Resourse cost hike for MAX suits didn't work

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Cinnamon, Sep 29, 2013.

  1. Cinnamon

    Simple point to make here.

    MAX is still used a lot. On Miller it's normal to have to deal with an ungodly number of MAX at any one time making gameplay very frustrating at times. MAX suit empire balance is also more important than it should be because the best counter to MAX indoors is MAX. If the resource hike was meant to stop this then it didn't work.

    In my opinion the resource cost should go back to 100 so people can spend their infantry resources on other fun stuff especially if they are being resource choked and don't get sub bonuses. This is not a minor thing, people have stopped playing over this. If we are serious about stopping over use of MAX suits then we know that the only thing that will stop it is to remove the ability of medic revive to bring them back. Therefore, also, people who specialise in MAX and cert them out will be able to play them more often based on cooldown only and without constant medic support and having to be carted around.
    • Up x 1
  2. Sen7rygun

    For people that play smart and don't run their max suits into walls of crossfire and rockets within 30 seconds of pulling it the current resource cost is fine. The same applies to all the new vehicle costings too.

    For people who pull the suit then charge head on into the aforementioned sh*tstorm then it IS a problem.

    If you don't like MAX suits then I suggest you spend a few certs gearing your HA as a MAX killer. Conc/AV grenades and a Decimator do nicely. Either stun and rocket your prey or blast it with AV then finish them with your LMG. The best way to kill a medic is to ambush them while they try and revive priority targets. Drop that MAX, then drop the medic when he comes to res it. Problem solved.
  3. Makora

    I'd argue that what has happened is that people have realized that MAXes aren't as disposable. People actually try to keep their MAXes alive. Sure there are suicide rushes and so forth. People simply manage to keep their MAXes alive longer then before. And if more of them survive, the more you have at any one time.
    People who KNOW how to play their MAX usually survive long enough for their cooldown to run out AND earn back the cost of that MAX.

    Also, I doubt we'll see any particular price chances since after the performance thing, the devs also have plans to completely rework resources and timers. Last I heard was that vehicle (and I guess MAX) cooldowns will go away completely and there won't be personal resources but collective Base resources: meaning each base has a total resource pool and everyone who spawns anything from an MBT to a frag grenade will pull from that resource pool until it runs out.
  4. Cinnamon

    You are both arguing that the current system allows constant MAX spam which is all that I'm saying really. Except I'm also pointing out that it supports people on the winning team more and subscribers.

    So if it allows that then why not go back to a more user friendly system for pulling MAX suits. And if any limit is needed then remove the revives.

    Who knows when the new resource system will come in and how it would limit MAX use. This is more of a short term change request.
  5. Copasetic

    I think it's partly that, partly the sheer number of medics and revive grenades being tossed about. In something like a tower assault you don't have to worry about losing your MAX because you'll be revived in a matter of seconds anyway.
  6. Liewec123

    since the resource nerf with an NC max nerf in the same patch i've hardly pulled my max suit, it's just not worth it.
    shame too, i've spent over 4000 certs on that thing, but i refuse to pay 350 resources to be a C4 xp pinata...
    if they revert some of the NC max nerfs then it may be worth the colossal cost.
  7. JudgeDeath

    Resource hike did work, people have to save up for them.

    Especially being the lowpop faction that most likely controls the least territory and thus resource income. Back in the day you could get everyone on maxes now you need to call out a "saving program" long before actually doing one or you end up with 10 maxes out of a full platoon of peeps. Simply due to cost.
  8. Cinnamon

    Well OK. Right now we have a very significant number of highly certed out MAX suits that never seem to have problems staying in the fight vs what? Would it be so bad to see more people just pulling MAX suits on a call out in region chat and taking those punks down? I don't see what gives that smaller number of players the right to dominate fights that much.
  9. Stigma

    There does seem to be a lot of MAXes being used - and why not? It is by far far far the single strongest unit you can bring to infantry combat. Even the best equipped classes require a solid amount of skill, stealth or teamwork to bring down a single MAX. There is really very little reason not to spawn one anytime you can in an infantry engagement. Even if utilized poorly, you will almost certainly bring down a handful of the enemy soldiers. If used right, you can be farming dozens upon dozens from the same MAX frame.

    So they are a big problem on their own - but en-masse they are a nightmare. Other classes stop being able to deal with them effectively. Sneaking up on a large swarm of MAXes to C4 becomes progressively harder, and trying t focusfire with rockets is much harder when there are many - plus you can't secure the body to prevent an easy revive - negativng all the hard work you put into it. Unfortunately the only real counter to massed MAXes are more MAXes (albeit perhaps with some AV weapons on them). The only real downside to a MAX seems to be that they can't cap objectives - but that only really applies to when they are completely alone, which is rare.

    I actually sort of question having AI MAXes in the game. They act as real showstoppers in the infantry combat. For most soft infantry situational awareness, solid tactics and good aim can carry you to victory against superior odds - until you meet a MAX, then most classes can't even effectively deal with them. When most soft classes meet a scatmax in an interior base they have 2 options: run (and still probably die if you had line of sight to the MAX for even an instant), or accept death and deal maybe 5-10% of the MAXes health worth of damage to it before you die - hoping against hope that you softened the target up for someone else to finish it and that it won't just run to get repaired.

    I think all in all the higher resource cost was a good thing. At least if you lose a MAX now it hurts a little bit and losing several of them in quick sucession means you can't just pull even more. Still, biolabs for example give you so many inf. resources that it renders the resources fairly moot. The resource system as a whole still has a ways to go. It is far from perfect, but reversing the change would be a step in the wrong direction.

    -Stigma