Redeploy Needs A Fix. Please.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Chaingunner, May 14, 2014.

  1. Chaingunner

    Not sure how to take that statement....
    • Up x 1
  2. Huxer


    I am of the belief that it will change the meta. Don't bother attacking unless certain conditions are met. You have a force to be reckoned with they will come to the defense, but you will already have gotten your sizable forces entrenched as they will not start to respond until after the cap has been turned. The second condition for assault I can think of is if there is already an assault going on elsewhere so the defenders will have to make a choice on which to defend. This could be used in several variations of feint attacks to get to a tactical location. I'm not going to be able to come up with all the conditions for attack under the new meta because it's still being formed but I can however see the potential. What do you think?

    --Hypnokitty
  3. Chaingunner

    The only problem right now is you can't have any type of feint attacks. I have seen command try this many times, as soon as the feint is crushed ten seconds later all those defenders are back at the main attack defending the base again.

    The other thing is there are no certain conditions anymore. The only way to take a base (unless your zerging) is hope the other two factions are slugging it out and can't supply enough defenders or ghost cap, but this does not happen during alerts.

    Btw I know almost all factions think the other two are ganging up on them but it's not always the case. Except those sneaky Vanu and NC are always teaming up on us TR.
    • Up x 1
  4. Sigmundr Rumare

    This mindset is actually killing many (especially "community-designed") games nowadays; that every playstyle is equally important and valid. Guess what, they're not. Sure, you can run around as a pacifist and backwards while playing PS2, that doesn't make an effective or valid playstyle, nor are the designers under any obligation to cater to your playstyle. So many games, including PS2, are watered-down shadows of what they could be because too many developers are told they have to please everyone instead of picking a certain type of playstyle and sticking with it. Stop confusing playstyles with human rights.
    • Up x 1
  5. DaMann22

    I am with you. I think redeploying should be regulated to only big bases and the warpgate. Last night on Waterson during the Indar alert we just redeployed after redeployed for the last 45 mins - 1 hour, and that is just to defend the entire time. I would like to see better fights as people continue to follow the lattice link better than redeploy across the continent.

    PS. Also leave that redeploying to SL/PL.
  6. Dahwhatsdat???

    I think the actual problem lies not in the fact that platoon and squad leaders can redeploy their forces rapidly but that they have easy access to detailed information about any position which they may seek to defend. Think about it. All one has to do is but hit M key, from anywhere on the map no less, and instantly one has access to a wealth of information for every facility on a given continent.

    I think that if access to this information were to be restricted to only facilities within a few hexes that this problem would be much solved.

    None the less I agree fully with what the OP is saying. Being able to quickly redeploy large numbers of troops is indeed cheesy.
  7. Pathogenic

    I'd rather people only be able to spawn at big bases, beacons, Sunderers, Galaxies, or anything bigger that they come up with later. Possibly a "train" system that can transport all ground units to connected bases within a minute. It'd make spawn camping less prevalent by reducing spawns, as well.

    Some more infantry downtime would also make it easier to even out the infantry v vehicle meta to something more fun for both sides.

    I get that instant redeploys keep things "fast paced", but that's not what PS2 should be aiming for. If I wanted just fast paced infantry combat, I have way, way better options. I play PS2 because I think it can have a deep strategic metagame, someday. Redeploying infantry isn't the biggest problem with this, but it is pretty impactful.
  8. Chaingunner

    Seems like most people agree that a change needs to be made. Maybe SOE will comment....
    • Up x 1
  9. UberBonisseur

    Nah, most people don't give a **** because most people don't go on forums, so you're the minority here.


    On the other hand, SOE is actively throwing money at professional Esport teams to point out what've been repeating here for a while.
    Remember when it took several months to remove instant action steel rains and squad deploy ?

    I'm getting pissed that they don't tackle the issue of Redeploy-hopping because it's been a topic for a while now.
  10. Unclematos7

    My gripe with it is that Delete and /suicide are more viable means of transportation than transport vehicles.
    • Up x 2
  11. Pineapple Pizza!

    If they added an instant-action cooldown to the Redeploy function, and killed the 'Reinforcements Needed' option, then intercepting and defending transports would become an important part of the meta. It would give small-squads and pilots the ability to assist the war-effort without having to meet the enemy blob head-on.
  12. Unclematos7

    PS1s spawning system looks fine, why don't they go with that?;)
    No spawn hopping there.
  13. Huxer


    So, I'm sorry, I shot you to death when that shotgun guy was on you. I was actually leading that SOVU platoon and we did win the alert with 28% pop due to the use of the rapid redeploys in defense. I suppose I could have used more equipment as force multipliers but I was careful to always move at least a squad(usually 2 to every base that come under attack. Let be honest here in our thinking. If you get into a 3 way territorial fight with a limited time frame, the best answer is really to hold what you got. That's what I was doing, making it difficult for them to take anything from us by being everywhere they attacked. So yea, 28%pop, 37% territorycontrol ftw, I'm Hypnokitty btw.
    • Up x 1
  14. WyrdHarper

    Cap timers are way too short for redeploy to not be an option. Otherwise we'd just see ghostcaps everywhere.
    • Up x 1
  15. Huxer

    I agree here but it would have to be MUCH longer to drive any ground vehicles over. That would make for what 20-30min cap timers? Then what happens when you are attacking a base they don't try to defend? you go eat dinner?
  16. WyrdHarper

    Personally what I'd like to see in an ideal world is lattice connect only major facilities, with the other 6-8 adjacents connected to the major facility hub. Major bases have a 20-30 minute timer, but capping satellites (capture mechanic like old satellites) saps resources, gives spawn and vehicle options, and reduces overall cap time, allowing for larger-scale fights, but bases can still be capped quickly if undefended.

    Or you could always just fly over, but 2-3 minutes is too short if defenders can't get there quickly.
  17. maxkeiser

    No changes required. Re-deploy works exactly as it should.

    The whole point of PS2 is mass-coordination, outfits talking to each, multiple platoon movements. Half the fun of alerts is moving quickly to stop an enemy.

    The freedom of choice is critical.
  18. DaMann22

    Its cool Hypno, we have all been teamkilled at one time, and another, and another, etc. I was just stalking Runsta the whole time and wanted to yell some more at him. Holler at me if SOVU and 3GIS want to do some ops together. Our nights are Wed, Fri, and Sats.
  19. Phyr

    Redeploy is necessary right now because of the super short cap timers. If cap timers could be dynamic, or there was a way to prevent a base from being zerged down out of the blue, then maybe we could have tighter redeploy restrictions.