Why is it impossible to defend a sunderer?

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

  1. Tuco

    An "AMS shield" will not fill the same role as a PS1 AMS cloak, it will just bring the level of sunderer camping closer to the level of base spawn room camping.

    IN a game where you respawn every 90 seconds these devs sure have criminally neglected spawning mechanics.
    • Up x 4
  2. Tuco

    Yup, which is why the PS1 AMS is superior; because it benefits the underpopped side.
    • Up x 1
  3. Tuco

    Terrible idea. That would just make them harder to interdict between where they spawn from, and where they intend to park and deploy, and require you to sit inside to make the shield which barely anyone would do. That's the total opposite that needs to be done.

    What needs to be done is it should be easier to destroy the AMS enroute, driving, between where it spawns and where it deploys, and then be harder to destroy in an entrenched and/or hidden position; ergo the PS1 AMS is the only solution.
    • Up x 1
  4. Frostiken

    Or you could be smart and probably realize that the shield would only work when it's deployed.
    • Up x 1
  5. Tuco

    OK. Then that brings it up closer to the level of spawn room camping.

    You guys realize that's the only important difference between a spawn room and a Sunderer. The spawn room is indestructible, where the sunderer is not. The more "indestructible" you make the sunderer, the more attacking a sunderer is like attacking a spawn room.
  6. m44v

    SOE could just make deployed sundies very resistant to tank mines, and tweak C4 damage so it takes 4 bricks to bring down a non-blockade sundy, that way you need at least two players to put it down. It won't change the situation much, surely all these people boasting about teamwork can work out the teamwork needed for get two players to touch a sundy, but at least defending it will be less unforgiving against random kamikazes.
  7. Moridin6

    it just takes some teamwork, try manning one of the guns once you deploy instead of running in alone and the being all sad when no one else repaired/defended it either
  8. Udnknome


    When a sunderer dies, it doesn't kill anyone around it anymore. You might get one guy that happens to be next to your explosives.
    That a total of 700 exp on a good run.

    I'm glad you see my point though. It's not that you can't solo defend against one person.... it's that you can't solo defend against everyone that is headed to your sunderer at the same time. Most of the sundy rushes I have done have been done with some coordination. Even if it is just a mild understanding of the tactic that is about to be executed.

    In Beta, the AMS was a GAL. It could fly anywhere, deploy and had tons of HP. That concept went to the wayside because 3 engineers could make it invincible. This basically made every encounter near impossible to defend against. Having 2 classes that can instagib it if they touch it for 6 seconds is needed for balance.
    (2 engineers can heal through a 2 C4 drop, 2 C4 only take a stock sunderer to burning.)
  9. Typhoeus


    Max out blockade, find a good spot not to close to walls or trees, drop a motion sensor under your sundy, get on one gun and get a buddy on the 2nd gun and hope people will repair you when needed. You will still get blown up eventually but you will make the other guys work much harder to make that happen.
    • Up x 1
  10. Cyridius


    Except the big thing about Spawn Rooms isn't that they're indestructible(SCUs, duh), it's that they have spawn shields. Your argument is bad.
    • Up x 1
  11. Tuco

    Irrelevant when you're standing in front of a spawn room camping it.
  12. doombro

    As usual, tuco knows what he's talking about.

    This game is supposed to be next-gen, but the mechanics are dated even by 2003 standards.
    • Up x 3
  13. Liberty

    This isn't perfect, but the *best* way to defend a sunderer is to run blockade 5, spawn as an engineer with maxed utility pouch and drop AI mines around your sundy. Ideally, you want 2 people to be able to do this to really cover everywhere.

    This stops engineers from walking up or dropping in and mining it and LA's won't be able to drop it in 2 bricks.

    If you are stuck solo defending the sundy spawn as an smg infil and put down a motion sensor while manning the guns. It will give you an idea of when someone is coming and where they are coming from.
  14. Bankrotas

    Sorry. But I see this point as invalid, if I can solo destroy 99% of sunderers and succeed more that 50% of time, when I set out to do so.
    I wish there was sunderrer kill tracking, I'm sure I have least auraxium kills on sunderrers alone...
  15. Jawarisin


    Here's where my ultimate brain will tell you the ULTIMATE solution. Be careful and make sure you're seated as this might rock your world and the foundations of your existence.

    Solution: A maxed out Motion Sensor near the sunderer.

    It will last a good 4-5 mins, and once placed, you can switch to whatever else you want. It will effectively tell you of anything coming near your sundy from a good distance!

    I'm so smart.
  16. ThunderSock

    After your AMS is deployed for a while, you will get a mob of stupid, angry villagers running after your sunderer with torches, tanks and AV mines. They may look silly, tripping over your mines and walking in front of your turrets, but it will quickly stop being funny, and you have an answer to that. Mobilize and drive off, now that's funny.

    So before deploying, check your exit route. You may want to reverse into your parking spot for a quick escape.
    • Up x 2
  17. Iridar51

    Really? Didn't notice that. Was it in patch notes? It was always one motion spotter at a time, though, at least I think so.

    This doesn't change much, one maxed out motion spotter near sunderer should be enough to stop 95% of solo sneak attacks on it.
    Another 4% would fail the first time, because motion spotter sees you before you see it, and then try to crouch (or using sensor shield and walk) their way in. The last 1% is 4th faction and can't be stopped anyway.
  18. LodeTria

    It's like it because anything that aids a vehicle has to be team orientated, but infantry have to be able solo almost everything in the game.
  19. Verenz

    I wish I knew why I was the only sunderer user on Ceres who uses -->MINEGUARD<--

    It's how like 80% of sunderers die ffs
  20. Cyridius


    No, it's completely relevant. You can't just call an extremely relevant factor irrelevant because it sh*ts on your argument.
    • Up x 1