[Suggestion] How I would fix Planetside 2.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Degenatron, Jan 3, 2013.

  1. Degenatron

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    I was working on this list before BuzzCut made his post and now I think it is time for it to be posted. I don't agree that KDR is the main problem in PS2, but I do agree that support roles should get better XP gains. Here are the problems and fixes as I see them:

    Population Control

    Global Population Bonuses:

    Right now, they are just too low for anyone to care about. Players that have no loyalty and jump empires to gain an advantage are not going to be swayed by 1~3% XP gains. These players must be bought, and they have to see real value in playing for an under-manned empire.

    Populations are given a 5% buffer where no bonus occurs. Below that 5% buffer, for every 1% below another empire, the player gains a 5% XP bonus. These stack across empires. For example:

    Connery Server Populations:
    NC - 40% (No Bonus)
    TR - 34% (5% XP Bonus)
    VS - 26% (110% XP Bonus: 40% "TR Bonus" + 70% "NC Bonus")

    So, if you have two characters on the same server, which are you going to choose? It's pretty obvious. The VS won't stay under-manned for long with a bonus like that.

    Continental Population Bonuses:

    Right now, even with Global Populations imbalanced, we are still seeing a "self segregation" of empires where each empire takes a continent and then over-pops that continent so that the enemy doesn't have a fighting chance. A simple XP bonus, no matter how big, will not fix this. Those that stay and face the overwhelming odds should gain tangible, game-play effecting bonuses that give them a real fighting chance against overwhelming odds. This will create a "push / pull" system of population control: Pushing over-popped players off continent and Pulling under-popped players onto the continent. Eventually, we won't see major population disparities any longer.

    Populations are given a 5% buffer where no bonus occurs. For every 1 percent below the population of the empire with the highest population, the soldiers of the empire gain 2% health & 2% shield HP. Health bonuses extend to vehicles and Max units. For Example:

    Esamir Continent Populations:
    NC 60% Population - No bonus
    TR 30% Population - 60% bonus to health and 60% bonus to shields
    VS 10% Population - 100% bonus to health and 100% bonus to shields

    "Oh god! Who wants to fight people with double health AND shields?!" - Yea - nobody, that's the whole point.

    Offensive XP Divide and Cap System:

    Divide: Every territory has a static amount of XP gain. XP is divided by all attackers. A Large Base capture results in 1000 XP for each player. With 2 platoons, that's 96 players X 1000 = 96,000 XP doled out at that base capture. So set the static XP amount to 96000 and now the optimal number of players to capture a major base is 96. Each player would receive their 1000XP. Larger assault forces would receive less XP. Smaller territories would have smaller optimal player numbers - a small territory's optimal number would be 1 squad. 12 players x 250 XP = 3000 Static XP. A medium territories optimal number would be 1 platoon: 48 players x 500 = 24000 Static XP. Using "too many" players results in less XP for everyone.

    Cap: Every territory has a max XP cap per player so that if the base is captured with fewer players, they still only receive the maximum amount of XP. Large bases cap at 1000 XP, so if you capture a large base with only 2 people, they still only get 1000 XP per person. This cap could be raised above the normal XP reward to encourage efficient use of man power.

    Defense

    Defense Bonuses:

    The current defense bonus is not enough. Defending is largely a boring job with low pay. Players must be incentivized for defending.

    Give defenders +50% for any action performed on friendly territory. Also, the bonus needs to be shown during the "XP Totaling" animation: "100 XP Kill", "50 XP Defense Bonus", "50 XP Vengeance", ect.

    Give Double XP for defending objectives. Double XP has already been shown to be a powerful incentive to players (double XP weekends) and it should be turned to engineering player behavior. Currently, defenders are only rewarded objective defense bonuses for killing an attacker "in the act": actively triggering a generator for example. This is wrong because it encourages defenders to let an attacker to actually get to the objective before trying to stop them. Instead, create a radius around the objectives which the defender must be standing in for them to receive the bonus. It does not matter where the attacking target is, as long as the defender is close to the objective. This encourages players to go to the objective and actively defend it by preventing attackers from getting close to it.

