Drop pods, and the lack of SOI. - Page 5 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: If you threw crap into a spawn tube where would it go?
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2012-06-06, 07:45 PM   [Ignore Me] #61
Knightwyvern
First Sergeant
 
Knightwyvern's Avatar
 
Re: Drop pods, and the lack of SOI.


The way I see it, the devs are stressing that logistics is important, and so is being able to stay in the action. Those are kind of opposed to each other in a round about way, so you need a balance. So, squad spawning should have a hefty timer as well as limited areas in which it can be used. Perhaps you need to control a dropship center or equivalent in order to use it? Also we know that you cannot SS inside a facility, obviously. Seems pretty fair to me.
Knightwyvern is offline  
Reply With Quote
Old 2012-06-06, 08:04 PM   [Ignore Me] #62
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: Drop pods, and the lack of SOI.


Via IRC:

BREWKO: Drop Pod and Squad Spawning is all configured for E3, this is not how it's going to be in the final.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2012-06-06, 08:04 PM   [Ignore Me] #63
GreatMazinkaise
Captain
 
GreatMazinkaise's Avatar
 
Re: Drop pods, and the lack of SOI.


Originally Posted by Raymac View Post
Why? The only answer is that's how Planetside 1 did it. That doesn't automatically make a change in that silly.

Having an option, that has a cooldown mind you, to drop pod on your squad leader is a great way to keep squad cohesion. People here always trump up teamwork, and this directly supports teamwork.

Plus it's not like you magically appear indoors next to your squad leader. You have to drop pod in.
Being able to routinely drop MAX units on rooftops IS silly, broken silly. They fulfill the same role as they did in the old game (siegebreakers) so the same rules still apply. There's a reason VS MAX jumpjets were removed.
GreatMazinkaise is offline  
Reply With Quote
Old 2012-06-06, 08:13 PM   [Ignore Me] #64
FPClark
Staff Sergeant
 
FPClark's Avatar
 
Re: Drop pods, and the lack of SOI.


My biggest issue is what happens when you have an organised outfit who takes a gal full of 12 Squad leaders. Does a gal drop and then has each of the squad leaders squads spawn on them...Thats essentially like doing 12X6 gal drops with 1/6th the danger.
FPClark is offline  
Reply With Quote
Old 2012-06-06, 09:28 PM   [Ignore Me] #65
Knightwyvern
First Sergeant
 
Knightwyvern's Avatar
 
Re: Drop pods, and the lack of SOI.


Originally Posted by FPClark View Post
My biggest issue is what happens when you have an organised outfit who takes a gal full of 12 Squad leaders. Does a gal drop and then has each of the squad leaders squads spawn on them...Thats essentially like doing 12X6 gal drops with 1/6th the danger.
Danger isn't a huge issue considering you can just respawn. Also, if that one galaxy goes down before the drop, you can say bye bye to the whole op. Besides; the enemy can do the same thing. I think it would be pretty epic to see a bunch of drop pods flaming in.

I do like the idea of a SOI around bases where pods can't drop though. Bolsters the logistical aspect.
Knightwyvern is offline  
Reply With Quote
Old 2012-06-06, 11:52 PM   [Ignore Me] #66
OutlawDr
Contributor
First Sergeant
 
OutlawDr's Avatar
 
Re: Drop pods, and the lack of SOI.


They talked about secondary objectives. One could be to take out something that prevents enemy drop pods from coming in. A base can have multiple of these and each covers a certain area of the base.
__________________
OutlawDr is offline  
Reply With Quote
Old 2012-06-07, 12:07 AM   [Ignore Me] #67
dsi
Staff Sergeant
 
dsi's Avatar
 
Re: Drop pods, and the lack of SOI.


I can't wait to see an SL infiltrator climb up to the top of a facility unseen and then have 9 maxes drop in around him. Do their testers have no imagination, or do they honestly think that's ok?


