Increase Nanite regeneration rate or Nanite ceiling.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Cyropaedia, Jun 9, 2017.

  1. Cyropaedia

    Now that Indar, Esamir, and Amerish no longer provide their bonuses. (Which understandably addresses the snowballing effect of victorious factions). Can the devs increase the Nanite regeneration rate (i.e. from 75 to 125 Nanites / 60 seconds for All Access, 50 to 75 Nanites for FTP) or Nanite pool maximum (from current 750 Nanites to 1000 Nanites)? I'd like to see continued intense vehicle and consumables play but now on an "even" playing field.
    • Up x 3
  2. Cinnamon

    Before doing that what is needed is resources at the base level to allow "intense" action but put a limit on how long this action can last for in one location in a siege situation.
    • Up x 1
  3. Cyropaedia



    Good point. Though, I already despise the Cortium silo limit. First, the main issue to a multiplier effect of a protracted siege (i.e. being farmed by HEAT) is more fundamental than resources in the sense that population disparities underlies the problem. Second, the main solution to a protracted siege is a change in tactics (e.g. fight MBTs with Air or pull Ground from adjacent bases). Now that all factions are on an even playing field, an increase in Nanite availability shouldn't tip the battle in favor of one faction or the other but keep vehicle play steady.
  4. Cinnamon

    The main way a more complicated resource could help stop a zerg is by having resources harder to come by the further away you are from your warp gate. Destroying vehicles actually reduces their ability to push. Have 100 people and all of them have the personal resources to pull 4 sunderers each? Very hard.

    What is the base to base flow that we think is "ideal" though. Say we currently have a loop that people can be trapped in. Spam MBT, run out resources, defend, then repeat? We want to increase personal resources then say, never stop spamming tanks, never fall back. Or break the deadlock by saying that at some point it gets harder to repeat the MBT spam and you have to fall back and retrench.
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  5. Masyaka

    Return back old eco with seperate air, land and infantry resources.
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  6. OldMaster80

    You can increase it yourself: buy a subscription.

    This is the first change in years aimed to mitigate the spam of force multipliers. Unless one is so unskilled to be destroyed in 5 seconds, vehicles availability is still very high.
  7. OldMaster80

    I agree. Action must be intense, but vehicles have a strong tactical relevance: the faction rolling many of those has a huge advantage.

    This must have a price, spamming vehicles should not be possibile without any requirement or some kind of team effort.
  8. Kristan

    It's fine as it is. Buy subscription, restrict yourself in vehicle/consumables spam. For some reason I run with 750 like 80% of time I play. Even if I run out of nanites I'm not afraid to run around as infantry, pull flashes for transportation or hop in as gunner if I don't have resources for my tank.
    • Up x 2
  9. Cyropaedia



    I have All Access but I have an expensive playstyle where I throw away Scythes and Magriders (more xp for the enemy).

    Bonus changes hurts people who like vehicles and helps infantry dominance (trending even with new implants).
  10. Kdog559

    Just don't suck at tanking or suck your nanites dry by placing so many proxy mines or tank mines every were or spamming nades and you should be good. Other than that buy a subscription if you want to increase nanites.If you cant then welcome to the free to play game.
  11. ListenTourBalls

  12. Cyropaedia

    It sounds like Emerald and EU Server prefer infantry play and infantry stats. My experience on Connery has been more vehicular (perhaps I am picking more vehicle fights). I am a fairly well versed pilot and tanker. I love the magnitude of battle with massive Air battles or armored columns. I hate waiting for Nanite regeneration, even worse, Nanites don't regenerate if you AFK (stand still for entire 1 min regen).

    Edit: I am All Access / membership.
  13. Den

    Never had much of a problem with lack of nanites even when I'm dropping tank mines and pulling trucks in excess. As long as I'm not recklessly driving into a killzone, my Lightning stays alive more than long enough for me to get my Nanites back.

    Still, with the cost reduction victory benefits removed and the game spawning everyone at the warpgate by default with the latest update... how about adding on to that, making the half-price effect always active for vehicles when you spawn them from Warpgate?

    For ground vehicles, half-price would be a beneficial effect that is offset by the time it would take to traverse the map and drive to the front (and when the fight is closer to your warpgate, this can serve as a comeback mechanic when you're up against the ropes, the defenders would have a bit more effective resources to work with and push back, making that VP of Gating an enemy more valuable). Maybe even make a few like Flash and ANT completely free at the warpgate as they're less direct combat, closer to pure transport and support respectively.

    For air, nothing's going to really stop them from getting to the front in mere moments, so the distance of the Warpgate won't mean much. Plus, given how easy it is for them to survive against and destroy ground units, maybe the half-price effect would go only to the Valkyrie? The rest still have to pay the full price.
  14. TR5L4Y3R

    The only situation i think naniteregeneration or the nanitelimit should be raised is when a faction on a continent is underpoped
  15. LordKrelas

    This means, that in fights against said faction, anywhere but in the over-pop hexes, the smaller fac can pull more Maxes, More tanks, and more aircraft & do it faster.
    This also means more grenades, Med kits, explosives as well from the smaller Side against a near equal or smaller force, due to being out-poped on the global scale.

    IE it takes anything less than over-pop against the smaller side, a near literal hell.

    And any force that isn't a Zerg which would have more anyway, would be reduced in resources even when fighting a Zerg if equal or greater distance from their own gate.
    Ironically making Zergs incredibly more powerful near their own Warpgates, and when defending any allied land mass at or closer than the starting territory lines.

