Latice system has destroyed your game!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by OzDeaDMeaT, May 24, 2013.

  1. Vanus Aran

    Nice try to hijack the meaning.
    Seize always matters = Variety is big.
    And not "Zerg is your only choice". Its the opposite of choices, the opposite of "seize". Its tiny as hell.

    Indeed. In my eyes this is a sign of submission if someone want to play only in this way.
    Or a sign that players fear they are inferior when the enemys got more strategys at hand.
    They dont want to adapt to take down their foes - because they dont want to develop the skills to do it.

    And what is SOE doing? : Punishing creativity by "nerfing" it.

    When I just remind how I got worked up over a simple Vehicle-nerf like the Magrider-nerf. I was a fool indeed. That was nothing against this horror waiting in the later run.
  2. Advanced Darkness


    Correct, games destroyed, its all over. Give them back their other map system (even though 2 other conts dont have the connect the dot system) and funnel all those who want lattice to PS1.

    Thank you and good day sir!
  3. rayvon

    Just because there is a zerg crawling along a dotted line does not mean that you have to join the convoy and roll in straight to the front door.
  4. Lexicon

    Funny, because since the lattice has been introduced, I've been involved in the BEST fights since launch. So yeah, far from destroy anything, it's completely rejuvenated my interest in the game. The hex system was just a mess; the lattice does not restrict, merely introduces some actual flow to the game and in the process bloody great, large scale fights.

    RIP ghost cappers, you won't be missed.
  5. f0d

    WHAT? i think YOU are trying to hijack the meaning there planetside has ALWAYS been about big battles, size (why say seize?!?!?) always matters in this case means bigger is better (size matters)

    why even have 2000 players per continent if size doesnt matter?
    nowhere did i see it say "variety" always matters only "size always matters" as in the bigger the better - if it was meant to be "variety always matters" then it wouldnt be about the size at all

    besides all that we still have variety but now its just a little harder to go ghostcap farming now

    and we now have big fights instead of tiny BF3 sized ones because "SIZE ALWAYS MATTERS"
  6. rayvon

    SIZE ALWAYS MATTERS
  7. Vanus Aran

    Oh well, this is where the spirits part or how is it said in english?
    Taste always matters. Too bad peoples taste is different.

    I hate to say this but this in a whole other dimension as the Magrider-nerf.
    This topic will not be swallowed by the players like others. Like the Auraxishumans fight without end, the players will never surrender to this. Never ever forever.

    Lattice makes no sense.
    You cannot try to explain it since it follows no logic.
    Its forcing people to play in a certain way -> THE THING THAT KILLS A GAME ITSELF.
    The lattice system already successfully enraged countless people.
    It kills so many strategical elements of the game JUST TO SUPPORT BRAINDEAD ZERGING.

    Big fights are supposed to be fun, a sign of willpower and determination.
    Not a sign of slavery and bowing down to a illogical gameplay-mechanic!

    There are quite a few features in the game that SOE implanted earlier that have all been negated by their later content-patches!

    Shielddefusor-vehicles for example. First it was a question of robbing your Sunderer off the unmatched ability to become a spawnpoint in order to bring about 12 people in an area that is normally not accessable.
    But only a coordinated group could pull this off without dying like flys behind the shield because the enemys would be there and there would be no reinforcements comming until the shields would be down.
    And what is SOE doing later!? They are REMOVING the Gen that is in charge of the Techplants Hangarshield from the area behind the shields and put them outside of it, in buildings that render the very idea of the shields useless in fact.
    But oh well I have not complained for Techplants have been a hell to take before and I liked how environment came into use that was not even looked at with the butt before.


    But lattice is overthrowing everything. To be accurate its a step back, but on a whole bigger dimension.
    Now people are again forced into tight passages, for the goals are so limited that even Hoomer Simpson could calculate where the enemy would attack. This is so stupid, really.
    No one deserves to know for sure where the enemy will strike!
    There are no "Auraxians" who can read the future.
    It makes no sense that people can only move in certain lines.

    I join the zerg because I want it, not because I have to.
    For I am free as the NC! Or am I even more free?
    • Up x 2
  8. McFatal

    Lattice didn't do anything here that you say it did.

    Reduce's your combat maneuvers to linear pathways? No, if you have a lattice link to a base, you can come from any direction in any way you want. That hasn't changed at all.

    It reduce's choice, but not to a minimum. PS1 lattice had minimum choice. If you were lucky, you had like 3-4 choices of locations to go to. And in PS2, the minimum choices you will ever have is 3, and that's if you're warpgated. Normally, you have anywhere from 7-11 choices. That's plenty of variety, enough in fact that it's completely unrealistic that every lane would have a zerg in it. It also makes finding different fights easier.

    One of my favorite features so far is how it adds more structure to the territory fights. If my territory is connected to your territory via lattice, and you come and start hacking my cap, I can't go hack your cap until my cap is secured. That's awesome! Means I can't undermine the frontlines.
    • Up x 2
  9. McFatal

    What? Lattice makes perfect sense, attack here, defend there. Is that hard?

