Something that needs to be put in the game NOW

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Slyguy65, Aug 11, 2013.

  1. Slyguy65

    6/6 requirement need to be put BACK IN PRONTO.

    It is just a sick joke how 2 platoons can be fighting and 1 ghost capper goes and flips the previous facilities point, BY HIMSELF.

    They had a sort of thing before that boosted capture time by having 6 people on the point, but ironically it was pointless so they took it away, yet could REALLY use it in a reworked fashion now, to prevent a single person from flipping a point to just totally screw up the fight.

    They made lattice cause of ghost cap whiners yet ghost capping is actually a straight issue WITH the new lattice.

    One lone infiltrator can go flip points and hide in a base while the main forces are busy at the facility ahead.

    THIS NEEDS FIXED.

    Simply add a 6 person requirement to cap a point or heck 12 would be even better since it would require a squad.

    ANYTHING more than 1-3 people will work.

    TLDR
    We need a way to stop 1 person being able to disrupt platoon fights by himself.
    • Up x 9
  2. CrashB111

    "You getting outflanked and outplayed is a bad thing so you want SOE to do something about it" is all this is telling me.

    It isn't that hard to tell a few people out of your platoon to go stop the cap since the guy flipping it more than likely has no respawn point.

    The Lattice is better than the Hex system for attacking things like Biolabs, Amp Stations or Tech Plants since it prevents you losing a side base with little time to react or stop it. The little proximity bases can flip much much faster on Amerish than on Esamir or Indar so if anything ghost capping is worse with the Hex system since you can lose a whole base within 01:30.
    • Up x 8
  3. Yil

    Your platoon should be putting people near the point to guard it. It's not like you can't see it flipping. And before with the 6/6 1 person could still flip it.
    • Up x 3
  4. LordMondando

    I never saw the reason for this change.
    • Up x 2
  5. ent|ty

    They removed it because they realized it was always 0/6 anyway, and that the attackers were camping the defender's spawn.
  6. Oreo202

    You can't flip a point without greater numbers...
    • Up x 1
  7. Yil


    I didn't mean when they have 6 out of the required 6 people that one person could flip it. Was just using his weird terminology.
  8. LibertyRevolution

    I guess people have no idea what your talking about sly..

    When ODAM takes a base, they all move out to the next base.
    Before they can get to the next base down the road, 1 cloaked infiltrator that was hiding at the base they just took, flips the point.
    ODAM can no longer take the base they were going to, because the one they just left is now being capped.
    They send guys back, can't find the hiding infiltrator, flip the point back and leave.
    Hiding infiltrator then flips the point again before they can get on the point at the next base.
    This repeats over and over until they finally find that 1 guy.
    So that 1 cloaker is shutting down their entire platoons cap of the next base.

    The fix for this is to leave a few guys behind on guard duty until you start the cap at the next base.
    People do not want to hang out at the base they just capped, apparently too much trouble..
    So instead he comes here to make a whine thread about how 1 infiltrator can disrupt his platoon steamroller.
    Have you ever played risk? You don't leave just 1 army at the base you just left, if you do they will take it back next roll...

    I do not want to go back to standing on the point, as that was boring and you made no certs doing it.
    You were nothing but a target for explosive spammers while you stood their as the hud told them how many people were in that room.

    TL;DR: Defend your base you just capped, don't pull out all your troops until you secure your new front line.
    • Up x 6
  9. Meeka

    So, your entire platoon is getting outwitted and outfought by one guy, by himself?

    I wouldn't play with that platoon, seriously.
    • Up x 8
  10. Slyguy65

    you TOTALLY are missing the point.

    ONE single invisible guy can go behind the enemy and just troll the point by flipping it back and forth.

    FLIPPING a point should require more than one person its stupid how a single troll can blue ball a platoon fight because it only needs 1 person to flip.
    • Up x 5
  11. Nepau

    Actualy What we need is a more diffused reward system. Considering you get nothing for doing guarding actions for situations such as you are saying, It's hard to get random people to play away from the zerg or Kill fest areas when they get no rewards for it.

    Bring back Squad XP bonuses from PS1, Variable base Cap XP based on your time and participation in a capture/defence, Hell give people some XP for their empire capturing teritory while they are fighting on other areas (Only eligable if your being active or close to territory thats capped to limit xp afk farming).

    Problem isn't the tactics, its the fact that the game only really rewards people for not doing the right stuff.
    • Up x 1
  12. NyaR

    6/6 on point is bad because all the defensive positions around the point can't be used as players must be "on the point". Perhaps if the point zone was stretched to include the whole facility...
  13. Haterade

    Just get a handful of your zerglings to fall back to the previous point. You might need 2 squads to deal effectively with the threat, though. I'd hate to see y'all get wiped trying to defend against a ghost cap.
    • Up x 5
  14. Excretus Maximus

    I know this might be hard for someone from [ODAM] to understand, but there are times when the server isn't exactly hopping with action, and not everyone runs with 47 of their closest friends at all times.
    • Up x 1
  15. Flashtirade

    Are you telling me that your entire platoon is getting stopped by one person flipping a point?
    Did it not occur to any of you that, just maybe, you could send some people to, I dunno, deal with him?
    • Up x 1
  16. BadWolfzxc

    Yeah, you really shouldn't use ODAM as a example.
  17. deggy

    Defend... The... Point.

    Seriously, all you have to do to stop ghost capping is flip the point at the next base in the Lattice. If you don't bother to stay that long, you deserve to be held up by your incompetence.
  18. Rithlar

    That is your problem right there, they did not bother going infil and spamming darts around or spawn a radar atv to find the person.
    • Up x 1
  19. SpetV

    This made my day.
    • Up x 3
  20. Haterade


    Let me help you out here, little buddy. If there's an infiltrator "trolling" you, send a couple of squads back to handle him. I would hate for them to get wiped, as I said earlier.

    Now here's the kicker: Don't have the other guys sit with thumbs up their butts while the infiltrator is being dealt with. There isn't some magical forcefield keeping you from getting to the next base. Get on the point at the next base. Once your squads deal with the single infiltrator and resecures the base (hopefully they can do this), you will begin capping the next base. Now the infiltrator can't backcap you!
    • Up x 5