[Suggestion] holy **** I just had an amazing idea.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Van Dax, Apr 8, 2014.

  1. Van Dax

    guys guys, what if:

    Shooting at a sunderer with a tank weapon....disabled spawning for 5seconds.

    Bam.

    Tanks can be awesome at killing sunderers, infantry aren't getting in the way of blasts as they spawn (causing them to ***** about explosives), and we can have a job at suppressing infantry--without having to be able to kill massive swaths of foot soldiers(causing tears).

    also maybe make it so that sundies aren't tougher than tanks at least versus vehicle weaponry.
    • Up x 1
  2. Chubzdoomer

    That is a terrible idea, and would make Sunderers even more difficult to protect than they already are.
    • Up x 4
  3. Nanomorph



    I want this thing in the game for sure :D


    [IMG]
    • Up x 2
  4. Chubzdoomer


    Would fit the Vanu perfectly. Just give the crab an old man voice and you're all set.
    • Up x 7
  5. MajiinBuu

    Sunderers are already easily destroyed by solo tanks, no to this.
    • Up x 1
  6. JorgeSarcos

    So that would change things to:

    Shoot sundy and kill 2 recently spawned players

    *wait 5 seconds*

    Shoot sundy and kill 3 recently spawned players

    *wait 5 seconds*

    right? wow... huge change uh? :/
    • Up x 1
  7. khai


    Wait did I miss the part where tanks are going against sunderers and loosing? or being unable to take them out easily? No? are you sure he seems to be implying that the Sunderer is OP and needs to be nerfed, What they are easy to take out if you are not using HE and with both gunners a stock sundy is a fair fight with a stock lightning?

    You have a solution to problems that do not exist Sunderers are easy to kill with vehicles, or air, or infantry. They are big fat slow targets with minimal offensive capabilities and that is the reason almost no one uses them for any role but AMS. You nerf their ability to survive as an AMS and it will simply bog down the game as everyone has to constantly run from the last base to wherever the attack is taking place.
  8. Van Dax

    that some major splash damage, to bad tanks can't do that.
  9. Kevibear

    Guys... Guys.... What if, alright here it goes. What if we had a vehicle, with no weapons or armor that once deployed would create a stealth bubble around it and that people could spawn at. We could call it a um... Future Roving Base or maybe Advance Mobile Station. I am going to hop in paint and see if I can whip up a picture of what it might look like. [EDIT] I have some art of what this vehicle might look like.[IMG]
    • Up x 5
  10. khai

    Both HE or a viper both can take out 2 or 3 guys spawning around a Sundy especially if they all Spawn at once because if you shoot the middle one they are usually all within the max splash range or just outside. Right now against a single tank or two farming you have a chance if you happen to spawn when they are reloading to get out of the blast range All the 5 second delay does is give the tank the chance to reload before the next wave comes along.
    • Up x 1
  11. Van Dax

    jumping to the wrong conclusion pal

    Problem: tanks have no job but to kill things outside of bases. tanks are intended to be able to dominate against infantry in the field yet due to the nature of SOE'S balance techniques they do not. A sunderer that is spewing infantry into the field is far more easily killed by suiciding drop pod infantry, flight ceiling shredder libs, cloaked kamikaze flashes etc etc.. than a slower,less armoured vehicle. Infantry hate dieing instantly to vehicles, vehicles hate firing nerf darts.

    A sunderer in a field battle is surrounded by infantry, usually with several engies repairing it while infantry spawn in and run to the nearest ridge. If a tank comes in je can't outdps the repairs, nor can he survive the amount of infantry based av that would soon be brought to bare. The mbt wastes his life and gets a few infantry kills and essentially makes no impact on the battle, discouraging tanks from being actual line breakers and mechanized cavalry.

    The solution I proposed is that while the sundy would still be well defended by swarming infantry, a tank attacking the sundy would slow or stop the rate of fresh troops as long as he was doing damage. This means that even if you can't kill the sunderer your efforts do make an impact in the battle and your side can gain ground from the sudden drop in new troops.
  12. khai

    it can look like
    [IMG]
    Just with slightly better graphics.
    • Up x 3
  13. Van Dax

    a tank doing so would be murdered by the surrounding infantry already spawned.
  14. Van Dax

    that solves zero problems.
  15. Aesir

    Here is my take ... Infantry sucks in open terrain and Tanks are good in open terrain ... against all ground targets. The principle is so simple, yet SOE hasn't picked up on it yet ...