    Defense Bonuses for attackers - when attacking a base, objectives that are captured give the defense bonus to players attacking the base. Currently, when an objective is taken, there is no reinforcement for the attackers to keep that objective captured. They should be encouraged to defend captured objectives just as base defenders are. For example, when a generator is blown up, the bonus radius around that generator flips over to reward double XP for attackers that stay near it and kill enemies.

    A special note on Objective Defense bonuses - mines that kill enemies near the objective do not reward double XP unless the mine layer is within the defense bonus radius. This bonus is designed specifically to keep players near the objective to be defended, not simply "score kills near it".

    Defense Deployment:

    Defense deployment replaces the current deployment system with a system that allows players to deploy to any friendly base on their front line. They do not pod-drop in, but spawn at the tubes. Redeployment is performed by running back into a spawn tube and using it. There is no cool-down for redeployment. This prevents the current abuse of the deployment system where players are using it to redeploy onto territory they just lost, and it allows defenders to move freely along their front line.

    Defensible Bases:

    General Shield Rules:

    Shields should be simplified. There should only be two types of shields: Empire Shields and Defense Shields. Empire Shield show the color of the owning Empire. Empire shields look and act exactly like the Dome shield. Defense shields look like the white shields found on tower spawn rooms and act like the "One Way" shields found on spawn room and teleporter doors with the exception that any empire can move through them. Any empire can fire though these shields, but only in one direction.

    Spawn Rooms:

    Remove the "One Way" shields from all spawn rooms. These are replaced with Empire Shields. This means that players can no longer sit inside spawn rooms and fire out from behind the shields. This is one of the largest break downs to base defense right now. Since players refuse to leave the spawn area and instead choose to wait to be surrounded so they can take safe pot-shots at the enemy - this option should be taken away. If you want to attack the enemy, you must leave the safety of the spawn room to do so.

    When the Spawn Control Unit is disabled, all power to the spawn building is lost which means the shields on the spawn room doors turn off. Any defender left inside the spawn room will be vulnerable. This will stop the annoying habit of players waiting until the base is captured to make a dash out of the doors. They must defend the SCU or be left with no place to hide.

    While this may seem like a nerf against defenders at first, this is a direct step in FORCING players to defend. A base cannot be defended from within a spawn room. If a spawn room is camped, the fight is already over. And spawn room campers don't sit in front of the doors, so the "one way" shields do nothing to prevent the camping. These rules make that abundantly clear.

    Base Shields:

    All base shields are replaced with Empire Shields. This means the enemy cannot pass through them, not even on foot. There are no more "vehicle shields". The owning empire can pass through the shields, but they block all fire.

    All windows are covered with Defense shields. That means every single window in every single structure gets a Defense Shield placed in it. This makes every building a "safe haven" against vehicle and grenade spam and a defensible forward attack point. Buildings must now be cleared by infantry. Soldiers are able to fire out of the building through the windows, but are protected from incoming fire. All infantry can still move through the Defense Shields.

    Turret Shields:

    Turrets are given a shield just like an infantry shield. The shield is equivalent to 200% their current HP. The turret must go undamaged for 10 seconds before recharging. A repaired turret comes on-line with full shield intact. This could be the Amp Station facility benefit, or the benefit could lower the recovery time before the shield starts recharging and speeds up the charging process.

    Generators and SCUs:

    Only engineers can trigger a generator or SCU overload. This follows the same mechanics as infiltrator hacking. The only difference in being that if another class attempts to destabilize a generator they will see a message that says "You must be an engineer to perform this task." This prevents light assaults from simply jumping the walls and downing generators. Attackers must get an engineer safely to the generator to begin the overload process. Eventually, this could be further improved by having engineers carry a tool to start the overload and having a cert that allows for engineers to compromise generators and SCUs more quickly.

