Why is it impossible to defend a sunderer?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Pumpkim, Jul 4, 2014.

  1. Morro

    Considering they can be spawned from every vehicle terminal, they can just be zerg spawned, and making them even more difficult to deal with would just ruin the game further.
  2. m44v

    If sunders couldn't be instagibed by a single player then that problem wouldn't be that big of an issue.

    And how's doing the same dick move going to help? thanks a lot. jerk.
    • Up x 1
  3. patricio_z


    If enough people do this, then maybe SOE may realize how ret@rded is to allow friendly fire on sunderers
  4. Udnknome



    ......I like how your response expresses teamwork .... :D
  5. Arsonix

    Shooting our your own tank mines needs to lower the damage against vehicles. Logically damaging your own weapon is going to make it less effective.

    Basically any player with 100 certs and 150 infantry resources can instagib a blockade sunderer with tank mines but in order to blow up a mineguard sunderer it takes 700 certs, 200 infantry resources with C4 and it takes longer to detonate them but it still doesn't blow it up. It only does 90% or so damage.

    Tank mines are just brainless pocket nukes. The player needs to be required to actually use them smartly like a booby-trap or be prepared to drop more of the tank mines and more resources/certs.
  6. Pumpkim

    I suppose they could just break when damaged, rather than explode. Would solve a lot of the issue actually.
    • Up x 2
  7. RenegadeHelios

    It's totally possibly to defend a sundie. .-.

    Typically, if I task a squad to defend a sundie, or get asked to defend a sundie, these are priorities:

    - Motion detectors
    - Trip mines near corners of cover
    - LA's covering area above sundie
    - HA's or vehicle guns covering vehicle AoA
    - Engie's with maxed rep gun for any foiled attempts to C4/Tank mine, set back a short distance with clear shots above the sundie, possibly in AI turrets
    - Infiltrators on advance posts, calling out incoming targets and/or engaging them.

    This is assuming your sundie is within the 150m mark of the objective. Past that point:

    - Motion detectors
    - Engie AV line positioned in a kind of phalanx, in order to effectively cover the flank and everything lateral to the sundie.
    - Countersnipers, with one group prioritizing medics and engies, the other HA's and engy turrets.
    - Trip mines layered with tank mines, in case of MAX crashes or vehicles coming up close to the cover to try and gain roadkills.
    - At least one lightning/vehicle to tank damage if the Sundie needs to reposition, or at least to provide extra ranged firepower
    - HA firing squads, prioritizing vehicles to the front of the offensive line, leaving flankwatch and the like to the engies.

    You're never going to be able to solo-def a sundie, unless it's a 1-12 fight or a 12-24 fight with a bunch of newbies. With the varying factors and such that surround the everyday conundrums of the game, we can't really say that a single person has the power to stop a significant force. That's not to say a small force can't counter a significant force - that's where the strategy of the matter comes in. And it requires a lot of teamwork. .-.
    • Up x 2
  8. Udnknome



    Unfortunately, this would also negate the tactic of stacking tank mines in the road... Making tank mines useless against anything except flashes even when supposedly using them "correctly".
  9. Pumpkim

    Nah. Just make 1 AT mine as powerful as 2, and reduce the total you can carry to 2 or 3 mines.

    Personally, I have 5 AT mines currently. You can only count on killing 2 vehicles with those. So a maximum of 2 mines which can each kill a vehicle would be pretty much the same as it is now.
  10. Pumpkim

    Not everyone likes the 48+vs48+ battles you know. And I think it's unreasonable to force people to be in a platoon all the time.

    This is why the game is bleeding people by the way. It's inaccessible to those who can't/won't invest a lot of effort.
  11. Ownasaurusrex

    I think all vehicles could use a resource sale. Like the flash resource cut, the harrasser should cost 100 resources. Lightnings 200, sunderers 350 and MBTs 400
  12. RenegadeHelios


    A 48+ battle? Platoon?

    This has been pulled off with seven people before, fighting against ~24 others.
  13. lawn gnome

    i can kill prowlers 2 at a time with my heavy assault. does that mean prowlers need more AI capability?
  14. Udnknome



    lol, I want this buff.. I want it so bad, I'll trade the ability to detonate my own landmines for it. The long term trolling effect of this change will be priceless.

    .... Of course, then Sundy drivers will complain that people are crashing Gals into their sunderers. Just as effective and instant.

    .... And the Gal doesn't die from it.
  15. z1967

    Perhaps deployed sundies get a massive health boost? And you can just increase the deploy and undeploy times so battle sunderers don't try to abuse this.
  16. EGuardian1

    Deployed Sundies get a Vanguard style shield - recharging so that you can't feather down a sundy so easily. Or built in Nanite Regen.

    Basically make it so it TAKES two people to kill a sundy, or one EXTREMELY determined attacker, not just anyone with C4 or Tank Mines.
  17. Udnknome


    And a pain field like the spawn tubes... and kill exp to the driver for everyone the pain field kills... /s


    Truth is... if properly implemented by the playerbase.. the Sunderer is already a hard target. There's no need to make it even harder.

    Unfortunately, most of the player base seem to think the sunderer is only a way to get to the farm, not a resource that needs to be protected.
  18. EGuardian1

    I'll give you that, but then you get trolls like me that actually yell in proxy for a heavy or another Light Assault to follow as we C4 fairy it to death in one massive blast - 300 infantry resources.
    • Up x 1
  19. Axehilt

    1. Because if the enemy has enough players to kill your sunderers, you have enough players to pull multiple sunderers.
    2. And it is possible to defend a sunderer against an awful lot of players. I'll dart up the area and just get Nyx kill after Nyx kill (the low-recoil semiauto rifles work fine too, as do the auto ones, but the Nyx seems to be the optimal effective range.) Plus you can set up mines of course.
    3. Because if sunderers were too defensible then they would become essentially invincible in certain situations (good deploy location with a zerg spawning from it) and that would be terrible for gameplay.
    • Up x 1
  20. Flashtirade

    Like any tower defense game, you will lose eventually.