Possible solution to end mindless Vehicle zerg?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Terminatusomega, Dec 13, 2012.

  1. Terminatusomega

    Simple but its more of a band-aid system.
    Make them require more than 1 person to operate. This cuts down on the endless blobs and force people to be competent in their roles and reward people who are successful. i.e. A fairly good crew of a Prowler takes on 2 Vanguards that are crewed by greenhorns(newbies)- with proper positioning tactics and skill, the Prowler can effectively engage and destroy the enemy.
    Not only does it force people to actually use teamwork and coordination to be effective, it cuts down on the massive hordes of Air/Armor spam that is so prevalent currently.

    Lets face it, the current game meta is to out zerg the enemy- and vehicles do an amazing job at it-which they should but with the numbers that are being displayed, it quickly makes the game stale. Reminds me of my 6+years of Eveonline.

    This is not Battlefield series, nor is it Call of Doody...but I feel as if the game designers took cues from those games and tried to implement it to make it more "fun" and interesting.




    Also to add:
    There are a lot of other ideas that I think would help enhance game-play and longevity of the game. One of them is a "Combat Veteran System" that I brainstormed one day..maybe I'll post a thread about it.
    Another is having specific class systems that people have to focus on and spec out in order to operate a given vehicle or class at 100percent efficiency but degenerates over time if the player decides to play a different role
  2. Acton

    Just give it a little time. Once you get a some engineers skilled up enough to have av mines then a zerg armor rush suddenly becomes a real bunch of twisted metal. Right now, due to the inherent advantages that vehicles have they are the item of choice, but if you start charging in zerg style without any tactics, and get blown up a couple of times, then they have used all of their resources, and given the opposing force a whole lot of kills.
    Today, we had a bunch of battles (took Amsir (sp?)) and where at a decided disadvantage to armor/air. But with the proper mix of troops (HA and Max) to counter the armor and air eventually the opposing forces would run out of resources and then it became infantry death battles...was a lot of fun.
    I will agree with you, however that there does need to be some sort of consequence to winning/losing besides certs, but given that we are less than 3 weeks into open release something tells me there are plans in motion to give other incentives to players, but for now they just want to get folks playing.
    • Up x 1
  3. DaPuschel2

    Personally, i would love to see 3-seat tanks again.
    • Up x 1
  4. Terminatusomega

    The big thing about what lures people to this game and keeps people in a game is the teamwork. The learning curb should have been where PS1 was at,, it made things more challenging and exciting, kept people coming back.

    I agree with the majority of the players are learning to adapt, and its a good thing.


    But the current counters are really degrading the idea of a tank. Currently tanks are only useful if used in mass groups since anti armor weaponry are so plentiful and varied.

    Of course I'm basing my opinions and my observations from playing milsim games for years.
  5. Retool

    Just make the main tanks and all air cost 500-750 resources so there is a little time between spawning them.
    I dont have premium or boost and the resources come in faster than I can spent them (easy to spent infantry resources though).
  6. Remeus

    Grenades seem really expensive to me. 45 resources for a single frag grenade. I guess if you have a grenade belt or something you could be a one man bomber and infantry points seem easy enough to get. It might just be the cap of 750 that's making them seem expensive. Don't get me wrong I'm not saying they're OP or UP or anything it just feels strange.

    Making vehicles cost so much would push the game towards pay to win though I feel. I feel the cooldown timer at the moment is enough. Plus what's so wrong about huge mechanised columns? Eventually we're going to see two clash and the fight will be epic! I'd put my money on a NC win since I can see people just slugging it out but once they get a taste of it they might start aiming for huge armoured battles and start developing faction specific tactics and then we'll see all sorts of awesome and crazy things!

    Honestly I think this is a player problem atm not a game design problem. People just dive into continents they are steamrolling and abandoning continents they are losing. Hopefully we will see this fade with time. Hell I would even say if adjustments need to be made why not make continent buffs more prominent so people have incentive to prevent huge tank steamrolls with thier own tanks.
  7. Mr. Mak

    If you make the 3 seaters the zergs will just stop and swap to the gunner seat then back again when they want to move. Ive seen it happen in Red Orchestra. Also how the hell are you going to make the Magrider a 3 seater without a major redesign?

    No the solution would be arilery. Small mobile tank groups could avoid being shelled. But a Zerg cluster****ed in a chokepoint is another story.
  8. Tuco

    Wrong, that will never happen.
  9. forkyar

    wont happen,in ps1,you had to have a gunner to man the main gun and all the driver did was drive.
  10. Murderin

    Once the game dies they will realize that it is no fun in its current state.
  11. forkyar

    the game wont die,hopefully the cryers like you will leave and never return,but no,you cant fix endless war.