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Old 2014-06-08, 05:40 PM   [Ignore Me] #80
Mordelicius
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Re: Cont Lock finally?


Originally Posted by Figment View Post
The analogy doesn't quite work: defenders may be subject to different rules. In the sports analogy above, offense can be off-side, defense can not be since it's their side of the pitch. Hence defenders can spawn in the spawnbuilding, but the attacker cannot. Or, in PS1, defenders could use /b in their SOI, while attackers could not.

Yet, nobody was allowed to HART in within a SOI, to prevent bypassing of the defensive lines in order for defense to have a chance. You're better off describing why equal rules should be applied in this case, than that "it's natural". Remember, we wern't allowed to place vehicles at certain points near doors in PS1, due to potential blocking abuse.
Their only official argument is the attacker spawn should be equidistant to the defender spawn with regards to the capture point. That falls flat in two logical areas:

- Attacker Sundy spawn is destructible and defender Spawn room is not (false equivalency).
- Defenders can drop a sundy spawn in a capture point while Attackers cannot (reciprocity).

The defenders have been parking Sundies next to the Capture point for about a year now since the NDZ. The very fact that the Developers don't find that imbalanced, is further proof that the attacker NDZ is moot and should be removed asap, or at the very least for the sake of testing/compromise, limit it to 10-20 feet and see if makes any difference at all. If not, simply remove it all.

Only downside is health (armour/hitpoints). Snipers did fine in PS1 without stealth. I've always been of the opinion it's too easy to have snipefils run around cloaked. Same for headshots being instant kills a lot leaving too little survivability to become situationally aware for a lot of people.
Then give the Snipers equivalent HP. That's a not a biggie at all as opposed to having stacked abilities that's in synergy with one another ( long range + stealth + one-hit = broken/OP combo abilities). What Snipers do is stealth, hide under covers, aim, unstealth, shoot for the head. Repeat.

Hence, the stealth ability for snipers ought to be removed.

Better but not perfect either. A valid strategic target, but should IMO just be tied to control of the capture point:

Not captured = can't place AMS due to interference range, but any that had already been placed remain functional.
Captured = can place AMS
Re-captured (by defense) = Massively reset capture progress (not just stop ticker or turn ticker around, defense needs more incentive and reward to regain control of points)

I dislike the "capture point area", manually hacking it is much more immersive, can be countered and provides some teamplay cover or stealth requirements, while providing a priority target to resecuring players (a way to control if a cap goes through.

I don't think people should be made aware of a capture attempt of a point or generator until it succeeds. These points however should be in the natural movement and defensive zones of defenders, so they discover this information themselves and by simply moving around, they already cover these areas of interest (rather than that they have to cross to the other side of the base to intervene). Information on what to do next, should IMO be provided to new players AFTER it happened.


Regardless, HART and Spawn beacons should not allow harting on top of buildings. I much rather deal with people who have to work their way up, than with people who drop behind you and get a free passage beyond your defensive line.
If you think you have a better mechanic, that's good. Make a new thread and perhaps the Developers will read or respond to it. But, I'm not arguing for perfection. I'm arguing for the developer "hands off" or "hands on" philosophy. I'm saying, in the current PS2 live build, the generator mechanic is the best example of a "hands off" approach where players interaction result in gameplay.

If I were to touch a generator to overload it. The enemy side has to shoot me or mine the area to stop it. If they want to fix the generator, I have to stop them as well.

The NDZ simply stops player from parking Sunderers. There's no player interaction or gameplay. That's the point I was trying to make. Their "hands on" approach is hurting PS2. They are simply not mindful of the implications.
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