Nerf ZOE MAX

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Coldmeister, Nov 20, 2013.

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  1. umbrellapower

    It's OP because every counter to a slow-moving armored is negated by the ZOE MAX's movement speed. Even with skilled players, reliably landing deci shots on ZOEs is tough when they can change direction near instantaneously. And if you do miss, you're dead because you will get chased down as you're just XP to be cut down in the eyes of Higby and Crew who believe ZOE is balanced enough to be let alone for 6 months straight.

    It's a really just a sick joke at this point. I understand PS2 is F2P and, as such, profit is driven by the cash shop... but really? 6 ******* months of this utter ********? SOE need to get their heads out of their *****.
  2. Dark-Odin

    So let me get this straight, you and other people have problems killing a max that at walking pace is around the same speed of an infantry soldier has more mass than a soldier, while basically being as weak as a soldier but having more health which is reduced in an insane amount of time even by small arms fire. I've seen people hit infantry on the run with the Rocket launcher and their mass is small so once again the problem is.....

    But lets get this straight, ZOE is OP, yet an NC shield can withstand a AP round from a Magrider which I just recently found out and a fair few PPA shots ontop of that. So ZOE can run around and die, NC max can walk slow and instant gib infantry just as a ZOE can however it can apparently tank a tank... intresting, the logic here is outstanding.
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  3. Silver Fox

    The biggest problem with them (as I see it) is the increased mobility. You don't see swarms of NC or TR MAXes sweeping from base to base because they are too slow. All of their support can outpace them, so the MAX really loses utility and adaptability. But a pack of ZOEs (a common sight, at least on Connery) with support in tow can move extremely quickly, often faster than any opposing force can mount a viable defense.

    ZOE's might have been balanced with the other MAXes in a 1:1 scale, but when you can run them just as effectively as regular infantry in open battles it tips that scale drastically. As with many other things in this game, you can't properly balance without knowing how many of them will be present at any given time.
  4. AuxiMoron

    I lol'd. So an NC MAX can strafe at infantry sprint speed and reload in 2 seconds? A TR MAX can dodge another MAX and a Heavy Assault shooting at him and kill both in the process? Maybe the NC MAX can now kill seven enemies in one clip? Did they buff other MAXes so that they can move x2 as fast as infantry and insta-gib at medium ranges with 60 round clips? I didn't hear about that. Also, remember that I used ZOE 2, imagine what level 6 can do.
  5. umbrellapower

    Please face some ZOE MAXes and get back to me. Until then, you're just another VS ******* who is in denial.
  6. Trebb

    A lot of biatching, but no ideas to fix it.

    How about some revive limitations? Anything from no revives ever, or maybe 1 revive, or even make the corpse poof after 5 seconds or so? Just random thoughts don't mind me. Adjust resource cost / cooldown timer up or down accordingly.
  7. FlR3

    All we have all heard since day 1 is VS is over powered in this and overpowered in that, nerf everything VS has so we can take over. Quit crying, as to make all factions equal because they are not suppose to be equal. Each faction has it's own tech but it seems some boohooers wants everybody the same or the other 2 factions weaker. If they nerf ZOE then they better refund all the certs people have put into them... Really the only thing people should raise hell about is script kiddies/cheaters.
  8. Dark-Odin

    That really isn't a problem, Maxs can be brought with you in sunderers, galaxys and of course the harraser.. so that is no excuse top it off a max running in the open is very much open to be shot at or run down regardless of which faction. I see just as many scat maxs and fracture/dual mercy maxs on waterson as I see ZOE.
    A dual fracture max is much more deadly, it's damage and AOE plus the velocity of it is just insane it kills everything and they don't take double the damage as a ZOE does, also of course our ZOE is going to be seen more it's better than the charge ability, so why not. I see good players of NC running the Aegis shield and that saves them all the time, it takes so much damage and they can retreat or close in on the target and obliterate them instantly with their scats, while their opponent is reloading

    Any organised group with maxs can turn the tide, biolabs are still a nightmare with NC scat maxs and with the shield they can be even more deadly as well, so I ask again what is the problem..

    Sorry I'm to busy dealing with scat maxs that instantly kill me before I have time to react and when I do it has a shield, only max that has lack of an ability is the TR but then again they refused to use the Lockdown on prowlers until it became so good they now all have it, suprise there. You have nothing to whine about only the fact you can't aim.
  9. Silver Fox

    The problem with this comes from the need to actively transport our MAXes, when ZOEs need no such transport. This may just be a Connery problem, though. And I'm not talking organized platoons, I'm talking pubbies here. The ratio of ZOEs (active ZOEs, not just any VS MAX) to regular infantry is quite high all the time, much higher than the infantry to MAX ratio in the other two factions. There is a good reason for this.

