PlanetSide Universe - View Single Post - Possible upcoming changes to Spawn Rules
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Old 2013-07-15, 01:41 PM   [Ignore Me] #45
velleity
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Re: Possible upcoming changes to Spawn Rules


Players spawn into towers, biolabs, and to a lesser extent amp stations because they are looking for a fight, and those facilities are defensible. Zerging and ghost capping empty bases is boring. In fact zerging is boring, there is no tension at all.

To make my point, let's look at what isn't worth my time;
-Tech plants- by the time of any response, the opposition has downed the shields, setup a sundy surrounded by repair sundies and logged in an engy alt to rep the shields.

Sundies spawn faster then base spawns, then you have a huge slog to get there since you can't use the laughably bad and harasser camped tunnels. Making the only "defense" the banana room and scu.

-small bases are almost to a base , laughably bad, and indefensible, only good for shield heroing, except the ones with banana rooms. Terran crash site on esamir being the best example of terrible with the capture point being miles away and the spawn is not even in the same territory.

SoE is afraid of any sort of fighting that might interrupt zerging and done it's utmost to nerf defending as far a possible and is doing so yet again, but what are you doing to promote fighting? People logout of this game because there are few fights and nothing to do.

How about some spawns inside buildings near cap points where tanks can't spam players into jelly so real fighting happens? How about a cloaked ams so a greater attacking force isn't despawned out of the territory by c4 podding and shotgun fairies? So a defending force can have a spawn outside a spawn room for more then 30 seconds?
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