Sunderer rework concerns

Discussion in 'PlanetSide 2 Gameplay Discussion' started by karlooo, Apr 15, 2024.

  1. karlooo



    Here is a nice video explaining the developer's sneak peaks into their Sunderer work.

    But I worry that these new Sunderer items will completely break the game. Many customization options with overcomplicated designs when it could be simplified which you already have, and also have questionable purposes.
    And the "pressing complaint" is completely made up.... There's a base on Oshur called interlink and it is absolutely hideous because of the shielded Sunderer Garage. It drags out the fight for too long when it's supposed to be over. And it's literally impossible to ambush the Sunderer.
    BTW why do devs want to add additional problems, when they already have many, like an entire continent which makes them lose hundreds of players?

    Ok anyways one of the Sunderer changes is adding physical objects as reactive armor, surrounding the entire Sunderer, which all have separate HP... Like we already have the "Deployment Shield", which protects it well from C4 ambushes and is as simple as it gets. Why would we need reactive armor as physical objects manually surrounding the whole Sunderer?
    Cargo as well. It drops an asset down such as Proximity Radar, Ammo Dispenser, repair station... Which are all really questionable because how is this supposed to work in combat? Is a tank crew really going to go up to Sunderer and wait for it to deploy a repair station for them? And the tanks need to clear the way for the Sunderer anyways lol, not vice-versa.
    Gate Shield diffuser will completely disable a gate shield for all allies... Again, questionable and I can imagine people using logout system to switch teams and sabotage their enemy dressed up as ally, for example to disable Tech Plant shields, which protects their deployed Sunderers inside...

    It doesn't feel like these updates are being made to improve the Sunderer but instead pre-designed for something else, a larger project, and the devs should be specific as to what they are planning in the long run. There's nothing to hide.

    Basically, Deployment Shield did the job well against ambushes.
    Cargo makes no sense. AMS update will be used for sabotage.

    If the devs want to further protect the Sunderer, this is so easy to accomplish. Spitfire turret is nice for defending Sunderers... Just implement auto turrets inside the Sunderer. Like not even deploy it as cargo but integrate it as a small flat turrets to not obscure the manual guns, 3, covering sides and rear.... There you go.. More counter to C4 ambushes. And do we have auto turret defense already in moving objects? Doesn't the bastion have it?
    If not, then other solutions exist.
  2. Ps2pIayer

    there have been times when sunderers are hard to kill even in low pop fights, they coulda simply fixed this issue by simply allowing us to have a merit based wall that could be placed on bases that is similar in size to the construction "blast walls" (the small square ones) or a popup shield wall that turns off after being damaged for a short period of time just how construction gate shields work.
  3. karlooo

    Oh I am stupid. the ERA is to counter tanks. Tanks often times need to change firing angle and that's what it's supposed to partially stop.
    But that is an issue of chain pulling tanks as disposable assets.
    Ah whatever, devs are attempting to create a whole new game mode and base.

    Also, as a reminder.... Satisfying battles are only for those who farm noobs and mow them down like grass. Sure that's satisfying but otherwise there is nothing satisfying about it, other than working with your outfit as a team effort.