The state of PS2 and what I feel must change.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by BuzzCutPsycho, Feb 17, 2013.

  1. Arforyon

    +1
    • Up x 2
  2. Cull58

    Great post
    • Up x 3
  3. BuzzCutPsycho

    We have SCUs in bases and they don't always get camped. Often times in Biolabs they are captured without the SCU bring brought down, same with the tech plant. It all depends on where the SCU is placed.
    • Up x 9
  4. AtheistPeace

    I gotta agree about Indar.
  5. Kon

    decided to repost

    Hard to say it But DF:UW new clan management system ingame is where ps2 needs to adopt some of these things

    • Up x 1
  6. JohnSmith10255

  7. SmokingCloud

    Well written post and i see nothing but good things in it that will do a lot of good to this game when implemented.
  8. wattle

    This needs to happen.
    • Up x 2
  9. axiom537

    Yes, I understand that...But outposts are different & we already had a system such as this in place during beta and it was horrible...I do not mean to poo poo on your idea...I do agree with you that something needs to be done. I'm just not convinced this is the answer, especially after playing with a similar system like this from Beta...
  10. HadesR

    Weird you say that when most of your suggestions would make battles end quicker Imo.

    Totally Disagree about the SCU's in fact I would prefer they were all removed and the spawning ability tied to the base capture itself.
    Once the capture bar has moved to 75% in favour of the attacker then the spawn room goes offline , at 90% the pain field you suggest kicks in .. Since the spawning is tied to capture then this would work for Tower's and outpost but also means the attacker's have to defend the points they have taken rather than just overload the SCU .. Once it drops below 75% the spawn room comes back online and pain field is removed.


    Agree there should be an actually timer attached to the capture bar for a clearer indication, but once again disagree with the removal of 2/2 etc .. In fact I would increase them to 4/4, 10/10 etc and make it so that number of people need to be on the point, if you only have 9/10 then the base will not flip .. Would help stop the solo ghost capping .


    As for Indar not sure what you mean by no flow but thats just your opinion while I find the opposite.
    Indar has the best natural flow of the 3 continents due to its number of bases and terrain ... Lose X base .. You know the terrain only allows the enemy to move on Base Y or Z and makes the battles flow in a predictable manner.
    While Esamir has to few bases and to much open space which doesn't allow that " flow ". As for the number of hex's I think it's perfect , it makes the Cont a challenge to take and who own's it damn well deserves to .. Maybe just me but Cont's Imo should take day's even week's to capture and not just flip every few hours ..
    Long term goals > Short term gains ..
  11. Bhudda V1

    I agree with almost everything, completely agree with the server mergers and transfers, the only thing i don't like is the pain fields in the spawn room but i completely understand buzz's reasoning for it, but adding SCU's to all bases would be a very interesting prospect not to mention everything else PLUS the universal suit slot cert's get's me VERY interested. it's very frustrating when i know my team needs more support in general (medic's, engys) when everyone is yelling about ammo and a number of dead friendlies on the ground and i go to switch to my least played class (medic) and i have nothing to carry over from my other classes except the med kit, very annoying how i can't drop my nano weave Armour on the ground, switch class, pick up, equip and run (Just kidding) but honestly if the dev's don't allow us to unlock a fury for all vehicles that a fury can be equipped on i am somewhat ok with that as long as the fury upgrade's from my flash roll over to my sundy excreta. but there is still a lot of work to do on the game and buzz's suggestions are great direction for the game that need's it to survive.
  12. xylanth

    I agree with just about everything that you have said. However the cert grind, in a f2p game, you need that grindy mechanic. While it sucks having to grind out flak for 6 class's. its time invested. If they made alot of the things you said universal, for the casual player, there would be quite abit less grind and for the hardcore players (who play alot) would run out of things to cert eventually would then start certing new weapons quiker. Certing for new weapons (weapons being soe's main source of profit I would imagine) would reduce the profit soe makes which isnt a good thing in terms of content over an extended period of time.

    As of now, its rare to see people spending cert points on weapons, I find anyways. As there are so many other things that need certing. You would probably know more on this as you run a very large outfit and require people to have anhilators/tmgs ( If I remember correctly)

    TL;DR - The cert grind needs to stay in order to create a "drive" to play and unlock things. Also to make SOE money which in turn funds our game.
  13. Kon

    i dont touch shield gens with tech plant i just use the numerous openings in the base they are useless and are not needed you can take a techplant without pulling them down, they took half of an amp station and applied it to techplants, at the very least the 2 side shields and 2 back doors ( and the 2 new front ones) should be shielded up so i have to attack the shield generators to flip the CP like an amp station
  14. BuzzCutPsycho

    The reason why a pain field would come up is that you need to get the defenders out of the base to get them doing something productive. Having a platoon or more holed up inside the invulnerable spawn is a massive waste of manpower that happens rather often.

    Those people should either be mounting a counter attack or preparing defenses at the next base. Additionally removing players from the spawn room frees the attackers up to either prepare for the enemy counter attack or mobilize for the next. My changes wouldn't make finds end sooner at all and as a matter of fact it could make fights last longer.

    Imagine if you were in a biolab and you lost your SCU and were kicked out of the dome itself but you still have access to a satellite to spawn at inside the area. Suddenly all of those defenders are outside and making a counter attack to reclaim the dome.

    I've already explained why it doesn't happen this way and how it happens instead.
    • Up x 9
  15. Kon

    • Up x 1
  16. Cyridius

    Did you read what he said?
    • Up x 4
  17. Custodes

    Server transfers should be made regardless. Some of us are stuck while our outfit turned out to be a different server. At least for the damn paying players.
  18. TWFTwilight

    Well, the Devs shoewed us that they were incapable to design a meaningfull metagame (or they didn´t have the time), so why not listen to some good ideas from the community, who are basicly playing this game (if you include the first one) since almost a decade?

    Was a good read Buzz.
    +1
    • Up x 4
  19. Kon

    i got my own ideas for IA , which i might work better

    not 100% sure on pain field as technically the base is still theirs 2 thinks must happen at the very least though
    1. no projectiles can go through spawn shields/ teleporter shields small arms yes rockets / grenades no
    2. very least terminals stop working i could see a pain field but would like to give it a timer before it starts as i have rallied forces after SCU drops to push out and get it back and it has worked on occasion. the fight shoudlnt end the instant the SCU is down there needs to be a middle ground between what we have now and instant pain field

    also i have campaigned since beta to have SCU's at all Facilities and Multi Point Bases , small piddly little bases like snake ravine doesnt need a SCU locking them in and demoralizing them is enough
  20. Morbid Desire

    This needs to be done before I ragequit forever from this game.

    SOE, I'm a heavy spender.