I've never heard anyone defend 'Redeployside' so why do you continue to let this kill the game?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Frostiken, Nov 16, 2014.

  1. miraculousmouse

    Yep, little zerglings should be allowed to overwhelm bases and leave no chance for the defenders to DEFEND.
    • Up x 1
  2. Whiteagle

    Indeed, for all the hatred for Zergfits abusing Redeploy, it at least keeps them on the DEFENSIVE!
    Without it, we'd still have Zergfits using Galaxies, Sunderers, and Spawn Beacons to roll Bases on the OFFENSE WITHOUT any means to counter.
  3. KnightCole

    I use Redeployside for escaping sucky situations.....see a max and an army behind it? U...wait 10 seconds...
  4. OldMaster80

    Yes, instead teleporting so many players that populations jumps to 70% in 30 secons is perfectly fine.

    That's unfair, stupid, and frustrating for attackers.
    And the fact one platoon can resecure two bases that are 4kms away in less than 1 minute is complete ********.
    • Up x 1
  5. Enguzrad

    I wonder if anyone thought of adding SCU to every base and allow players to overload it without the need to have adjacent base?

    You could fight redeploy by breaking the chain, only people who die close to a cut off base could spawn there. Yes, squad leader could still just fly there, but at least he would have to use beacon.

    However, with less secured SCU, bases would have to be redesigned a bit. Those control points are so much spread around it is already pain to defend some of them, and with SCU to protect, it would be even worse.
  6. steverogers

    God i love people like you who counter their own arguments.
    On most bases it takes at least 30 seconds to reach the cap point (and that's if there's only one) from the spawn room. With this you don't even have to count the 10 seconds needed to redeploy, the time spent fighting before you can reach the point, the other 10 seconds to redeploy to the second base, the time it took to clean the enemy sundies (because that's what re securing a base means), etc. to make your statement completely impossible.

    And also, if it's so easy to instantly teleport from 4km away, why can't the attacking forces to it on their sunderers? Have you forgotten that if only 1 member of your squad is required for the rest of it to be able to spawn there?

    You want to know what's complete ********? It's people who want interesting features taken out of the game because they can't understand how to use them correctly and rather dumb down the game instead of learning how to play.
  7. Mxiter

    You can't redeploy to every deployed sunderer on the map. Only on sunderers on adjacent territory wich makes redeployside impossible for attack.

    On the other hand, you can redeploy into every your empire base with less 50% pop and when SL repleployed there, the whole squad can spawn there, even with more than 50% pop.

    Back to the OP:

    Redeployside just makes any offensive worthless while defending is quite easy:

    1)Send you SL into any attacked place with less than 50% pop
    2)ask to everybody to squad redeploy
    4)reach 60-70% pop
    3)spawn few maxes
    4)steamroll those last 30-40% ennemies forces wich were 55-60% a minute ago and wich spend 2 min and spend ressources to bring sundys/Gals/Valkies and wasted 3 min on the cap point.



    Redeployside is even more a zerg factor:
    -Don't spread your troops to defend, just mass redeploy when 1 min left.
    -Don't spread your troops to attacks, if you don't bring a zerg you'll be steamrolled by an other redeploying zerg.

    TLDR: Zergside is bad & boring; redeployside give even more intencive to zerg since it rewards brainless zergers.

    In an equal pop zerg battle, defenders have more chance to win since they have invincible spawn while Syndys, gals & valks are quite easy to destroy.

    Unless you fight superior continent pop and/or opponents are bad, there is almost no way to capture a base atm.
  8. Nepau

    Well let's see....

    AMS's have a more limited Range of showing on the map.
    AMS's are Destructible, while Spawn rooms are not with the exception of a few outpost bases, and even then the SCU tends to be right beside the defenders spawn and is inaccessible for most of the Hack.


    Let's put it this way. To attack a base you need to put out resources in order to both reach it and spawn at it. In order for a Redeploy platoon to come and do a Sudden population spike then have to redeploy.. Which ones costs more and has more risk involved?

