Why is it impossible to defend a sunderer?

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

  1. Atis

    If I see only some trees outside of base perimeter, it creates lower load on my PC, since trees in PS2 are not detailed objects, even point blank they look like in 15 years old game. But if I can easily see next base with players at backgound, it creates very significant load. Without fog at hossin we could easily see 3-4 bases from proper position at range, close enough to render many details. Perma fog itself is proof that render issues are too bad at most cramped continent.
  2. volth

    Tank mines, C4 and AV turrets. Impossible to defend a sunderer against all that.

    Two Tank mines can destroy a full certed armor sunderer :/
    • Up x 3
  3. Champagon

    This debate has the potential to go on forever, people just don't want to give up their C4 fairy farm. The crops are too good
    • Up x 1
  4. Taemien

    You all know a Sundy doesn't need to be deployed to spawn people right? You do need to be in a squad for this to work. But a rolling sundy moving from cover to cover is impossible to take down without tanks.

    The downside is zerglings can't use this to spawn in. But zergs shouldn't be able to take bases anyway.
  5. lawn gnome

    stationary objects are rendered and calculated almost entirely by the GPU on video cards while moving objects that collide with things and interact with the environment require much more CPU use. not all pixels are created equal.
    i don't do a formal search unless i suspect enemies are approaching, but i do usually at least do a quick 360 after i spawn to spot anyone who might have unwholesome ideas, because i know that 90% of my sunderer kills happen because no one is even bothering to look (it can be completely surrounded by dozens of people, but if they never turn and look at my heavy assault charging up then there might as well be nobody).

    also, just about everyone in this game needs to learn to look at their HUD map once in a while. i feel like an omniscient god compared to most people who play, all because i notice the little blip on my radar when the sniper parked right in the middle of my lines fires and I AM THE ONLY ONE WHO NOTICES! seriously the map tells you almost anything you would ever want or need to know, it holds your hand more than any other aspect of this game. if you ever decide you want to know almost everything that is happening in the battle around you look at the minimap for about 5 seconds. the minimap is about the equivalent of an ESP hack at this point. any time enemy vehicles MOVE, unless they are stealth it shows right up on the map. any time ANY vehicle fires a gun, minimap. any time anyone fires a non-silenced gun, minimap. any time a sunderer is deployed and able to spawn troops, minimap. this doesn't even include spotted targets or radar abilities.
    • Up x 1
  6. Ometen

    Here is a big Problem: not every one likes to fight on the brainless 120vs120 zerg fights where nothing is happening for hours. And i am one of those persons! And in those 1-12 or 12-24 fights you cant dedicate 3 ppl to defend the sundy. And the more important thing is that you will not find those dedicated players who are willing to waste their time waiting on a sundy to kill some lonly engis trying to tankmine the sundy so others can play and have fun fighting at the base.

    Long story short since ppl are playing for certs and only for certs it seems it is just not rewarding enough to stay at a sundy to defend it.
    And i am saying that as one of the rare players who actually waste their time defending sundys but i just do it becouse i have plenty of it at the moment ^^ aaah the live of an student ;)
  7. Atis

    So when I see 2 bases crawling with ppl, its suddenly easier on my CPU than few auto-turrets, with simplier hitbox than player, and minimum of movements? Oh right, perma-fog.

    Ppl play for fun and feeling of victory, of achievement. Sitting with sundy is not so fun and it feels like other guys took base and won, while you was passively useful, hugging sundy.
  8. Taemien


    I don't get it, I usually run a small squad of 3-4 people and our sundy can be defended just fine unless 8+ people rush us. If you can't afford 3 people you can afford one, the driver. He can move around avoiding getting mined and c4'd. This requires the defenders to come out with lockons and/or vehicles themselves.

    If you have someone driving, then squadmates can spawn in the sundy. Zerglings can't. But you already said you don't like zerg fights so this shouldn't be an issue for you. Deploying a sundy only works when you've got the numbers to defend. But if you don't you don't need to. And if people need to grab stuff from the sundy you can stop, deploy and then remobilize to keep moving.

    A moving sundy is the hardest thing to counter as a base defender. Its only downside is you can't general zerg with it. Galaxies work too if you need a different angle.
  9. Ronin Oni

    Darts help too

    I change classes a bit (THANK YOU for F# class and 'E' equipping!!!)

    Recon will drop APM's and darts

    Engie will repair off damage and drop ATM's further out where vehicles are expected to make runs

    hell, I'll swap to medic if it's calm and there are people to heal who ran back

    I'll swap to HA for a rocket if there are vehicles pushing up and not in direct LoS yet.
    • Up x 1
  10. Bad News

    I just had my sundy in the garage at scarred mesa skydock. Everything was shoting at it, mossies, libs, lightnings, engi turrets and HA. But we keept it alive, we mined the area outside the garage, we had 2 or 3 maxes defending it, couple of medics a few HA and i think we was 4 engis repping it.
    It took almost a full squad to defend it. It was very close to blow up a couple of times but we made it and got the base :)

    So no it is not impossible to defend a sundy, it just take a lot of teamwork.
  11. Tuco

    See how infantry can hold their own with the PS1 AMS/CE



    See how the Orbital Strike, and other CUD I-win buttons, in the final analysis is a nerf to infantry.