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Thread: Gameplay: Outfit Air Cruisers Redux
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Old 2014-05-27, 03:41 PM   [Ignore Me] #312
Figment
Lieutenant General
 
Re: Outfit Air Cruisers Redux


Bases shouldn't have more than one control point. :/

It's one of the reasons PS2 is unviable for defense. The other is that the control points are often in the area first lost to attackers. Defenders in PS2 always fight uphill unless they're numerically superior (which should never be expected). The shorter logistics for defenders (spawn nearby) should be how they can win.

But PS2 has removed most forms of attrition from the assaulting force.



This outfit cruiser idea removes even more attrition from the assaulting force, while making it hard if not impossible for groups (especially small groups) without air dominance to really strike back, instead, it increases the already existing air dominance.





Just for comparison, remember the green crystals in the caves and the lack of Flak AA for NC and VS? It resulted in a complete aerial domination by the TR. Air units require sustained fire to kill, but air units have the capacity to use the terrain to become invulnerable for a period of time, much easier than they can be chased or engaged by ground forces.


This whole outfit cruiser concept screams "for aircav outfits and zergfits only". I really don't see why these two groups need their dominance further strengthened.
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