Woodman Amerish alert timelapse

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Zombekas, Nov 21, 2013.

  1. Zombekas




    Notice the population, and the territory. TR so underpop, and still kicks ***.
    VS, what are you even doing?! Almost warpgated with 40% pop...


    What do you think causes this not-expected (but not that rare) outcome? TR pro or overpowered? VS noob or underpowered?
    • Up x 1
  2. Aristel25

    Same thing that happens on Connery as well, two factions that are REALLY used to fighting each other ignore the 3rd side and focus on each other only. On Connery it's TR/NC that got so used to fighting each other before Merger that unfortunately that habit carried over. Now BOTH sides are consistently out numbered by VS, but they still fight each other (non primetime).
  3. Pikachu

    Time laps for the map, that's an interesting idea! :D Come on people lets do this. Just remember to move the mouse a little so you don't get disconnected for inactivity.
  4. ChickenCurrys

    Since it was after midnight, there was absolutley no coordination from the VS, there was not a single squad open. You also see a constant, massive fight going on in Onatha and a fight on Sungrey. To have a better overview, you should enable the enemy/ally activity filter while recording, so you can actually see where fights are going on.
  5. faykid

    Chickencurrys Glorious Vanu was sleeping at that hour, he forsook his children...
  6. Axehilt


    Yet another reason Bio Labs are awful for Planetside.

    Because they're known farm bases and way too defense-advantaged, players get stuck in them. Because of the way they're designed, players don't push out of them to capture outlying bases.

    Bases which don't allow good, fun, tactics-rewarding fights make the game really boring. Why would you want to camp some chumps in a teleport-room shield when you could have a fun fight like Amp Stations with both sides constantly deploying sunderers, walking base walls, using tunnels, destroying/repairing gens, and more to get the upper hand?

    I would love if Bio Labs were completely redesigned from scratch. Something like:
    • Remove surrounding bases and outdoor satellite spawns.
    • Dramatically increase the size of the dome, or have it be multiple domes. This allows bio labs to support zerg-scale fights (the existing design does not and once defenders reach critical mass they can defend the 2-4 choke points with ease.)
    • Add satellite-style captureable spawns inside the base. (Which might mean quadrupling the base size isn't enough, actually.)
    • Remove teleport rooms. (These create awkward standoffs where the defenders feel like they should be able to push through the teleport room once they've dominated the surrounding area, but they can't.)
    • Add more entrances. Ensure they're easily accessible by infantry.
    • Consider the possibility of lowering the base to be flush with the ground to make it even easier for infantry to access and to reduce the confusion for new players. A teleport in the spawn room would take you to the nearby shield-protected vehicle facilities. (I'm actually not against jump pads or teleports, but their current implementation at Bio Labs isn't resulting it fun gameplay.)
    Basically maintain the infantry focus, but create a more tactical base layout where back-and-forth has a chance to happen and tactics are rewarded. And as a sprawling base at ground level with plenty of buildings inside it will probably feel more like urban combat, which players have always asked for.