PlanetSide Universe - View Single Post - Flaws of current PS2 Battleflow (Suggestions)
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Old 2014-11-11, 01:05 AM   [Ignore Me] #2
Whiteagle's Avatar
Re: Flaws of current PS2 Battleflow (Suggestions)

Mord, I'm sorry to have come back here to discuss the Biolab on test just to read this rant of your...

Redeployment isn't an issue, or even a problem!
Are the Matthershitters abusing the Waterson VS excellent vigilance to steamroll fights?
Yes, but that what SHOULD happen when one is able to put of a vigilant defense.
What makes the "MLG PRO" VS insufferable is that this is coupled with their rampant abuse of Cheese, making them a chore to actually fight against.
Luckily, the PPA nerf has scared most of these vultures off for now, but their kind will always plague us...

I do agree with you on Continent Locking, it's a stupid mechanic that really only exist to force what little population that's playing onto the same map, and tying it to the Alert System doubly so.
Still, I seem to remember that it was guys like you clamoring for that sort of thing; For a Proof of Conquest that couldn't immediately be removed.

Resource 2.0?
Honestly I'd rather the current meaningless system over the old one that punishes you for not being the domineering faction.
We need territory we can actually fight OVER instead of just across before Resource Management can be looked at properly, while we STILL don't have WORKING WARPGATES YET!!!

Your personal beef with No-deploy Zones has always bugged me, the Defenders having a closer spawn to the Objective is suppose to be one of their inherent advantages, plus this helps spread out the fight density so it doesn't make the netcode go to shit.

Multi-point Captures are fine as they are; Attackers only require to hold a majority of the Points to eventually win.
Even if the Defenders only hold one Point and occasionally re-capture another, unless they can retake and hold the majority this only delays the inevitable.

As for Ikanam Biolab, the only change I see that was an improvement was decoupling it's capture from the Satellite Bases.
I'm of the opinion that reliance on the Teleporters should be reduced, if not elimated all together, since in Biolabs they are just used as a shortcut to get around the fact that were designed without any way to access them from the ground.

Honestly I'm with Figment when it comes to Base Design; Most need EXTENSIVE OVERHAULS, and the Biolab is one of the biggest offenders being basically a Beta Base design of random Shacks sealed in a Dome, then raised off the ground so tanks can't get in.
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