    Meta-Game:

    Continental Shared Resources:

    Instead of each territory doling out X resources to every individual, make the territories dole out X resources that must be split across the population. For example: a territory may output 5 Armor Resources to every single player in the owning empire. If your empire has 400 players, then that territory is outputting 2000 resources every tick. So, make that territory have a static output of 2000 resources that must be split across the entire empire regardless of their numbers. If they have less than the optimal number of players (2000 resources / 100 players = 20 resources per player), then they get more resources per player, but if they had more than the optimal number of players they get less resources (2000 resources / 600 players = 2 resources per player). Keep in mind that these are just round numbers for ease of illustration - they'll need to be adjusted. This allows undermanned empires to roll more vehicles that over-manned empires.

    Remove the vehicle cool down timer and instead use resources as the controlling factor of fielding vehicles. Replace the Timer Reduction certs with Resource Reduction certs that grant the same level of access to the vehicle by lowering the resources needed by the player to purchase another vehicle.

    Increase the Continental Capture Bonus to 50%. The current 10% doesn't really mean anything to players. It simply isn't worth defending. Losing it doesn't hurt enough and another empire having it doesn't help them enough for empires to worry about protecting the bonus. By making the bonus big, you ensure that when an empire has it, they will use it and the enemy will notice (especially once resources become more scarce) and that once an empire has the bonus, they will fight to keep it.

    Dark Territory Penalties:

    Dark territories are hexs that have been cut off from the empires main territory. In addition to losing Resource Income (which is already in the game), dark territories should also incur the following penalties: Dark Territories lose spawning capacities and no longer allow for attacking an adjacent territory. This means that cutting off a territory has real strategic value on the battlefield and it forces empires to defend links to the warpgate. The exception is that AMSs still work in Dark Territory. This rule also extends to attacking forces. To maintain spawns at a satellite base around a large base, the attacking empire must maintain a linking hex to the territory it is attacking. If the link is broken, the attacking team will maintain control of the satellite (unless the base is successfully defended as is the current rule) but the spawn tubes will no longer function.

    Specific Vehicle Changes:

    Main Battle Tank Abilities:

    The abilities are changed to work much like the afterburner on the fighters.

    The special ability for each MBT can be toggled on and off. Turning it on consumes a large chunk of the reserve for the ability - 10%.

    The VS and NC MBT abilities remain largely unchanged. The VS still get the turbo boost and the NC get the force shield. The NC get a "Shield Capacitor" meter and the VS get a "Boost Fuel" meter which shows their abilities reserves. In addition, the VS get an animation added to their tank which looks like power surging down the sides of the tank when the jets are active. The NC gets the animation it already has.

    The TR's "lock down" ability is replaced with a an "Ammunition Loader Overdrive". When activated, areas around and on the turret of the tank glow red. This cuts the reload time to 1/3 for their main gun - allowing them to fire 6 rounds in the time it normally takes to fire 2. Instead of having a fuel indicator, the TR have a heat indicator that works just like a base turret heat indicator. When the Overdrive is activated there is an initial 10% jump in heat that rises until the ammo loaders overheat or the driver shuts it down.

    The added animations are critical for threat identification by their enemies.

    The current certification system for MBT abilities are rolled over into these new mechanics by granting faster recovery time and extended use times.

    MBT Ammo Types:

    HEAT rounds remain as they are.

    HE should do almost no damage to any vehicle larger than a Flash. The splash range and infantry damage should remain the same except MAX Units should be immune to the splash damage.

    AP rounds should have no splash at all, but do 2x the amount of damage that HEAT rounds does to vehicles.

    Liberators:

    The Zephyr cannon gets the exact same treatment as HE rounds for MBTs. It keeps the splash damage to infantry but the splash does little or no damage to vehicles and MAX units.

    The Dalton acts the same as AP rounds on MBTs. It has no splash damage at all but does extreme damage to vehicles.