Actually FPClark has it even better, gal drop 12 SLs, suddenly you can drop in 108 maxes on top of the enemy base! I wonder how fast 120 players can backcap...
dsi is offline  
Reply With Quote
Old 2012-06-07, 03:21 AM   [Ignore Me] #68
AshOck
Private
 
AshOck's Avatar
 
Re: Drop pods, and the lack of SOI.


If you had a squad of 10 all certed in SS, could you just keep promoting someone else to squad leader and divide the timer by ten?

If so then perhaps the cool down should initiate once someone is promoted to effectively negate this.
AshOck is offline  
Reply With Quote
Old 2012-06-07, 08:47 AM   [Ignore Me] #69
MrBloodworth
Lieutenant Colonel
 
Re: Drop pods, and the lack of SOI.


Originally Posted by Hamma View Post
Via IRC:

BREWKO: Drop Pod and Squad Spawning is all configured for E3, this is not how it's going to be in the final.
Great, thanks. I don't really have an issue with the system, but I do have a huge issue with the proximity to bases in witch it can be used.
MrBloodworth is offline  
Reply With Quote
Old 2012-06-07, 08:55 AM   [Ignore Me] #70
Xyntech
Brigadier General
 
Xyntech's Avatar
 
Re: Drop pods, and the lack of SOI.


Originally Posted by AshOck View Post
If you had a squad of 10 all certed in SS, could you just keep promoting someone else to squad leader and divide the timer by ten?

If so then perhaps the cool down should initiate once someone is promoted to effectively negate this.
I'm pretty sure squad spawn timers are personal. So if you join a new squad or someone else becomes SL, but you squad spawned in the last 10 minutes, you still gotta wait.
Xyntech is offline  
Reply With Quote
Old 2012-07-10, 10:02 AM   [Ignore Me] #71
MrBloodworth
Lieutenant Colonel
 
Re: Drop pods, and the lack of SOI.


Originally Posted by Hamma View Post
Via IRC:

BREWKO: Drop Pod and Squad Spawning is all configured for E3, this is not how it's going to be in the final.

This is still a problem.

Last edited by MrBloodworth; 2012-07-10 at 10:03 AM.
MrBloodworth is offline  
Reply With Quote
Old 2012-07-10, 10:08 AM   [Ignore Me] #72
Jeepo
Corporal
 
Jeepo's Avatar
 
Re: Drop pods, and the lack of SOI.


Is the time between squad spawning going to be 10 minutes or like 1? I have not seen it mentioned it anywhere.
Jeepo is offline  
Reply With Quote
Old 2012-07-10, 10:17 AM   [Ignore Me] #73
Karrade
First Sergeant
 
Re: Drop pods, and the lack of SOI.


While this makes SL's very valuable, and promotes squad teamplay there has to be some middle ground.

I didn't like that they could deploy anywhere, roofs, behind buildings, over defenses, there were no defenses in this case. In already open bases, it just promotes chaos imho, for both sides.

Perhaps however once the enemy is in the base, its game over anyway, and you are supposed to pull out and regroup? A bit like many of the base defenses in PS1, once you are past a certain point, defending isn't always the way to go?
Karrade is offline  
Reply With Quote
Old 2012-07-10, 10:26 AM   [Ignore Me] #74
Bravix
Sergeant Major
 
Re: Drop pods, and the lack of SOI.


Originally Posted by Jeepo View Post
Is the time between squad spawning going to be 10 minutes or like 1? I have not seen it mentioned it anywhere.
From Higby's more recent stream, it looked like 5 minutes at most.
Bravix is offline  
Reply With Quote
Old 2012-07-10, 10:33 AM   [Ignore Me] #75
sunzen
Private
 
sunzen's Avatar
 
Re: Drop pods, and the lack of SOI.


BREWKO: Drop Pod and Squad Spawning is all configured for E3, this is not how it's going to be in the final.
I hope it will change. Whats the point in defending the front door when they just spawn on the roof ? If they manage to fly in ok, this could happen, but just click on the map an basically get a free capture ? no way. spawning on enemy territory should not be allowed that way.
sunzen is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:02 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.