    There are many bases throughout all three continents that dictate a race between the attackers and defenders in order to keep the momentum going. Guess who is going to win that race most of the time? This is a faction trait, I know, but it is amplified with the use of ZOE - a little too much.

    Having to pull vehicles to counter an infantry unit is generally not good balance.
  10. umbrellapower

    Oh boy, another VS telling me to "LERN 2 AIM SCRUB ROFL"

    It hurts posting on these forums. It hurts.
  11. Dark-Odin

    Organised or not, I still see the maxs in equal numbers.
    As for your problem look at it from this way. a group of people just took a base over they have Sunderers/Galaxys already there or just spawned regardless, waiting for infantry to pile in them, how does it make any difference if they're MAXs with them, they're moving at the same speed to another base. A ZOE can't get to the next base before a sunderer moves out and gets there anyway, they're fast but not that fast and if they're running in the open they're open to be shot by rockets, infantry, vehicles, turrets and small arms really hurts a ZOE, so it would have to either take cover if there is non turn it off and hope for the best in which case it's a sitting duck rather than a glowing easily killable duck.

    Inside bases, it's not even a problem. They can move around quickly sure but they have to turn it off in a serious fight, TR maxs and NC maxs are just as deadly but they don't have a weakness, just lack of movement speed but still have high output damage while ZOE if on loses it's protection making it serverly weaker than it's counter parts. Also I wish people wouldn't use server issues as a main reason to nerf something. Vulcan harraser is insane, dual fractures insane thats not server side issues due to how many people spawn them it's about the fact they literally just instant kill or can destroy everything with no downside at all, ZOE has a downside it dies to small arms very quickly.

    I'm not telling you to learn to play, you can play the game I'm saying your aim sucks, big difference one can play and still be a bad shot, I'm calling you bad.
  12. umbrellapower

    The actual big difference is that not a single actually good player thinks ZOE is UP or balanced. Yup, I'm calling you bad, and will enjoy you being mad when your OP **** gets nerfed.
  13. gagle

    ZOE MAX IS OVERPOWERED

    YES, it is. I mostly play Scythe and MAX, and ZOE ability is extremly overpowered. Even if you use the auto-repair instead of anti-infantry damage ability, with ZOE the MAX is extremly dangerous. Every time I use a MAX I end with a very high kill/death ratio. I can easily kill groups of 3-4 people. Groups of 2-3 ZOE MAXes can easily kill groups of 10 people without dying.

    The basic problem with ZOE it's nither the speed nor the damage, it's the defense! Yes, they die very quickly due to FLAK damage, but all the empire-specific MAXes also die very easily due to FLAK. To fix the ZOE, the damage received from infantry should be increased a little more. That's all. ZOE should be like the classic "berserk mode": HIGH damage and LOW defense.
  14. GamerOS

    ZOE could be balanced in it's current state, but there is a big if to that.

    Currently there is no cool down, no charge times, no transition timer nothing when you activate ZOE, you can activate it literaly at any point and shut it off at any point with no repercussions.
    This allows for ZOE equipped MAX suits to enjoy the main ability of ZOE, the movement speed, to quickly enter and leave battle as no other infantry unit can keep up with it.
    At the same time they can disable it as soon as they are in range of their enemy, removing the extra damage taken and the extra fire power is often not needed anyway.
    As soon as they are in danger or killed their targets they can just activate ZOE and speed away to the next target or safety, combine this with Auto-repair and you got MAX suits that are almost as invincible as harassers with engineers.

    Now of course, some will consider this balanced, in the same vein that some people consider Vulcan harassers to be perfectly fine too and any complaint will be replied by some kind of 'you are bad' or 'you are just jealous' replies.

    It's my point of view that for ZOE to stay in it's current form some kind of cool down, charge meter or transition when (de)activating should be added.
    Using ZOE should be a commitment, like Anchor or shield, and not something of which you can deactivate and activate as soon as it becomes (in)convenient.

    I don't mind the the speed, the Damage buff or the extra damage they take, it's the lack of anything stopping people from (de)activating it at will that makes the ability unbalanced.

    PS. Their damage resistance to normal infantry weapons while ZOE is also a bit to high, you'd expect that infantry weapons would do more damage, but the increase is negligible, currently ZOE only really makes one weak to RPGs, UBGLs and other aimed explosive weapons.
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