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Old 2015-05-22, 05:04 AM   [Ignore Me] #1
Mordelicius
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Sunderer Deployment Inhibitor (Discussion/Suggestions/Critiques)


https://forums.station.sony.com/ps2/...ibitor.226219/

This thread is about the proposed SDI on the Roadmap Wishlist.

It's a good initial restraint against Redeployside. Although it is funny (and not at all a surprise ) that the SDI Redditside detractors are the same usual suspect Vanu Emerald circle-jerks well-known at chronically spamming and abusing the Redeploy button.

These guys avoid fights (especially when attacking defended bases). They look for empty bases to steal for an Offensive Mass Redeploy. They don't like logistics. They prefer to get in and use Vanu's ridiculous synergy advantage of having Mobility + Precision + Suppression Fire. All they have to do is get to the capture point and spam suppression fire.

Then, they cherry pick base defense by spamming Defensive Mass Redeploy (again with zero logistics ). They don't like the SDI because their abusive activities will be curbed. They can no longer jump around the map nonstop for mass resecures.

With the SDI, they can no longer avoid fights because they will keep losing bases. They will be forced to defend or attack. These guys don't like attacking defended bases, instead cherry-pick bases to steal while they mass redeploy to protect their holdings for the purpose of farming (in short, these guys don't like to be in position where they can actually lose).

So, in review, about the SDI opponents:
1) These guys don't like attacking (and getting farmed as a result).
2) They wait for a vulnerable base to steal (especially when 2 Empires are locked down in battle like the TR/NC as always).
3) They like to mass resecure bases with literally no logistics.
4) Rinse, cherry-pick, and repeat to maximize farming (and never lose).

What's the difference between Offensive Mass Redeploy vs. SDI? Under the SDI, the Offensive Zerg Redeploy cannot be used as easily to resecure a faraway base using Mass Defensive Redeploy. So, they have to actually pick and chose their attacks/defense instead of just spamming mass redeploy nonstop for both offense and defense.

That's the problem: Mass Offensive Redeploy is being chained/coupled with Mass Defensive Redeploy to resecure bases, back and forth and on and on. It's just a huge nasty clump jumping around, avoiding and cherry-picking fights.

But, aside from all that, SDI is not the perfect and only solution to Redeployside. It will require support from other larger systems (such as Base Value/Resource limitations).

Here are some preliminary small systems suggestions that can aid the SDI's initial rollout:

Problem: Empires giving up bases to take another base.
Solution: Major Facilities should have a 1-2 hour recap cooldown to denote their importance, so empire don't just give up bases in a huge circle. In addition, there should be an alternative way to remove the cooldown, that is difficult but feasible (perhaps using resources).

Problem: Deploy to adjacent base then mass suicide at the outer fringe of the next hex to circumvent Redeploy rule.
Solution: Suicide/Teamkill should be treated as a Redeploy.

Problem: Lancer Squad shoot at double the infantry render range (600+m) from the adjacent defender base to take out SDI on a capping base.
Solution: Nerf the Lancer range already. Both the TR and NC ESRL operate at 300m and below.

Problem: How to tell if a base being inhibited w/o pressing redeploy?
Solution: Add map indicator that a frontline base is being spawn inhibited.
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Old 2015-05-26, 08:15 PM   [Ignore Me] #2
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Re: Sunderer Deployment Inhibitor (Discussion/Suggestions/Critiques)


Specific example on why Redeployside masters are panicking over the prospect SDI (how redeploy is utilized to farm and exploit):

1) Redeploy enmasse out of a very defensible base (three-point bases/tower, Amp Stations, Tech Plants etc.)
2) An empty base like that is a huge Zerg bait.
3) Zerg enters try to cap with practically no resistance.
4) Defense is withheld until time goes to 2-3 minutes left.
5) Mass Redeploy to save base (easily).
6) Attackers will keep attacking under the logic 'it's almost capped'.
7) Offense is farmed until the Zerg disintegrate.
8) Defenders leave base again to find vulnerable, empty targets and will not chase the Attackers to the next base. (This puts the prime on stealing empty bases; that's also another reason why Major Bases should have a 1-2 hour recap cooldown timer, so fights continue on other links or the Major Base owner will be forced to attack and not just camp and defend).

This one of the cycles that doesn't end. Under the SDI, last minute Mass Redeploy can no longer be used/abused for the intent of farming. That's the real reason these guys are scared of SDI. This is a Vanu Emerald 'strategy' staple. It's the same ringleaders/cohorts that are resisting this change at Redditside.
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