much as a scratch or a even a change in direction or speed.
    • Up x 1
  13. That_One_Kane_Guy

    Give launchers more effective range and I feel like this kind of scenario happens less frequently. More players would shoot back if they felt their shots actually had a chance to hit. Right now it doesn't take much of a buffer zone for a tank to be largely immune to anything infantry can dish out.

    This I actually have no problem with, since this is exactly how force multipliers are supposed to work. If two equal forces clash but one side has a couple Lightnings that they protect and support properly they should benefit from that.

    The problem as I see it is that in this game it's never just a couple, it's either none or all of them. In Battlefield for example stealing enemy tanks to get 4-5 working together requires a lot of effort and/or luck and is practically game-winning. In Planetside that's Tuesday.
  14. JibbaJabba

    Increase lethality for both sides and balance will return. Go back towards the behavior we had at launch.

    Infantry should get mowed down by armor in the open.
    Amor should get shredded by infantry in close quarters.

    Put vehicle range (including AV turrets to 400m).
    Increase damage.
    Hesh: One shot infantry within it's outer min damage radius.
    HEAT: One shot with within inner max damage radius.
    AP: One shot with direct hit.

    In other words.. mow down the infantry.

    Next, fix infantry! Put it back the way it was!
    A shot from a decimator or AV rocket to rear armor should produce panic inducing damage to an MBT. The driver F'd up and is gonna die.
    A single heavy should be able to kill a tank via front armor without running out of ammo (if he can).
    AV mana turrets (and HA rockets) should reach 400m. And hurt.
    • Up x 2
  15. AllRoundGoodGuy

    I can't disagree with OP enough.
    • Up x 2
  16. Somentine

    Yeah, the only problem with that is that it is similar to the ESF situation where you can deter but basically never kill at those ranges, even with rocket buffs, especially if they have a hill or cover to hide for repairs or to peak.


    This is what conflicts with me. On one hand, I want to see combined arms. On the other, it really isn't fun in general.

    The other problem is like you said about BF; there are limits in those games, and using those force multipliers well is important... which isn't really seen in PS.

    I also really gotta stress that while force multipliers should be powerful, they don't need to be (and shouldn't be) wheelchair friendly.
    • Up x 1
  17. That_One_Kane_Guy

    That's just a matter of adjusting. How many players should be required to give attention to a given threat in order to neutralize it? How many to kill it?

    I still think the best option would have been to adjust the availability of vehicles, so for example an outfit would only be able to surge an airball or armor column once an hour or so. Then every tank you kill or ESF you shoot down would feel more impactful, and the players more likely to stick with their vehicles rather than throwing them away. At this point the whole segregation of vehicles from infantry would sort of come into play, since the outfit now has to either delegate resources or choose to throw away their expensive tanks/aircraft in order to go cap a point.

    Then of course it becomes even more difficult for new players to learn these new playstyles, so trade one issue for another.

    Agreed.
    • Up x 1
  18. Scroffel5

    This whole post was so stupid that you guys summoned me from my cesspool of inactivity to come and tell you that you are all so stupid. The OP's post is stupid and the comments to it are stupid. What the heck is wrong with you?

    All that vehicle mumbo-jumbo has an easy enough fix to me. Don't allow resource point gain while you have a vehicle. People who main a vehicle will stay alive for, say 10 minutes, then they will go and spawn another vehicle, since it only takes 7 minutes to get another MBT. Boom. Now if they die, they will have to wait 7 minutes to get another vehicle, and the opposing team now has some relief from the vehicle spam. Taking out a vehicle is now much more important. The dude you just killed now can't get a full healthed vehicle again without waiting time, supposing he is going for an MBT and not just a Harasser. Dying matters. Coordinating your attack matters. Get 3 Heavies, flank, destroy it all at once. Get a few Light Assaults, attack it from the skies. Do something.

    The repercussions are that you won't be able to get more grenades and C4 while you are in a vehicle, and to that I say, "Tough loss. Its for the greater good."

