Tech plant - all the fight outside now?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Duckforceone, Dec 12, 2012.

  1. Talizzar

    Look at all the cert farmers coming out.
  2. Vachek

    Access points:
    Prior to change
    -Two rear infantry wide doors = anyone can enter, AMS can deploy nearby
    -Down through elevator = anyone can enter, requires gal,lib, or esf to reach, no AMS
    -Over doors of vehicle bay = LA only
    -Vehicle bay doors or front door shield = anyone by sundy, no AMS
    -Defenders could park AMS in bay
    -Defenders could exploit base layout to put AMS in upper deck or into walls
    -Defenders had teleporter for quick safe return to facility

    How was this balanced?
  3. Flarestar

    Fixed all of that for you.

    It was actually quite well balanced before - it just required actual teamwork by the attackers. As should be required to assault a major base.

    Post change:

    - Defenders can be easily bottled up inside the tech plant main building and spawn room due to tech plants being wide open and teleporter from spawn <-> main building removed
    - Shields can be brought down from outside, with, again, defenders unable to defend them due to wide open design of tech plant

    So basically we went from a base that was very defensible, but still able to be successfully assaulted with some coordination and teamwork, to a base that the defenders have no hope at all of holding for any significant length of time.
    • Up x 1
  4. OniKiy

    You do realise you can jump onto the arms either side of the shield, jump up top of the shield and drop in? All without jump jets or any tank set up. It's not an impossible route. Unless you are oblivious to climbing or any thing involving 3d space.

    There are plenty of routes in, the ignorant are oblviious to it. So it must be broke.
  5. Losty

    Bad basedesign just got worse... Welcome to VehicleFarmSide.

    I really wish the current developers would've taken the good parts of Planetside 1. This game just got even more 'whack-a-mole' now.

    Techplants were one of the few facilities they did semi right, it just needed one or two more entrances which could be used by LA or something alike (vents).
  6. bPostal

    Speaking as someone who feels like base fights are too short overall I'm not in favor of this change. Especially seeing as tech plants offer the tech benefit, they're not supposed to be a pushover. Three to Four hours to entirely take a well defended plant would be more along my liking. There will be more tank spam, less infantry combat and much more farming now that infantry will be forced into the crosshairs of waiting HE tanks.
    At the very least there should be covered walkways connecting the buildings and walls around the entire superstructure.
  7. Sparks

    Stop hurting me :(, when is that game going f2p again?
  8. Cl1mh4224rd

    They didn't move the generator; they added two more. Those two generators are for the bay shields. The original generator is now only for the SCU shield.

    Plenty of people complained about Tech Plants.
  9. 0roshi

    Tech Plants where easy to deal with, my outfit got pretty good at it, find their Sunderer, use light assaults and take it out, keep doing that till they can't deploy any more, then destroy shield generator, game over for defenders.

    The building the shield generators are in are on the edge of the complex, meaning its easier for attackers to set up Sunderers next to them, and their entrances are not always practical for the defenders to get to. These building also have nice convenient windows/doors, that allow the direct shelling of the generator by tanks. Meaning if it goes down, it will be very hard to get up.

    If this change is for good, close up any gaps that can be directly shelled by tanks, and place more barricades around these buildings, allowing for cover, for infantry on both sides. By all means give everyone's infantry a fighting chance, allow to and throw defenses and attacks on the generators.
  10. Stampz

    PS1 Interlink facility > PS2 Tech Plant >>> Patched PS2 Tech Plant.

    I think most people here would have cried trying to take an interlink in PS1. Well at least in PS1 you could siege the defenders out by starving them of NTUs.
    • Up x 1
  11. Vachek

    Fixed? You are suggesting either defenders are too bad or stupid to allow you to park vehicles on the shields or doing something with Mana Turrets (dunno what you are describing but sounds like one step away from exploiting). The defensive Sundy AMS's this past week have been placed in walls and floors where they near safe from enemy fire, i'm not talking about parking one in the lockers, near the lift or on the front vehicle pad. If the attackers have breached the doors half the fight is already over, although the defenders could remain in the alcove and fire from the protected shield.

    Post Change
    Defenders have multiple buildings with multiple points of egress to defend, they are not exposed or "wide open".
    It went from a base that could be completely locked down by the defenders to more in line with the rest of the base design in game.

    Next time don't fix my points.
  12. Flarestar

    No. I'm suggesting that if you're smart, you carpet bomb the crap out of the inside with ESFs and Libs, slam two tanks together for steps and everyone goes over the wall. The vehicles were designed to be solid objects. It's no more an exploit than using Sunderers to block the back shield so GSD Sunderers can't get through, or using a Sunderer as a jump point to reach higher than your jetpack would normally allow.