    Notes for MBT and Liberator ammo types: These two types of ammo are given new descriptions. HE and Zephyr rounds are described as "Radar Triggered Air-Burst Shrapnel Rounds". These rounds never make contact with their targets directly, but instead rely on a radar in the cone of the shell that causes them to detonate when they get close to an object. AP and Dalton rounds are described as "Kinetic Sabot Rounds" which use the kinetic energy of the round to penetrate thick armor.

    Empire Specific Fighters:

    Rocket pods should come in two flavors, just like MBT and Liberator ammo: "Air Burst Shrapnel" and "Kinetic Sabot". Both types of ammo should changed to only fire two rounds at a time and then reload for 3~5 seconds. This encourages both specialization of ground target types and the need for fighters to conduct strafing runs while their ammunition reloads.

    Anti-Air:

    Ground Based Anti-Air should be in order of effectiveness as such:

    AA Base Turrets
    Skyguard
    MAX Dual AA
    G30 Walker
    HA Rockets
    Max Single AA

    Base Turret AA should be the most powerful AA guns in the game. They should act as a "Hard Counter" to all air vehicles, BUT they should be removed from all towers. They should ONLY be on main bases. Base AA should kill fighters in 8 hits. They should kill Liberators in 16 hits. And they should kill galaxies in 20 hits. The AA Turret are not mobile and they are for controlling the air above the base to make it "Safe Harbor".

    The Skyguard should be next, killing a fighter in 10 hits, and liberator in 20, and a galaxy in 24. The Skyguard has no other use. As a dedicated AA vehicle, it should be very dangerous to air vehicles.

    The MAX, G30, and HA are fine where they stand now.


    Sunderers:


    Do NOT allow sunderers to deploy inside of any type of building. Sunderers must deployed outside. This prevents attackers from deploying sunderers inside of towers and it prevents defenders from deploying inside of Amp Stations and Tech Plants. To help defenders, put the teleports back into the Tech Plants and do the same for Amp Stations (the teleporters would go in under the platform where the vehicle consoles are).

    This would actually help defenders because currently, the general rule people follow is to deploy the AMSs inside the base shields - which is great for AMS survivability but horrible placement for getting defenders close to the objectives. The AMS restriction radius prevents any other AMS from setting up in more logistically sound locations (near the generators).


    Finally:

    98% of these ideas are CODING changes and require no new asset creation. I think this is a major factor in making realistic suggestions. Aside from the visual overlays to MBT animations and HUD elements, everything in this post can be achieved by coding tweaks. I think this is something we as a community should always keep in mind when making suggestions for game improvement.
    • Up x 8
  2. Degenatron

    As an example, here is how the standard Amp Station would play out.

    [IMG]

    The green line shows the area where enemy ground troops could not cross. The updated base shields prevent all enemy ground forces from entering through the main gated. The enemy is forced to use the "back doors" of the base. Light assaults can jump the walls and the main gates, but they will be unable to trigger the generators - they can only act as a disrupting force (which is their intended role).

    The red arrows show the path the enemy must take to the objectives. A way to circumvent this it to use Galaxy drops, which should absolutely be encouraged. However, the base turrets will be beefed up, so this will require a fair amount of "softening" from ground armor.

    The blue circles show the Objective Defense Bonus zones around the objectives. If a defender is standing within these zones, all actions will automatically get a +100% XP bonus. This is on top of the +50% general Defense Bonus awarded for fighting in friendly territory. In placed where the ODB's overlap, they DO NOT stack.

    An additional rule that was mentioned by BuzzCutPsycho in his post was to make jump pads empire specific. I completely agree with this so that defenders have the "home field advantage" when it comes to moving around the base. This forces the attackers to gain the ground "legitimately" instead of just flooding the walls via the jump pads.