    That's the issue you see, it's a complicated mess.
  16. TR5L4Y3R

    it is already hell for the underpoped faction to be even competitive on a contintal scale with the opponent being able to split its larger forces over multiple lanes ... like how else would a underpoped faction be able to push the opponent of multiple fronts? ... they can't ...

    i also didn't give any specific number on how high the nanitegeneration or nanitelimit should be
    the general idea was for it to compansate a factions lack of players and even then there are situations were even a raise in nanites wouldn't change much to anything in those situations ..
  17. LordKrelas

    I meant hell for anyone facing the underpopped, when not fought with over-pop, due to the ease of regenerating nanites & spamming the force Multipliers of Tanks, Maxes, and use of grenades, med-kits and explosives.

    The moment, the under-popped on a global scale is fought without the over-pop against them, these advantages make it an up-hill fight to even defend, let alone attack without resorting to over-pop.

    Imagine if your side was being attacked by one, and had a pop advantage, but You were in the front lines attacking \ being attacked by the other side, which was under-popped on the Global, but not by your side or even hex.
    You'd face more tanks, more maxes, more aircraft, more grenades, more C-4 even, with equal numbers of opponents.
    If they have any numeric advantage on any battle, that side now has both advantages.
    They would require to be fought with Overpop just to be engaged without a crushing defeat.

    Now imagine being the Side that doesn't have over-pop, or the under-popped advantages; You are dead to all rights.
    If both sides that weren't over-pop got it, the side with more people would be screwed unless outnumbering them severely, so they couldn't defend, and couldn't win.
    The overpop side would be the biggest target, as it lacks the ability to compete on any small scale, and if it too enough land, it would be unable to even compete at all with either opponent.
    Unlike them, who could hold larger land mass, due to ease of spamming force multipliers.

    You get it now?
  18. TR5L4Y3R

    me as a player of a continetalwide underpoped faction wouldn't care if it would be hell for the overpop faction .. they have a general number advatage already .. which means they could send players to ghostcap with no disadvatages to were big battles happen .. were the underpoped faction may still not be able to affort sending players to counter the ghostcapping
    and as i said the underpoped faction itself already has the trouble of answering baseattacks from multiple directions

    i don't think putting a nanite bonus on a per hex basis would help a underpoped faction in the long run as a contintentwide
    nanitebonus would ... and as i said i didn't give any specific number .. the bonus could be something like 25 to 50 additional nanites per minute or maybe just 5 and/or a nanitelimitbonus of 50 to 150 or some percentage of that equal to the gap of the popdifference a different approach could be nanitecostreduction in percent like 1% to 5% or 10% something along those lines ...

    but as i said the overpoped faction already has the advantage of potentonally attacking multiple bases and still have more tanks, grenades etc. on a given time vs what the underpopped faction may pottentionally get over a period of time ...
  19. LordKrelas

    You would, if you ever fought such a Faction or as one, when they didn't have over-pop becomes a snore fest.
    As you just out-tank, out-max, and have enough grenades to smother them.

    Yeah, and if Your out-popped sent a ghost-capper or one man, it would be stronger than anyone else's solo man.
    Your infils with more EMPs & land mines..
    Your LAs with more C-4.
    Your Engineers with more mines & vehicles.
    Your Maxes being more numerous.

    If they don't have overpop, they are ******.
    Making sure your side is always zerged, just to compete.

    If you want to be zerged more & everywhere, ensure that your side is buffed forcing a zerg just to compete.
    The moment you aren't out-popped, you become overpowered.

    That 'advantage' is only for the Hexes where it is done.
    They haven't the numbers to outpop every single hex - Your underpopped issue doesn't extended to every hex either.
    You make it so any equal or more of your side requires more of them, You'll never not get out-popped.
    Either zerged by the "outnumbered" side on the global scale, or Zerged just due to needing to be zerged due to it.

    IE, You don't want even-number fights being skewered towards one side, since one side has over-pop somewhere on the map.
    Unless you personally like having any fight you aren't outnumber \\ outnumbering be up-hill since you're the flavor of the week.
  20. TR5L4Y3R

    you are thinking way too much into this .. the one infill, LA or engineer wouldn't have more grenades or explosives then the overpopped on neccesarily .. it would be done in such a way that at best maybe over a playtime of 10 to 15 minutes the underpopped soldier may have just one or at best two grenades more .. the way you make it look like is that i would be speaking about a 5 to 10+ grenadeadvantage for the underpopside ... that would require extreme levels of popdifference like 1:10 which won't happen ... that's why i didn't give specific numbers before ...

    as for even hexfight .. what does a evennumber hexfight bring the underpopside to hold their own contintalwide?
    you still seem to ignore that ... and as i said it may not be even helpful for the underpopside to have ghostcappers go around depending on actual number so it doesn't matter if 1or 2 hexes are even because continetalwide the underpop faction is still on a numberdisadvantage .. and to reiterate because that may have not been clear the rate of how big the nanitebonus is should somewhat be equal to how big the gap between factionpopulation is allowing the underpopfaction to still be competitive on a continental scale ... not dominant .. and if this means them getting a slight advantage in a even number hexfight i personaly wouldn't realy mind that ...


    otherwise how about you come up with a idea that helps compensating the underpoped faction for their lack in numbers
    being able to keep up with the VP gain of the other factions from the laticebaseplay