Something that needs to be put in the game NOW

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

  1. Izriul

    There is no such thing as ghost capping.


    Just bad defending.
    • Up x 2
  2. Russell


    Here's what you do. Send your own infiltrators on flashes to the connecting enemy base and have them ghost cap before you move out. Now, that infiltrator can't start a cap on the base you just left.

    It's too bad that they make leading a squad more agonizing than necessary. They should work on more features for leaders - the people actually getting people battles that are fun - I.E. providing content for people through organization and thus making SOE money.
  3. Vanus Aran

    Lattice is already trash.
    And now you want to force even more trash unto us?
    Well - not changing my playstile anyway. Im not conquering anymore.

    I go only on to spawn a Scythe primarily, fly deep into TR territory and mutilate a big base's turrets.
    You cant imagine how much FUN it makes to not be dictated by lattice what to do.
    People like you KILL the game instead of enhancing it.
    • Up x 1
  4. Posse

    Lol, you're a big zerg anyway, is it THAT hard to leave 3 guys behind guarding the point until you flipped the next point in the lattice?

    Now you understand why ODAM is considered one of the worst outfits on Waterson? Seriously, this is something really basic.

    Until you start the timer on the next base so he can't flip it?

    If you need to send a whole squad back to handle ONE guy, then you have problems way more serious than this, 2 guys should be enough to deal with an infiltrator, 3 if you want to be truly safe
  5. Posse

    Until you start the timer on the next base so he can't flip it?

    If you need to send a whole squad back to handle ONE guy, then you have problems way more serious than this, 2 guys should be enough to deal with an infiltrator, 3 if you want to be truly safe

    Well, considering the skill level of the average ODAM member, if I was "ghost capping" the point with my HA, you'd probably need at least half a squad, but hey, it's not our fault that you're bad.
  6. Kristan

    I asked this before and i will ask this again: What if you won't be able to reach the cap point fast and you stumbled upon heavy resistance that you can't break that fast?
  7. Kristan

    Okay, skilled infiltrator will kill you and set mines for you to explode when you will get back to the point. He will overload generators, kill you again. Well maybe you won't be that bored, but pretty much pissed anyway.
  8. Posse

    Same as above, keep it protected, if you're not defending that base until you start flipping the next one, then you're doing it wrong.
    • Up x 4
  9. NikkoJT

    I think they should bring back the hybrid system: it goes really, really slowly if there's only one person/no people on the point, but up to six (depending on base type) speed it up to normal levels. I don't really know why they changed that.
    • Up x 2
  10. Crator

    This would be wonderful! See Spitfires link in my sig...
  11. Phazaar


    Very much this.

    Now the main problem is pretty simple. We don't have an actual 'front line' that is manned on its entirety, nor a need to sneak around it to pull off the sort of 'infiltrating' manoeuvres the OP is talking about - people can achieve these positions simply by checking the map for a 'no activity' area adjacent to the battle lines, drop pods, or any of our other 'fast transport' type methods. Hence, the only way to defend against someone putting a one-man cap on your required adjacent base is to have someone defending your empty base, who elects NOT to be in the fight, NOT to be earning XP, NOT to be rewarded in any way besides PERHAPS getting one kill every 5-10 minutes that the stalemate in the adjacent base continues.

    If there were a steady stream of flankers and infiltrators, and this made a skirmish in itself, this would be more tolerable, but that's almost never the situation as everyone would rather throw themselves into the meatgrinder. As such, the game needs a way to turn this to a positive situation without creating a negative issue.

    I think a type of 'tug of war' system may be worthwhile, where once the majority of the forces are on one side of a designated threshold (probably the area boundaries we currently have, giving them purpose once again), it soft-locks the less populated base. To make this work, the soft lock could be broken by having, say 5 people on the capture point, or having a Sunderer within 100m (worthless no-deploy zones aside...). This means that strategy, team work, tactical retreats etc are all more encouraged as a way of breaking a stalemate, whilst simultaneously removing the annoyance factor of running all the way back to your base, only to find the infiltrator that flipped the point /suicided as soon as he did it just for ultimate trolling. This happens -way- too much with one or two Russian outfits that shall not be named on Miller at the moment...

    To TL;DR just for that last point. The solution really shouldn't block an organised group of people from putting a cap on the less populated base; that would simply make the game worse, less deep, less strategic, more meatgrinderish. It should aim instead to remove the annoyance factor.
    • Up x 2
  12. zib1911

    Oh I see, if someones is better then you then this game is broken. I see where your coming from now.
    • Up x 3
  13. Vesper

    Oh, how I wish we had actual consoles to hack so that if the opposing team decided they didn't want to defend the CC then they'd lose all the work they had made. Nowadays, you could have a pro squad go in and take back the point but for what, 30 seconds? before the zerg rolls back to the CC that they neglected to defend. In the end, I just think of how much better the first game did in this regard.
  14. ({x})Kyoji

    lmao. this.

    They did not add the lattice system due to ghost capturing. They added it because they wanted to direct the flow of battle so there were massive fights reminiscent of PS1.

    Heaven forbid a zerg outfit has to use tactics rather than just numbers! :eek:
  15. Ender


    I don't see why you're making such a big issue over one person. If it's really just one person... send two people back, not a squad, not a platoon, just two people. Hold the point until you're on A at the next point, as soon as you flip your assaulted bases point have those two redeploy. If you have as many people as you're talking about that are getting so inconvenienced, send a couple to deal with it. This is not an issue that requires your entire platoon to turn around and zerg the one guy. Handle the situation appropriately.

    If it's more than one person, send a couple more, if it's a squad.... [DA] takes pleasure in this especially, then it DOES require an entire squad/platoon to get them out. When you get them out, leave what's necessary until that forward point is flipped again. This isn't a tough concept and it's not hard to deal with. On the hide and seek point....use radar? They'll ping eventually. This all or nothing attitude is silly.
  16. Yil

    /facedesk
    • Up x 2
  17. Inu


    This guy says it better, but for now i'll continue to exploit this. Yes, i am that infil. And what really gets them going is flipping it again, and again, and again.
  18. Kristan

    I can't see the way of your logic why you came up to this conclusion. Who better than me? Infiltrator? Base defenders? Who?


    Well if everybody is doing everything right, then tell why the hell I'm the only one who get left behind to protect the base?! Where are you "squad mates" that you leave to protect it too? Huh? You guys speaking of nothing but BS.
  19. Czuuk

    No one is missing the point. Counter capping is a viable tactic and if it is only one guy than it should be easily defeated.
  20. Posse

    Well, no, most of the time people do things wrong, that's not a problem of the game mechanics, it's a problem of the players.