    In addition, the rule that stops any AMS from being deployed inside of a building would force defenders to place them out in the open. Once the option of putting it inside of the vehicle bay shields is taken away, you'll see more strategic placement of the AMS close to the objectives which will greatly help in defending the base.
    • Up x 3
  3. Garzin

    Devs really should look into this
  4. cortelas1

    "Rocket pods should come in two flavors, just like MBT and Liberator ammo: "Air Burst Shrapnel" and "Kinetic Sabot". Both types of ammo should changed to only fire two rounds at a time and then reload for 3~5 seconds. This encourages both specialization of ground target types and the need for fighters to conduct strafing runs while their ammunition reloads."

    I do like this idea, but they shouldn't serve as a replacement for rocket pods. There will be issues if people have an item they bought removed. Also having only 2 rockets means that an ESF won't have to expose itself to AA for more than a second. ESFs don't need a buff to maneuverability.

    This post is absolute brilliance otherwise.
  5. Degenatron

    I see what you're saying about "taking away weapons". The current set could be the "middle ground" filling the same role as the MBT HEAT rounds. But they would still get a massive nerf in the form of the reload pause, and I'm sure a lot of pilots would be angry about that. However, that's kind of the price of balancing the game out. I've always said, you don't pay for the weapon, you pay for the ability to skip the grind of getting the weapon. there's a difference.

    I don't understand what you mean about it decreasing ESF vulnerability. Keep in mind that the overall damage of the individual rockets would not increase. So, for example, if an ESF can kill a base turret with 10 rockets, it can currently do that in a single strafing run. The change I'm talking about would take the same number of rockets, but would greatly increase the ESFs "time over target" by making them reload after each set of rockets were fired. That'd be 5 passes over the target at minimum. Hovering in place and waiting for all of the sets of rockets to load after each shot, at the minimum reload time of 3 seconds, would mean sitting still for 15 seconds.

    And all of that is BEFORE the shield and flak buff of base turrets. With those buffs in place, a single fighter going after a manned base turret would be suicidal unless they could get lower than the declination angle of the turret. And this is by design. Destroying base AA turrets should be the work of Liberators or (even better) tanks.

    I hope that clears up what I was going for on that one and thanks for the feed back.
  6. Alge

    I would just nerf the whole VS and bring it down to level of two other factions. Now you gain 20-40% advantage when playing VS, because of easy-mode weapons and easy-mode vehicles. Zero bullet drop, fast reloading, hovering, huge blast radius....ffs. Really SOE?

    My guess is that VS was made OP so NC and TR players just need to buy all kind of extra with station cas to be even closely on same level.
  7. Degenatron

    That's very off-topic.
    • Up x 2
  8. Alge

    To be honest, not so much. No matter what people suggest, only making this game even for all factions will make this game better in long run. Now this just feels cashcow-game that will be rotten within few months.

    You have many good points but I feel that first thing should be making this game even for all. SOE tried to explain during beta that every positive effect will have a countereffect. It just seems that this doesn't apply for VS. Not their guns, not their vehicles.

    Currently VS is the Official EasyMode of Planetside 2.
  9. LeBigJimbo

    What about Vanu fire cone nerf?On Cobalt, Vanu dominate every continent simply due to being utterly OP.
  10. Alge

    For example at Miller server atm. All you need to do to win is to have a tech plant and play Vanu. Intant win, no matter what other 2 factions do or don't do. No matter of population or bases, they win just by pulling scythes and magrides. And then they whine about Carv? lol....just lol.
  11. Degenatron

  12. Azarga

    Stopped reading here.
  13. Degenatron

    Well go back and read THE VERY NEXT SENTENCE.

    And then skim the stuff in green.

    And then...suggest an alternative. Put something on the table, I'm open to suggestions and if you've got a better way to tackle a problem, throw it out there.

    Also, do you know where I got that idea? From the PS1 and the Devs "Spec Ops" teams that they would run. Those dudes would have WAY higher percentages (like 500%) and the PS1 vets LOVED going against them because it made them kinda like boss fights.
  14. Crashsplash

    Interesting thoughts.

    My criticisms:
    The health and shield bonus feels too much. Remember the difference in shield between the highest and lowest is already 20% and then add your bonus on top, how would it feel to be a newbie is this game.

