Koltyr...

Discussion in 'PlanetSide 2 Gameplay Discussion' started by CloakAndDagger, Oct 26, 2015.

  1. CloakAndDagger

    tl:dr: koltyr facilities encourage pointless, boring stalemates, that make new players want to leave

    Ok, so I went to koltyr for the first time, and It is a marked improvement from the old new player inexperience. However, some of the facility design... jesus.
    So, I was leading a squad, like usual, showing people around the UI and other stuff like showing them what a vehicle terminal looked like as well as basic tank and flying tactics. We were trying to fight at the tech plant outpost, which is catastrophically hard to take from the TR side at least. Firstly, there are no walls where you can park your sunderer and be safe from the AV fire from the tower, with the exception of the room containing B point.
    Even if you get there, you have 2 problems. 1, there are no obstructions or outcroppings to protect your sundy, so lightnings constantly harass you without fear of reprisal because they can run away and make the trees intercept the rockets from the HA's(n00bs shooting rocket launchers aren't accurate to begin with, and most don't know the class differences yet).
    Eventually(5 sunderers later) we began to finally push into the facility and begin to take points. The point rooms themselves are well designed, no complains there. However, after taking B(the nearest point to us) we encountered a problem. In order to reach A and C, we had to cross a huge road. It was wide enough for 3 lightnings to fit side-to-side. It was also in view of the tower, which was raining AV fire down on us. We also couldnt skirt around and use the buildings as cover, (because the facility is layed out with a Spawn Room(with a bridge overlooking the road), then the three points, and then the tower).
    So we ended up bashing our heads into the wall repeatedly. This is unaaceptable considering that we had 2 squads in the platoon, and competent squad leads. The experienced players all had between 3-7 k/d, and we still couldnt keep up enough pressure to hold even 2/3 points.
    I think that our main problem was that we lacked solid anti-vehicle options besides the HA rocket launcher. If light assaults had access to c4 and engineers had access to mines we wouldve been able to maintain higher pressure and eventually take the base, but we sat there for like 2 hours in a gridlock.
    Or other problem was Infiltrators and AV turrets sniping us from the tower. New players dont have the instincts or even the knowledge to know to look for infils or check well-known sniping locations, so additional cover would be great so that infantry could move a tad more freely without fear of vets who rushed for the .50 cal sniper rifle or the turrets.
  2. CloakAndDagger

  3. Gundem

    One of the real problems is that experienced players can access Koltyr via new character creation. It's hard to have a new player experience when you get destroyed by some secret BR100 who ADAD's with a x2 reflex Forward Grip Orion all day, and has a pocket medic who revives him whenever he goes down.
  4. StyXX

    Remove Koltyr as a Tutorial Map and bring it back as a BattleIsland.... an alternative to unlock locked Continents
  5. Mianera