    The point about Redeployside being an issue is not that it is a Tactic, but it is the ONLY tactic. This being the Go to way to re secure a base has too many issues with it as it current stands that causes other problems. One example is Base design, because if the Spawn rooms are too easy to Trap people into then it gives the attackers an unfair advantage, while on the opposite end if it is to easy to get out of it makes redeploy tactics far to easy and forces the Attackers to have a Zerg over any possible counter attack.

    If the Goal of the game is the be Zerg vs Zerg and the larger zerg wins then as it stands they have succeeded, but if it is about having a Battle sweeping both in and between bases, then Not addressing the Power of this Tactic is going to just pigeonholed the game.

    I don't know about you but I'd prefer a Battle to be long and well fought, not just a Ghost cap followed by 2-3x your numbers suddenly spilling from the spawn room.
    • Up x 1
  9. Nepau

    It's a little harder to not Zerg a base if you expect to be counter zerged from the spawn room with little to no warning as well.
  10. BravoTangoTR

    I blame the current lattice just as much as redeploy. Last night during a Connery alert, I noticed there was a total of 6 lattice connections between faction territories. In other words, 1500+ players were limited to 6 battles to choose from. Needless to say, every battle was pretty much a 96+ vs. 96+. Even without redeploy this would have happened. Welcome to Zergside 2.
  11. miraculousmouse

    War is hell. No one is gonna hold your hand.
  12. miraculousmouse

    How? Nanite technology can construct and deconstruct anything in a matter of seconds. On the gameplay side of things, a lot of us small squad players don't like getting into galaxies and flying to a new base every time it needs help. Redeploy keeps the fights going. If you don't like a little resistance when you zerg a base, then why are you even playing? It's almost like you don't want this to be a FPS game with people shooting each other.
  13. miraculousmouse

    If it takes one zergfit to push out of the spawn and keep the attacking zergfit occupied while solo/small squad players like me don't get LOLBULLDOGED, then i'm fine with it. That's the fun in the game. Maybe you tactiacl losers like staring at the spawn room and ******* your SPM?
  14. Nepau

    Your kind of missing the point here, If you dismiss my statement outright here then your kind of saying your own is pointless as well.

    If you want defenders to have a chance then you need to have less things making the attackers think the MUST put as much force onto a target as possible. Only way to help defenders have a chance while not turning the game into a stalemate is to improve the reason to spread out your forces, yet if defenders can mass move their forces with redeploy you just help focus the game into trying to overwhelm the defenders so hard that they would never had a chance to defend, which your statement says you don't want.

    If I think that the only way I can win a Base is to send a Platoon at it, even if it looks like a Ghost cap, because the enemy could magicly have a platoon spawn in the base, then there is something wrong.
    • Up x 2
  15. miraculousmouse

    What? I like when the attackers throw everything they have, because when the responding zerg comes in the form of V or GOKU or something then it's the best fight. 96+ vs 96+ is great because I need to aurax my ns15m2 for the beetelguese.
  16. steverogers

    Except fot the part where you can just leave 1 soldier on each front where you faction attacks (1 or 2 fronts) or even a small group of them instead of having your whole platoon in a single hex like a tactic-free leader. Oh NOES NOT TACTICS D:.

    Or you know, if we take a scenario of 48 vs 48.

    You can attack every link your faction has with even groups and the enemy redeploy side zerg will never have time to stop all of your caps. In other words, you gain territory while the defending zerg is not. You win the alert without even having to redeploy a single time.

    "But i want my platoon to always be by my side QQQQQQQ''

    Well you don't want to win then, so go back in that biolab and lose your alerts, but never cry about redeploying, considering you're too lazy to even try to use tactics or strategy to win against it (which is fu**ing easy)

    And btw, you people who think redeploying outfits just spam 100+ people in a single hex instantly, you are so delusional it's cute. What happens while you try to ghost cap with 96+ and have over 60 vehicle cannons pointed on the spawn room doors, is that people slowly redeploy in, and they will be unable to break through, so a good amount of them go back to wg or tech plant or amp and bring a good ol bunch of vehicles, while other people still redeploy in to see that they're camped in by tons of vehicles and try to go out.