    However, numbers don't matter, they can be adjusted to suit it's the principle of it that's the thing and as such I don't that any objection to adjusting bonuses.

    The change to the special ability of the prowler is interesting too, I presume the devs put in lock down partly because they thought an increase in ROF without it would be OP, as such I'd allow them the benefit of the doubt here. One thing for sure, lock down existed in PS1 for TR so there was a precendence there of a sort. However, everyone hated it. Absolutely hated it, so they must have known they would get no thanks for bringing it through to PS1.

    Your suggestions for the AMP Station are interesting. However, it still suffers from it's current failing, namely once the gate shield goes down and the tanks get in the fight is over. Finito.

    My main criticism is that all you're doing is fiddling around at the edges. You've tweaked a few existing parameters here and there hoping they change the game significantly. I don't think these will.

    Gaming changing changes will include changes to prevent spawn camping by tanks. They will include being able to fortify bases better than at present. They will include increasing the hack to enable defensive responses.

    Most of all they will include additional continents linked via an intercontinental lattice, home continents, better command and cooperation tools, some footholds being changed to capturable warpgate giving a proper world-wide metagame. - some of this we know is coming, when it's due for is unknown but unfortunately it may be not for quite a while.
  15. Blynd

    /off topic
    LOL you obviously know nothing of the vs weapons - there is alot of bullet drop on everything but the lasher but you can dodge those orbs in a max let alone LA or HA


    just a newbie who cant work out how to beat the vs so screams "nerf vs they op " this is a L2P issue - see you on miller :D

    /on topic
    as said the figures can be adjusted to what may work better but the principle is sound and would give people an incentive and ability to mount a defense
    GJ
    • Up x 1
  16. Degenatron

    The HOPE is that a newbie would never know the difference because the rules would quickly level out populations. This may become moot with additional continents. However, keep in mind that one of the biggest problems from a dev stand-point with PS1 was sheer volume of unused servers. Even with good populations across the board you'd end up with at least 4~5 servers sitting unused and in fact locked out from enemy players at any one time.

    By the direction the devs have taken with the launch of PS2, it feels like they are wanting to get more continuous use out of all of the real estate they put into play. If that IS the case and they want to spread populations across all continents, then these rules may still apply.

    All that being said, it's definitely an easily tweakable number. My fear is that the devs would be too conservative with it (like they are with Server pop bonuses) and would not see the social engineering it is aimed to achieve.

    Yea, I'm not a TR player at all. I only play NC, but I find it rather telling that I have yet to ever see a prowler use the lock down ability. Not once. I feel for those guys and I think they need a bone thrown their way.

    The overall gist of MBT aility section is to give MBT more flexibility in using those abilities. That's very important when put into the picture of having fewer vehicles on the field total. Each tank needs to really hold its own, and I big part of that is not only having a special ability worth using, but having it available when it's needed.

    And that is by design. The idea is not to make bases "bullet proof", but to make them tougher to conquer. In the Amp Station example, look at what must be done to get to the point of dropping those base shields:

    1. The attacker must soften up the AV and AA turrets around the base, or at least in the area where they want to attack. Meanwhile the defenders are rolling tanks out of the shields and meeting the enemy out in the field. The defenders are also getting a preview of where the attack is going to hit, so they have time to lay fortifications around that back door.
    2. The attackers now must get an AMS close enough to the back door to begin that assault. Meanwhile, the defenders know it's coming and that's going to make things difficult.
    3. The attackers must get an engineer to the far end of the base to the shield gens. They are going to have to pass the Vehicle bay shields gen where defenders will be getting juicy bonuses for hanging out and shooting them - even when up on the wall above the gen. (a great tactic I already see coming out of this would be a "wall rush" where the attackers take to the long wall above the VB Gen and push straight past to the BS Gen by using LAs to jump up on the wall around and behind defenders that have set up there.) They will also have to contend with an AMS in close proximity since there won't be one in the VB.
    4. Then they have to hunker down and defend not only the BS Gen overload, but also the engineers they've gotten there - because if the gen is stabilized and all of the engineers are dead - that's puts them almost back at square one.

