[Suggestion] Remove redeploy travel to frontline hexes.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Clone117, Apr 23, 2022.

  1. Clone117

    As above. Im kinda tired of having zergs of people just show up via teleportation. And retake the point within the last 20 secs of a base cap. Id be less salty if the did it via vehicle transport or outfit resources. And other logistical tools. Other than that opinion. This would hopefully all n all promote cooperation and combined arms teamwork. Create a less static map as hexes and bases would change hands more often. And lead to more fights outside of the base facilities.
  2. RabidIBM

    They recently tried revamping the spawn system to address redeploy side. It resulted in strong opinions being expressed, and they changed back.
    • Up x 1
  3. Demigan

    No.

    The game currently does not have the battle flow and gameplay necessary to support this. There is too much effort and coordination required for the defenders to spawn at a nearby base, defeat the vehicular superiority of the attackers and then waltz in before the base is captured. Worse, the attackers barely have to coordinate anything to mount a successful counter to such tactics while the defenders need a lot of coordination to effectively beat the attackers off.

    Just imagine: The attackers Gal drop. They decide when and where. They capture the point and the defenders now have to retake it!
    So they first have to spawn with enough players at the previous base (or organize their own Galdrop). Spawn vehicles. Move to the attacked base, exit the vehicles, move in and then try to defeat the new owners since it's almost guaranteed to take too long for any defender to respond quickly enough with enough firepower even if you do have a fully coordinated platoon.

    Should redeployside be adressed? Sure! And it's easy! You limit the amount of redeploys you can perform within a certain timeframe. A regular player won't be redeploying that much and will need only a couple of redeploys to get to a fight they want to fight at. Only a group that relies on redeployside would require more. The key here: They would already be organized right? So they would better be able to use the limited respawns when necessary, and use regular transportation to get around in other scenario's.

    Naturally this is also a great opportunity to make PMB's useful. They could take over a lot of the transportation woes by allowing players to teleport to other PMB's as if they are mini-warpgates (with their vehicles preferably!). That makes it highly valuable for teamwork to have multiple PMB's at various points both near and away from the frontline in order to move your troops around.
  4. Clone117

    A reinforcements timer for rapid response for redeploying to an attacked facility would probably be better. Basicaly a timeframe for people to respond crossmap. As for the gal drop scenario. Assuming coordinated forces. It could go either way. But defenders would likely have an advantage in the end.
  5. Demigan

    That wouldnt work. You either notice in time and redeployside there or you are too late.
    Even if you notice "in time" its not going to work. If we assume about 30 seconds to notice the base being captured (you dont watch the map constantly), a platoon where everyone responds instantly with redeploy, 30 seconds to get the Gals+everyone piles in and the base being within 2km of the warpate you are still talking two and a half minute or more, and that is for a FAST response. You still have to actually recapture the area then!

    I would rather introduce mechanics for the attackers that counter sudden large redeploys. For example a deployable that when placed close enough to an enemy spawn it limits the amount of new signatures that can enter the area (a signature being a soldier). Anyone already there is unaffected, but anyone spawning in might not be able to if there's too many. If based on the population difference it could let the defenders at least equalize the population with the attackers until they destroy the deployable.