[Suggestion] No deploy the point.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Jubikus, Dec 20, 2015.

  1. Jubikus

    Im not sure if im the only person that believes this but i dont think that you should be able to put a Sundy on the point or hugging the point building attacking or defending. On bases like Lithcorp Central this gives the attackers a huge advantage and in tech plants gives the defenders a huge advantage making it impossible to defend or attack thees bases without incredible outpop or alot of luck not being noticed taking the sundys out.
    So the idea is simple make A point have a no deploy zone for both sides.
    • Up x 1
  2. Moridin6

    like 5 guys going LA can get it popped real quick, though i will admit getting 5 people to do anything is a pain in the ***..
    if one side is smart enough to do it and the other not smart enough to demonstrate a little teamwork then so be it, imo
    • Up x 1
  3. Matt0193

    I'd like to see it removed but then all it does is encourage even heavier zerging since there'd be even less bases to counter it's momentum. Not sure what I like less, the unstoppable force from overpop zergs or the immovable object of defenders planting a sundy on points.
  4. Azawarau

    For some bases this is needed but honestly

    As possibly the sneakiest and craziest engineer out there (Or at least in Kamikaze)

    I find these things all the time and blow them up alone regardless of their build

    If my second hand is with me it almost guarantees a 2 man shut down

    Though thats just my experience.... I dont think its so bad on most bases where this is possible
    • Up x 2
  5. breeje

    it's not so bad to have a couple of basses that will take a while to cap
    i play PS2 for a long time now and i remember base fights that lasted days even over a week to cap
    believe it or not but we liked those bases back in the beginning of PS2
    if we wanted a big fight we did know where to go, Indar bio's and the crown

    loved those crown fights those where the good old days
    now thinking back of that time i want them back, it was really fun to fight there and sometimes frustrating
    especially for the new players
    but he this is not a problem anymore, we don't have new players :(
  6. DCTH

    This.
    If you really want to end a fight against a prepaired enemy, you need to organize yourself a bit too. A bit more than a zerg-mentality.
    Don't make the game even less of a team-game than it already is.
    • Up x 1
  7. Taemien

    Why don't defenders use Sundies? If I'm defending a base (big IF, since attacking stops an attack) and I can put a Sundy in the base closer to the point, I will do so. Even the zerg is smart enough to use it over the spawn room to get to the fight quicker.

    So why doesn't anyone else do this? Seriously, no one has given me a good answer on this topic in the past few months in various threads.
    • Up x 1
  8. Eternaloptimist

    So it can be hard (but not impossible)..............that's just tactics. I'm sorry, but the continual demand to reduce tactical options for defenders or attackers in this situation or that situation that I read in different posts just seems like people saying "I had a hard time last night and I want it made easier for me". I see the same thing from people who clearly don't like being surprised when the enemy hits back with for example AA, a Magrider in an unexpected place, long range AV from Ravens, snipers, Harrassers, or when it is raining grenades and C4 etc. etc.
    • Up x 1
  9. WeRelic

    I disagree in every instance except Tech Plants.

    Tech Plants definitely need this to stop. Since you have to do some clipping exploits to get there in the first place (Your sundy clips through the railing at certain angles.), it should be taken care of. Other than that, I have no problem with someone deploying a sundy somewhere they can legally get to. A challenge isn't a bad thing.

    If anything, I think they need to change no-deploy zones to be polygonal and base specific rather than an arbitrary diameter circle.

    Simple answer, they're still too busy farming the next base in the lane. By the time they're done, they don't have enough time to plant a good sundy. Only reason I can see.
  10. Taemien


    Going to play devil's advocate with this one, so don't feel like I'm beating you up.

    But if they are there to farm, why care about defending and winning?

    This is the part about this community that I really really dislike. That's their inconsistency. For example, most of them just farm. They login to get a few kills, boost their certs and then log off. They don't care if a base is taken or lost. They don't go for objectives. They don't worry about VPs. They don't worry about alerts (other than the bonus exp). And they don't worry about continent captures.

    But then they come on here and make these threads. They need to do what they intend to do anyway. Stop posting and complaining and just go farm. Just farm. Farm away until their fingers fall off. The game is fine in every aspect for farming, they shouldn't have any complaint about it.
  11. Savadrin

    I've found that a couplefew AV harrassers or one AI to clear and one AV to clean can be a good counter to this, depending on location and size of fight.

    Once the sundy is rooted out, it's not getting back in place. This is also why god invented the C4 Wraith Flash Team.
  12. Liewec123

    i think enemies parking right by/beneath the points is a bug or oversight, not intended.
    but defenders parking at the point i just consider good strategy, the base designers seem to hate defenders so much anyway that the spawn room are ten miles away from the capture points, get those sunderers up! :p
  13. Jubikus

    Yeah sundys arnt always a problem the bases i listed i listed because they are the biggest issues in both bases lithcorp and tech plants putting the sundy on the point not only gives the attacker or defender the ability to spawn on the point making it incredible hard to push in order to attack or defend but both are protected by a roof and are in places where ground vehicles cant really get to them either which forces you to use infantry AV and with infantry well theres a good chance that if the battle is anything but small your going to be shot before you ever get to it because not only are they defending the sundy but the point at the same time.
  14. Scr1nRusher

    no deploy zones on bases have done this game more harm then good.


    Fights happen because of attackers.
  15. GhostAvatar

    If you use you brain instead of just zerging, then these sunndies aren't an issue. They just require a little more lateral thinking to remove from the battle. But of course, most people either just want to zerg running and gunning or farm the masses.
  16. Scr1nRusher


    Welcome to war.
  17. WeRelic

    I wasn't saying they're impossible to take, just that they shouldn't be there in the first place since you have to exploit to get there.

    Critical discourse is a good thing. I don't care if you pick at me, it's the internet, you wouldn't be the first or last :p

    It's not the player's fault though, it's the designer's and biochemistry's fault.

    Any game with an XP system hits this pitfall. Skinner Box systems are bad for any objective based gameplay, especially when lonewolfing and farming is rewarded and reinforced more intensely than completing objectives.

    The farmers are just those of us that are weaker to this conditioning. Everyone's brain releases dopamine when it hears the XP ding, and the most common way to get that is by killing others. If objectives were reinforced as strongly, they'd become more important to most players.

    Don't hate the player, hate the game (and your junkie brain).
  18. Savadrin

    I found it amusing that I got the title "Operant" on my VS character. TR is all rank, seems more boring :\
  19. OldMaster80

    [quote="WeRelic, post: 3329029, member:] especially when lonewolfing and farming is rewarded and reinforced more intensely than completing objectives.

    The farmers are just those of us that are weaker to this conditioning. Everyone's brain releases dopamine when it hears the XP ding, and the most common way to get that is by killing others. If objectives were reinforced as strongly, ....[/quote]

    I agree this has always been a problem since day 1. In Planetside 2 farming and killing is far more rewarded than territory control and resources. The whole directives system from this point of view is just an abomination.
  20. WeRelic

    Directives aren't inherently a bad idea, but they're too kill focused. Seriously, 1160 max punches? I think I have a collective 5 on all three of my accounts :rolleyes:

    There need to be more directives like Leadership, as that's really the only one that encourages team play.