    But there are alternatives:
    Use a Sundie with shield defuser to crash the front door and dump an assault team close to the gen. (that sounds awesome)
    Use LAs to swarm the AA turrets with C4 to clear the way for Gal drops. (that sounds awesome)
    Ignore the BS gens completely and turn directly to the VB and win the base totally on foot. (that sounds SUPER awesome)

    These are some of the way I would hope these changes would play out.

    And that's a fair criticism. And to be honest, I have a notion of how they will play out, but when you put 10's of thousands of minds to work on exploiting your system, you find the weaknesses rather quickly.

    But, as a preview of just how powerful these tweaks can be, look no further that the experiments that have been done with balancing air power. Sight tweaks up in the damage don by flak fire, and sudden the skies are empty. A slight tweak down, and you can't run to the grocery store without zepher rounds falling on your head.

    I always maintained that "if your spawn is camped, you've already lost that base". I don't think there is an way to stop spawn camping. Where ever there is an exit, someone will be waiting to shoot you when you come out.

    I cringe at the idea of slowing hacks. Personally, I worry that "idle time" will be a big turn off for many players.

    More content and tools will absolutely help the game, and I can't wait to see the new stuff.

    Great comments. I appreciate you taking the time to post them.
  17. Crashsplash

  18. Cl1mh4224rd

    Ehh... I agree that something is needed, but this doesn't make a lot of sense to me. It has the basic effect of turning players into super-soldiers simply because they're too few. For consistency it should probably also be applied to vehicles and aircraft, too. I could see this being used by lone wolves (like myself) to prey on the outer edge of a significantly larger enemy population.

    You're probably right about this balancing out pretty quickly, but it still feels too illogical to me.

    I think these three combined are ripe for abuse. Imagine a faction capturing one continent then moving on to one where they have few resources. If a player runs low, he or she can simply pop on over to the continent they just took and collect a large number of resources by waiting 10-15 minutes and being one of a relatively few of their faction on the continent at the time. Then they pop back over to the main fight and churn out vehicles.

    Hell, outfits could have people whose sole responsibility is to gather resources from their previous conquest, come back to the main fight, and spawn a number of vehicles for others to use. They could even set up rotations for maximum efficiency.

    I don't know if this was the intent, but your description above would logically mean that MAXes take no damage whatsoever from HE rounds, as the rounds themselves never make contact and are essentially 100% splash damage, and MAXes would be immune to splash damage.

    This.

    In the original game, people complained that the enemy was able to work their way into your spawn room and just shoot you immediately as you spawned, so they added a "pain field". All this did was push the attackers out to the halls, where they would just shoot any defender that dared to leave and toss grenades in.

    The one-way shields are interesting improvement over that, but they suffer terribly from large blind spots; enemies can just hide on the left, right, and above the doors and there's nothing that can be done about it. MBTs can be hidden in those blind spots to say nothing of Liberators.

    I suppose the only real solution would be to make the entire spawn building a one-way shield. That won't work for the in-tower spawn rooms, though.
  19. Alge

    If this is L2P issue, why you choosed the EasyMode-faction of Planetside 2? You are the guy who plays Civilization in "settler" mode and yells to other people that learn to play?

    VS has best tank, best air vehicle, overall best weaponry and STILL VS players whine about CARV. "oooh, terran republic has one decent gun, let's nerf it". And there you go, SOE really nerfed this but VS doesn't seem to get any nerfs.

    Unlike TR/NC.

    With your stats, I wouldn't call others newbies.
  20. Blynd

    LMAO I play vs cause in ps1 I was vs and we don't have the best tank we have the most manouverable tank but hit for hit the prowler will take a mag everytime l2p :)

    And if you think the carv is the only good weapon the tr have them you really ate stupid as well as a noob.
    Go learn your empires weapons. As for stats in no lib gunning stat padder I defend bases as much as I attack