    Are you implying the hex design didn't force people to play a certain way? Let's use a different word first of all, let's use "Encourage" because nothing forces you to do anything in PS2. The hex design encouraged ghost capping and discouraged large fights, and it was counter-intuitive to the niche of PS2 which is big fights.

    One huge flaw of the hex design is that you could log on and sometimes not be a big fight. Any new player excited for big fights would find that to be pretty disappointing. It was already disappointing for everybody in my outfit.

    The ONLY thing lattice stops is ghost capping, and ghost capping is not a strategy. The lattice makes your decisions hold weight. In the hex you could make huge efforts and it didn't matter if something went wrong because you had 7 other options of where to keep going. There's no strategy to that, it's just boring cat and mouse gameplay.

    Other than ghost capping, lattice doesn't kill any other strategy. You can still gal drop. You can still make armor columns. You can still air-strike. You can still cut off the enemy. You can still flank the enemy.

    You can also easily avoid the zerg. If there's a zerg in a lane, pick a different lane. There's plenty of connections to choose from and I promise you unless you're warpgated, there's multiple lanes without huge zergs in them. Go fight the small battles if that's what you want, they're there and easier to find now with lattice than they were before.

    The lattice hasn't enraged countless people either. In fact, it's a much smaller minority compared to the amount of people lattice has enthralled. Not to mention the swarms of players coming back now that lattice is here.



    Put simply, if lattice can't be explained to you because you feel there's no logic in lattice, then the problem doesn't lie within the explanation or the lattice.
  10. travbrad

    Nope. The last time I checked the Indar map the only places to attack/defend all had 48+ enemies/friendlies. Before the lattice system you'd be right, there were plenty of other places to attack (usually about double the number of attack options) and avoid the zerg, but avoiding the zerg is almost impossible now.

    Oh well I'll just stay on Amerish and Esamir where skill and tactics still matter.
    • Up x 1
  11. McFatal

    There's only two ways this is possible. 1) You're warpgated or very close to being warpgated or

    2) There is a severe population imbalance on your server, in which case lattice is irrelevant to that issue.

    I just now checked my indar map on my server just as a reference point.

    On Mattherson, right now, there is 1 TR zerg, 2 VS zegs, and 1 NC zerg on the map. TR have 10 different locations they can go to right now and find a fight. 3 of which are big fights, the rest are small fights. So, we can say that for TR there are more small fights than there are big fights to choose from, on Mattherson.

    The VS and NC both are close to their respective warpgates, and both of them have 5 different choices/locations they can choose from even in the cramped up condition they're in. The NC have 1 big fight on their side, and 4 small fights to choose from. The VS have 2 big fights to choose from, and 3 small fights.



    So, on my server where there isn't a population imbalance, the lattice is providing plenty of variety. Not to mention that the number of lanes being zerged, 3, is far less than the amount of small fights in other lanes, 7. And it's primetime.
  12. Vanu Superiority

    I have to agree. I'm not even in an outfit, but honestly, just walking around the battlefields, examining how the lattice system works. It's just not fun.

    On the old system, I could easily play for an hour or more in one sitting. The game was enthralling, and I was hooked. Now, I log in, walk around for a few minutes, get bored, and log off. The game is just too straightforward now, the one advantage this game has over others, the sandbox element, is gone now. The game went from feeling like a superior version of battlefield 3 to feeling like operation metro 64 players all the time. There doesn't feel like theres strategy, just pushing the lanes as if this were a moba.
    • Up x 3
  13. Vanu Superiority

    Even better, I say we have hex and lattice servers.

    As it is, we have two servers for each region. One could be a hex one, one could be a lattice one. If the activity level drops on one to the point one is full and one is nearly empty, well, we know which system is more popular.

    EDIT: Sorry for double post...any way to delete this and combine my message with the last one?
    • Up x 1
  14. that_darn_lurker

    Lattice sucks hard. SOE supports lattice. I'm done supporting PS2. If SOE can somehow make this crap work, I may come back to the game, but I'm not going to keep playing as Esamir and Amerish fall to this crap. HEX was way better.
  15. TheJosephChrist

    You know you don't have to follow the line right? You can pull equipment from ANYWHERE and flank the enemy. You..know that...right?
  16. McFatal

    PS2 has a handful of advantages over other FPS's. Huge fights on an MMO scale, background fighting is actually real and player driven, persistent battlefield.

    Those are the most prominent off the top of my head. I wouldn't go so far to say the hex design was a sandbox, it was just a hyper-obnoxious lattice and it discouraged big fights.

    I don't think the problem you're having is because of lattice, it's because the game doesn't offer much for a solo player to do. You said you're not in an outfit, so it's no doubt you're missing out on the best part of this game by default.