    Make AA weapons more viable. How? I didn't think a lot about it. Maybe a lock-on launcher for a class that isn't the Heavy Assault open by default, perhaps the Engineer. We need more class specific AV options for classes other than the Heavy Assault. Don't get me wrong. Heavy Assault will still be the go-to demo guy, but we should be able to coordinate our attacks with the classes we have and make a specialized attack for situations we encounter.

    To balance MBTs and make them harder to use, make the main cannon not lock when you are aiming it. Does that make sense from a war perspective? No, not really, but do you guys care about that? No, no you do not. If the gun is always trying to settle back down, it makes an added motion for your mouse. Instead of staying on a Y axis that is getting you kills and just sitting still and sniping people from a safe distance with your tank, you need constant readjustment. That'll help the problem, and the devs can increase or decrease how much it draws down on your main cannon to balance it.

    I'm getting ran over by Wraith Flashes, please remove. Be more aware. For me, I rarely get ran over by a Wraith Flash. I only ever get blown up by a Fury Flash or pwn'd by a Shotgun Flash. Y'know why? Because when I see my allies get ran over or I hear a cloak and a Flash engine, I KNOW THERE IS A WRAITH FLASH NEARBY! If I do manage to get ran over, I MAKE SURE IT DOESN'T HAPPEN AGAIN! If he is driving straight towards me, I MOVE OUT OF THE WAY! I don't understand you guys.

    Infiltrators too OP, please nerf. Sniping is fine. Sniping is logical. Sniping makes sense. Sniping can be left alone. EXCEPT FOR CLOSE RANGE BOLT ACTIONS. They need to be nerfed. They are too easy to aim and get headshots on before anyone can react. To make it harder, remove the sights and only let us use the default irons. Boom. Harder to use. Maybe you can add a sway like the old amaterasu. Make it hard.

    Scout Rifle infils are probably fine. I wouldn't know. I rarely die to one. Let them be.

    SMG Infils are a plague. Remove SMGs from Infiltrators. If they are weapons designed for other classes, they shouldn't really be on an Infiltrator unless it is a marksman kind of weapon. Any weapon on the Infiltrator should be a marksman, headshots or die, type of weapon. SMGs are annoying because you'd die before you even knew they were there. Listen as you may, watch as you may, spot as you may, line the area with darts as you may, and you will still die to the SMG Infiltrator 9 times out of 10. I attribute it to the SMGs, but if you disagree, be my guest and state why you disagree.

    Stalker Infiltrators are annoying. Add a passive way for us to detect them. Deep cloak visibility should still be seeable, more of a chameleon effect (?), but not too easy to see that it makes the cloak useless. I see people have suggest IF optics to spot cloaked infiltrators, and that makes sense on paper, but they removed it for a reason. Could someone please provide the reason why? Whatever the case, figure out that reason and how to not repeat the mistake, then I'll get behind you on that.

    Let me talk a little bit about why we can't segregate playstyles. It makes no sense from a war game perspective. If vehicles are only meant to counter vehicles and can't interact with anything else, and aircraft are only meant to counter aircraft and can't interact with anything else, and infantry is only meant to counter infantry and can't interact with everything else but it also serves the main objective, why the heck would you be anything other than infantry? Vehicles and aircraft should be tools to halt infantry, because duh, that only makes sense. They should be obstacles. Infantry should be able to deal with them if they work together or if they are just really good and can avoid all the bullets, explosives, and insults hurled their way, and there should be the freedom to do that, but all in all, it only makes sense for a tank to be countered by a combined arms initiative. People should be rewarded for doing such, not just by the game but by themselves and others. They should feel proud of the work (and I do mean work to the fullest sense of the word) that they put in to the game.

