One thing that should be a focus: The NSO faction has got to go

Discussion in 'PlanetSide 2 Gameplay Discussion' started by JarredGalaxy, Dec 22, 2024.

  1. karlooo

    IDK if that'd ever work because the dominating faction is one who has most leadership. And what are a few vets going to do against a platoon? They don't switch to help a losing team, because to do so they'd need to start leading a platoon themselves.
    There's something else to it.

    On my EU server, the vets went on NC. Because the NC arsenal is OP. That's simply all that there is to it.
    And they're usually found on TR end cause it's fun farming the TR underperforming infantry.

    Like for them to actually be in any form effective against a platoon they'd literally need to utilize vehicle assets and use 2 PCs with one being used for stalking another platoon, so they can harass the leader.
  2. JustGotSuspended


    I'm not sure what game you play. Skilled players aren't playing to color the map, they play to farm the bunch of zerglings that ghostcap a base with 96+. They switch factions accordingly to farm the zergs. You don't need a platoon to do that. Granted they made all the skilled players quit (wonder why) so there's less people who stay back and fight the zergs now.

    And on the other servers the vs arsenal is OP right? Again, what game are you playing here? The arsenals are all fairly balanced, and the things that aren't, like unstable ammo for example, don't even cater to that type of player. Skilled players are effective with anything, and their goal is to challenge themselves, improve, and farm. They don't care what faction they're on or which one they''re fighting against lol. It makes no difference.

    ???????????????????????????????????????????????

    What are you even talking about lol. Skilled players are effective against platoons even despite the attempts to smash the skill cieling into the floor simply because the average planetside player is worse than a bot. They don't need to pull vehicles or whatever, they just need to hold an indoor capture point against hordes of infantry who can barely play.

    Stalking the other platoon on another pc...how do you even come up with that lmao. Yeah, it sounds like a very skilled player thing to do. It sounds super useful too. I can't even imagine the type of info you could get from spying on a platoon. It's not like the map shows you where the 96+ enemies are, and considering most platoons are just the blind leading the blind, I'm sure skilled players would really need to infiltrate a platoon to farm tf outta them. Come on.

    To make skilled players more effective they could remove one faction, add pop restrictions (per hex) and basically revert all the changes made starting from CAI. But that's really about it.

  3. karlooo

    So basically they're farming the losing team.
    These types of zergs cause their own faction to get double teamed due to pop rules in the hex and there's nothing the faction can do about it. You can't like request the outfit that's doing it to get disbanded, the faction simply has to deal with it.

    More sophisticated platoons blitz with mass Valkyrie drops, Router setup... So in this case the vets cannot just hold a building a building as you say, they just get zerged to hell.
    So, that's what I mean by stalking leadership. Knowing where they are preparing a Routing spire, take it out. Know where they are setting up a valk drop, prepare A2G to farm them, or prepare like 6 C4 on an ESF to kamikaze into a Galaxy.

    Um possibly the platoon size may need to be decreased from 4 squads to 2 squads for now, but it's more complicated than that, just nothing's coming to my head right now.
  4. JustGotSuspended


    Doesn't matter, these are issues that have plagued the game since it's inception. Amplified by bad choices yes, but you'd need to make fundamental changes to the game to even attempt to tackle this. A good compromise was that the zerg usually always caps the base, but the handful of skilled players defending the base can still get a nice farm, even stall the zerg in some cases, generating a win-win scenario from both perspectives. The past lead dev tried to squash that by redesigning bases so they're much harder to defend, as well as spplying the zergs with more cheese, although even now you can usually get a nice farm defending against zergs. The game should shift more towards this because it would be easier than solving the game's core problems of lack of balance and the community not being fps oriented, which kinda sucks when you're tryna play an mmo fps.

    No skilled player cares about platoon size or whatever. I'm not even skilled and prefer defending against larger zergs, there's more stuff to shoot! People shouldn't be punished for farming zergs though, which is what the last lead dev tried to do, and actually succeeded in doing for the most part. Those changes should be reverted, and bases in general should be revamped to be more like the old 3 point tower bases, where the zergs can easily get the 2 further points, but need to go inside the tower and risk getting farmed if they wish to speed up the cap. And with the bonus that the inside of the tower protects against vehicles and most of the cancer. Providing defenders with a good farm, while the zergs still win the cap overall. That's exactly how the game should be, and bases should be redesigned with that in mind, after the game has been reverted to a pre-cai state.