    Also, Metal Slug rocks!

    [IMG]
    • Up x 5
  16. khai

    Your assuming that the Sundy is part of a zerg or outfit squad but the tanks are solo and uncoordinated.

    Sundys are incredibly easy to take out and are taken out all the time. Your misapprehension here is that you think that Tanks should Dominiate the battlefield. If that was the goal then the change you should be pushing for is to increase the armor value of the tanks not decrease the armor value of what is intended to be first and foremost an APC not an AMS. It fails in the APC role because it is too vulnerable and always targeted.

    If you want to try specifying that deployed Sundys have lower armor then you might get support but it is unlikely when just calling for a nerf because you want tanks to be more lethal then they already are or infantry to be less prevalent, and the spawn delay is simply not a good idea it opens it up for too much abuse.
  17. Van Dax

    sundie as an apc works like this:
    sundie with troops in it encounter mbt, troops get out and kill mbt
    sundy encounters aircraft, troops get out and kill aircraft.

    I know because thats what we do in DIGT and has worked about every single time. The only time it doesn't work is if we stumble upon a zerg somehow but then its more the infantry that are dangerous anyway.

    besides that, the sunderers main purpose is to be an ams, that's why its a passive system you get for free.
  18. khai

    No they changed the main purpose to be AMS when it failed as an APC the original Sundy did not even get AMS until they removed it from the galaxy and then you had to pay for it until people complained that a non ams sundy had no purpose. Again your example is not convincing me that the sundy should have reduced armor and a spawn delay and again seems to be from the perspective of an organized squad vs disorganized and numerically inferior opposition. Yes against a single tank with no infantry support a fully loaded sundy containing an organized and properly equiped squad will win against a single MBT especially if they don't have top gunners like so many of them do not, they will even take out 2 but usually not 3 and if one of them is a decent lightning driver with a viper or HE who concentrates on the infantry and the MBT top gun is AI and does the same while the MBT main engages the sundy the sundy will loose almost every time. The problem with Tanks not domination the battlefield is not the sundy it is 1 tanks cannot dominated a battlefield without proper infantry support, and 2 players in planetside have very poor coordination even within an outfit squad. And if they made tanks strong enough to dominate it would be no fun for anyone to play infantry and we might as well all go play world of tanks
  19. Van Dax

    1. how sundy's played in beta have zero bearing on the current situation.for all intents and purposes sundy = ams end of line.
    2. tanks SHOULD dominate open field combat, they do not. infantry dominate ppen field combat
    3. in open field combat, sundy's are the source of infantry.
    4. making tanks better against sundy's allows them to dominate infantry, but not kill infantry by the hundreds by just stopping them from spawning
    5.spawning and getting instantly killed is less fun than knowing that the sundy is about to die and not being able to spawn in where you will be instakilled.
    6. outfits do have very high coordination in my experience.
  20. khai

    1. sundy = ams now but what there original purpose was does have bearing because some of us still like to use them for said purpose.
    2. Tanks dominate already in open fields or as much as possible most open field battles at the moment are long range artillery duels with infantry trying to flank and changing sundys will not change this even with your proposed changes. you are not describing open field you are describing 1 tank vs a sundy at close range where the infantry can swarm the tank.
    3. to some extent but since tanks already dominate open field combat just not combat in tight quarters.
    4. Unless you allow the infantry to get close you already dominate them since it is one shot one kill. Except the HA and Engineer infantry has to literally touch your tank in an open field they should not with proper tactical awareness and infantry support they should not be able to get that close.
    5. you will still be instant killed, you just concentrate them so and give the tank time to reload between blowing up the spawning infantry.
    6. they are not bad for a video game but they are nowhere near as good as they could be. Its mainly a problem of everything has to be made up on the fly rather then in preplanned sessions and commanders who don't actually know what they are doing. Meaning there is no actually training on how to do anything your just given vague orders or in the worst cases overly specific orders and a lot of order, counter order, disorder.

    The thing I notice is that you say dominate in open field then give examples in which the combatants are limited and at short range. But in actual open field engagements the tanks already set the lines and infantry walks cautiously.
    • Up x 1