    I definitely disagree about the op metro comment. There's plenty of variety with the lattice. The difference now in pushing lanes compared to pushing hex's is that it's more action packed, which is what most people generally look for in an FPS.

    I have to suggest that you join an outfit. It's a completely different experience, and a much better game when you play with a coordinated group. Lattice has made the game way more fun for my outfit as a whole.
  17. Phyr

    I logged in today, game was still there.

    I call shenanigans.
  18. hansgrosse


    Fixed your thread title for you.

    Seriously though, the lattice system is great. It makes large fights a thing that can always be found without removing small-scale combat from the game. If you cannot find a squad-level fight under the new system then you're not actually looking for one, because they're all over the fraggin' place. The majority of the border territories linked by lattice connections are going to be 1-12 for each faction's population count at any given time, with a couple 13-24 thrown in the mix. If you want a smaller battle, go to one of these. Trust me when I say that they're always there.

    Also, there's no need to follow the lattice line directly into the enemy base. Flanking and tactics are still working like they always have. Your mobility and room to maneuver have not been curtailed in any way, shape, or form.

    Go forth, learn the new system, and rejoice in what it brings to the game, because it brings a lot.
  19. SpcFarlen

    I think a major problem with the lattice system is also an issue with the spawn system. You can't really hop from lane to lane very easily unless its "near by" or needs reinforcements. So people are really stuck in their lanes, since of course Jo-Shmo isnt going to take the time to redeploy 2 or more times to hop to an adjacent base that isnt connected to the lane. Thats one issue that gripes me.

    Another is that when attacking a major facility, you can only attack from one direction. A great example is the Biolabs. You cap an extereior barracks (now a territory) and you can only then proceed into the Biolab Proper. You have one jumppad and one teleporter. Can always use the grav lifts, but those are easily campable. So you are far too restricted in how you can attack the interior. Of course other bases are nice because you can deploy sunderers and have more access on hte ground. But the lattice system sure isnt helping Biofarms from being less of a farm.

    Another issue, which im actually starting to miss, is the ability to warpgate a faction easily. No longer does it really matter all that much if an opposing faction runs down a lane all the way to your warpgate. They can't really do anything from there. So the strategy of cutting off all their supply lines is pretty much moot. Making resources deniability a back handed slap to the face and told to sit down. You simply can not do it.

    Also with the above issue, you can no longer cut off towers from tech plants, or large areas either. You have to follow the lane all the down till they either merge, usually at a major facility, or at a tech plant where you are forced to take it. So the ability to deny a faction the ability to pulls MBTs from towers is now almost gone. This is increasing the amount of tank spam.

    With that tank spam comes some of the most god's awful choke points. Look at where the seabed on Indar rises up at the middle of the map. Both the most eastern and western bases (who's names i cant remember), after capping have terrible choke points. A narrow road that is inside a ravine. AV turrets and enemy MBTs line those hills like a mindless horde foaming at the mouth to see any vehicle try and pass by. Im all for choke points, but there needs to be alternatives. Luckily there are some ravines you can scale with vehicles to bypass those areas, but again you are put in the low ground.

    ~

    I do however like that game feels less empty now. Rarely have i been able to, which squadmates, roll into an empty base with no defenders. So it is funneling players into areas where combat is likely and probably pretty heavy. However i think if they just removed some bases and expanded existing ones by adding more cap points, the same results could have been achieved.

    On the test server, lattice seems like a cool idea. Had some fun testing it out and it lead to some great battles. However after playing on an almost continent locked Indar nightly... im not really having the same vibes as i once did. Sure you can flank and do some slightly different tactics, but i think it really narrowed it down far too much to where the tactics are "Head on by throwing players at it. Or. Flank"...
    • Up x 1
  20. OzDeaDMeaT

    Hi,

    I'd just like to clarify some things.

    1. The latice system broke the game by making the first 4 hours of every evening capping back what the enemy took over night due to 'ghost capping' when pops were low.

    2. Flanking is possible but incredibly difficult. I had to get my outfit to move 3 regions east to flank a fight happening at Hvar just to get around the overwhelming zerg of armour and air the enemy had. Taking on 30 tanks isn't a problem for us before the patch. Now though I need to be able to take out the 30 tanks in 15 seconds before the next 30 tanks rock up. Oh and do this with 8 - 16 guys. It is fun for the first 5 minutes but feels too much like banging your head against a wall for 2 - 3 hours and not getting anywhere.

    3. The problem I have with the system is that unless you get close enough to an enemy zerg that are now 'MEGA ZERGS' they won't turn around. If they lose 10-30 tanks in 5 minutes they don't really care and it doesnt effect them that much. If you get too close however they will send 50 tanks to take you out. or 20 Liberators. It is never a small neutralizing force anymore.

    4. I don't play on Indar anymore. And when they release this broken system to the other continents I wont play them either. The initial system worked really well. Why did they have to go break it?