    And no, post change, they are wide open. You have generators out in buildings where hostile vehicles can easily lock down the approach to them with HE fire - preventing defenders from reaching them via either the spawn room or the main building. They're even more exposed than the generator rooms in Amp Stations are. In an actual fight, this will lead to the exact same problem Amp Stations already have - you get camped into your spawn room. It'll actually be worse, because Sunderers inside Amp Stations are FAR more secure than ones inside Tech Plants, meaning you'll be able to take out alternative spawn points that much faster and spawn camp the defenders in.

    Next time make points that don't conveniently ignore a ton of things and I won't fix them. Deal?
  13. Sparks

    We'll see you at the next OMG WTF NERF ROCKET PODS thread again seeing how much "fun" these new tech plants are going to be. Don't have to be a rocket scientist to figure out that this change is a kick in the nuts for infantry once again.
  14. Vachek

    All I can say is we must play on different servers if we are both indeed playing the same game. Any time we have held the tech plant nobody has been able to do what you are describing, nor have we been able to use the tactics you are describing against the TR and VS on Matherson, they are not that dumb. I don't doubt your description or methodology, i'm saying its an engineers dream (works great on paper, not so much in function).

    "out in buildings" is that like out inside the field? They are inside buildings, buildings accessible to both sides. They are not more exposed than amps, they are larger buildings with more cover around them save one side. They are more accessible than amps since there is enough space to drive vehicles between them. Point is its more balanced, no defender friendly. You can create as many circumstances as you want, just as I can sit here and counter them. Again, point is balance, not advantage.
  15. TopPlayer1999

    You are literally mentally challenged or a massive troll. Your main argument is that because people can put sunderers where they were not suppose to makes the changes good without even acknowledging what everyone is mad about. No one would complain if they blocked sunderers from getting into walls, which I have never seen, or from getting upstairs.

    There are two platoons people like to join. One is the largest group of players who pretend they are internet armchair generals and look at the map with territory ticked to find the easy massive swath of land to take. They start a massive armor column and go to with 90 percent of people never leaving their vehicles.

    Then there are those platoons that look at the map with enemy activity ticked and figure out where they can fight the mindless zerg of internet armchair generals. Because you know, they like actually fighting people.

    Very few places let you play outnumbered and have a chance at stopping a mindless pubbie zerg. Tech plants were like that but only because people were really bad at taking them. And there was massive incentive to doing so. Great certs and even better pubbie tears complaining that just zerging numbers is not and instant win.

    Two things everyone should remember:
    1: Whenever my outfit had a full platoon we never have failed to take a defended tech plant.
    2: I have never seen a tech plant held more than a day. Some mmo that one group can hold something for a few hours and its broken. If they want instant turn around just instant all the facility fights this point.
  16. Vachek

    Not trolling I am completely serious and competent, i've clearly stated my points. Perhaps the problem isn't on my end, maybe its a lack of comprehension or critical thinking on others parts? My point is simple, the changes bring Tech plants more in balance for attackers and defenders, I simply provided reasons why. Only two types huh? We are a small guerilla-ish outfit, we use squad based tactics to impact the outcome of fights. We avoid the zerg when we can, we are air-based or sundy based only pulling armor to counter armor. We coordinate with other NC outfits on our server, work together, to achieve a common goal. Guess that means there are only 3 types of platoons now eh?

    You can beat out a pub zerg by outplaying or out-thinking them, location is not a requirement. The greatest thing about planetside is the tactics and strategies developed by others by necessity. If you relied on the layout of the tech facility to defend it then I would suggest the problem isn't facility layout but your lack of imagination or creativity. You are right however that they hold a significant importance to all factions, which is why they should be balanced out for anyone to take or defend, not require extreme measures for the attacker.

    As for two things everyone should remember..? Take a look at The Enclaves videos, they have help multiple tech plants on multiple continents for days.
  17. TheGroggyOne

    Doesn't matter anymore, tech plants fall faster than outposts now.
  18. Recca

    All factions on Connery does that. I seen Vanu make a sunderer wall, NC make a tank wall, TR drop tons of mines. It seems to me any server but connery likes to cry about every little thing.

    I single handedly broke the defenses of multiple tech plants. It not that hard, Gate crash, Lightning HE/Prowler Ladder, Light assault C4, Liberator spam in the cracks, Tank spam in the cracks, Engineer turret stepping stone, etc.

    Just because you had to use your brain to attack a tech plant doesn't mean it's bad design. The devs need to stop catering to crybabies on this forum, it's ruining planet side.
  19. HMR85

    Why the **** are you quoting me for. I was stating they needed to use their dam brains to assault the tech plants. Go back and read.
  20. Zaik

    At the moment it looks like the force required to defend a tech plant could just push out. Shield generators have been intentionally placed so they are completely undefendable against grenade spam, and grenade spam has always been the #1 tactic to taking the interior already, so...I guess we can all go back to fighting inside bio labs.