    When they take down the tank, it should mean something. When they take down the squad, it should mean something. When they defend against the massive wave of enemies seeking their lives, it should mean something. When they die, it should mean something. Everything should mean something in the game. You should come away from your game session somewhat fulfilled in the memories you have just made, and that should be the intent and reward of this game.
  19. JustGotSuspended

    Infiltrators too OP, please nerf. Sniping is fine. Sniping is logical. Sniping makes sense. Sniping can be left alone.[/quote]


    spoken like a true crutch main :p

    Infiltrators used to be ok. You'd basically forget about them, few people played them, so it was as they should logically be and I rarely heard anyone complain about them. They got buffed exponentially, and are currently the most broken class in the game. It's not logical to have more than half the population of the fight playing sniper, especially in a game like this. 1 or 2 per side of the fight is fine, but there's so many it should be a clear sign they're off.

    Regardless of the "ease" you have avoiding them, which I really doubt, it makes no sense that a mini motorcycle transport is able to challenge tanks and squads of infantry because of his cloak. If he's using composite armor too he can survive a deci which is pretty ridiculous as well.

    Agree with the SMGs. They are broken in general, the devs and players know this. A reduction in hs multiplier is necessary. They also benefit a lot from the nano-armor cloak, which basically combines infil and heavy abilities. Wild.


    Do you feel proud after a session of A2g stomping, or sitting on a hill with HESH for 30 min starring at a spawn room blasting anything that comes out?

    It's one of the biggest complaints that new players have. The spawncamping. Every fight they go to they are instantly obliterated if they step out the spawn, or they're the ones spawncamping and can't get any kills because their allies are denying the spawn area. Ofc, vehicles aren't the only problem, as infantry and vehicles often go hand in hand when spawncamping. But because of how good vehicles are at farming infantry, you park a kobalt bus/ant or a single banshee and what could've maybe been a fight is instantly destroyed.

    I kill vehicles. I used to be a light assault/engineer main that would go on MISSIONS, spending sometimes 20+ minutes just sneaking up behind vehicles and snipers that were just trolling the fight from far away. I've got over 10k kills on C4, and across all characters probably double that with C4 arx. I've also got a decent amount of launcher kills, usually decimating A2G. Do I feel accomplished when I deci the A2G stomper spiraling everywhere? Or when I finally C4 the tank shelling the fight? Sometimes. But in general it just feels like a painstaking chore. I waste time getting them -time I could've been having fun actually fighting- I get them "finally, I can start having a fun fight" and 3 minutes later they're back. Or I get sniped, the guy moves at the last second, has a spitfire, C4 blows in my face/flies away...

    It's not fun from either side. There's no actual engagement. It's just "dang I got shelled coming out the spawn. Hopefully I don't get shelled next life". And for the vehicle "wtf I just blew up! Oh well I'll just pull another". No lessons learned, no accomplishment, no improvement.

    It's why attempting to make vehicles and infantry dependent on each other to push bases, make actual advances towards objectives could be interesting. Making vehicles wheelchair crutches that a poor good Samaritan has to deal with in order for the rest of the players at the fight to have fun is definitely not working.
  20. XRIST0

    dude.. some of the things you suggested are just wtf.. i get where youre coming from, but i cant agree to nerf everything to oblivion .. accept the game for what it is and just focus on getting better, you cant just remove vehicles and not have them engage infantry, its an open world sand box game and its impossible to do what youre asking, to basically make everything useless.. i main light assualt with ambusher jets so vehicles are pretty easy to escape from, if they get you it is what it is, move on to the next fight or elsewhere in the base dont just let them continually farm you or ofcoarse its going to piss you off.

    If you have specific issues with the game, try your best to work around it and find a way.. yes the game is very frustrating at times, when youre out numbered being bombarded with hesh rounds and cheese left right and center but thats just the nature of the game.. Some days i come close to uninstalling, but most days i have a blast and get tonnes of kills, you cant win every time.

    Yes the game has its balance issues and always has and will ..but overall i think its in a better spot than its ever been, i have a great time playing and i dont find anything REALLY overpowered.. try it yourself before calling it out, these players have probably had years and years of practise doing what they do, just simply cant compete solo against an organised outfit so dont even bother, move onto the next fight.