[Suggestion] Ideas to mix up the air drop and beacon meta

Discussion in 'PlanetSide 2 Gameplay Discussion' started by qetru, Sep 5, 2023.

  1. qetru

    The current meta over the last few months includes a heavy reliance on air transports and beacons, for both assaulting and defending bases. Traditional logistics and ground vehicles in general are often found completely unnecessary, and this same tactic is viable and used identically on most any base of any layout. This is a means by which a dense concentration of players can coordinate to force a capture by quickly and easily dumping overwhelming numbers of infantry directly on a point from the air, receiving reinforcement solely by beacons or further air drops. The resulting fights are generally not very engaging or fun, often resulting in fights at spawn room doors.

    With the game balance and tools available to players in the game now, there's little that can be done to counter this for small or mid-sized outfits, without mirroring their style of play and making the general gameplay even less diverse. While I know we can't stop outfits from consolidating and relying on zerging tactics, we can tweak some of the tools that they are commonly using, to try to jostle the meta a bit to something I think could ultimately be healthier for the game.

    1) Remove the Ejection Seat innate passive from Valkyries and Galaxies

    2) Add Ejection Seats as an active ability option for the Valkyrie's and Galaxy's utility slot, usable within the pilot seat.

    3) Remove Squad Logistics innate passive from Valkyries and Galaxies.

    4) Add Squad Logistics as a passive trait option for the Valkyrie's and Galaxy's defensive slot.

    5) Change the Safe Fall implant such that if a user's base health is damaged by any fall damage, you suffer a brief movement speed penalty similar to that of a concussion grenade, with a duration varying depending on the amount of health damage received.

    6) Remove Ejection Seat entirely as an option for the vehicle Utility ability slot for the ESF and Liberator.

    7) Change the health threshold at which all aircraft catch on fire from 20% to 35% of the base vehicle health value, prior to augments from Composite Armor.

    8) Increase the over-time healing percentage via Fire Suppression for Liberators from 15% to 20%.

    9) Slightly increase the recharge time for Fire Suppression in all aircraft (e.g. 60 to 75 seconds, depending on rank)

    10) Lastly, put beacon placements on cooldown upon utilizing another squadmate's beacon or the "join combat" function in order to spawn in.
  2. ganthercage

    Nice ideas !