    By the time the vehicle squads arrive from behind and completely destroy your spawn camping vehicles because they are about as good as an afk dedicated AP tanker (which probably contains your complaining butt in there). People wake up from their overly dumbed down style of play and realize they lost the attack, see higher numbers on the map for the enemy pop (because already a good part of your zerglings ragequit from dying once in their play session), because you spawn campers never watch the map unless you're dead (point proven from all the cries about c4 being OP when simple infantry-like awareness makes you immune to it) and then think they all appeared there from redeploying instantly from kilometers away.

    Because you guys are smart enough to think that you can break a force multiplier platoon shelling a spawn room with only infantry if the pops are even. Unfortunately it's not that easy. Next time you play instead of ghost capping with a platoon, why don't you open your video recorder, record your platoon of infantry players and go stop an enemy base cap using only infantry while they're shelling your spawn room.
  17. Mxiter

    I do redeployside just well. It's far from be complicated, even witha a small squad(s) if you communicate with other outfit for a massive redeploy.

    Lazy to don't want to redeploy??? lol it's redeploying that is a lazy zerg tactic.

    send the whole continent pop in one base, then redeploy at every attacked base 1 by 1.
    And yes, i already saw 48-96 attacking being beated by a 96+ redeployers during alerts.

    Without that crazy redeploy mechanics (let's say only warpgate, main facility and maybe 3 cap points bases)

    1) you would have to spread you forces between all your lattice => More strategy.
    2) Reinforcements would be slower to reinforce and would punish lazy zergers that don't defend em' bases => more strategy.
    3) More uses of valkyries and harassers as transport => more fun.

    Zerg a 1-12/12-24 with a 48-96 (wich i never do as platoon leader) is the symptom of redeployside & isn't fun for both! attackers & defenders.
    It's only fun for the lazy redeployers platoons that steamroll any offensive tryouts of the opponents wich makes any offensive gameplay fustrating.

    TLDR: Redeploying is a lazy cheap tactic to counter any peaople that makes the effort to look at the map and bring people to an unsecured place.
    • Up x 1
  18. steverogers

    It's so funny how so many people cry about redeploy yet no video evidence has ever been shown on the forums to prove their point, when for every single weapon or bug, people have videos and stats in about every thread.

    You're little ''i've seen it happen'' is completely worthless and that's why devs never take your redeployside QQ seriously.

    Even in the server smash the winners were the ones who spread their forces the most and the losing team were the ones who put all their forces in a single base. I have video evidence, what about you?

    You're just mad that your ghost cap got ruined because you can't realize that it's a faction vs faction vs faction fight instead of your little 12-24 fight and if you want to win, you need all your faction to spread their forces and not go in that biolab fight.
  19. Mxiter

    i have no software to capture video an IG capture have terrible quality.


    Yes it's important to spread to attack on multiple fronts but seversmahs is the evidence of how redeploy works:
    -Get air dominace to be able to spawn gals over G2A range to keep invincible spawn otherwise sundys are just instakilled by redeployers, but also to be able to spam spawn room in case of redeployment.


    -50-100 players & more redeploying instantly to save a base at the last minute.


    If you never saw that, you never participated nor wached a serversmash video.

    You're mad because you're too bad to attack and are only able to mass redeploy defense with more than 60% pop, can't read the map, can't anticipate toops movements and can't elaborate any strategy other than redeploying in a random attacked base with youre whole platoon(s).

    Also i have most of time btween 24-48 people in my platoon (when i didn't, it's for my outfit member event/tactical ops), rarely farm fight in bobslabs and fight most of time underpopped or at even pop and it's extremely rare to see me with more than 57% pop (other that those kind of bases almost impossible to capture).

    I still play redeployside a lot in alerts (every TR cobalt/Ceres/Mallory players know me by my /order mass redeploy to "X" when i'm leading) and am in good position to know how broken & cheesy this mechnic is.

    So what you propose is to never attack with less than 3 platoons with tons of vehicles spamming spawn shields in order to counter redeploying platoons?
    • Up x 1
  20. Donaldson Jones

    One way or another at least it was something.