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Planetside 2 - Announcements / Re: Development Update – Forum Discussion - March 29, 2024
« Last post by FelixTheLion on 02/04/2024, 22:44 »My two cents: a conclusion to the Assault Rules.
tldr: There is no shortcut, read it or leave it.
On paper this sounds interesting and the effort they plan to put into this sounds promising as well.
But right now the way how this bases perform and all of this comes down to 3 main questions.
-How will the Energy Pool be balanced between being slow but precise and getting slaughtered with fast pressure to the points.
-Will the base design be symmetrically in some way and how open will it be to the influence of vehicle gameplay (for the attacker airdrops / for the defender HESH)
-What time is needed to flip a point.
With the Energie Pool and the fact that points can't be flipped back, not just revives are more usefull but also regular drops from outside. From what we got now the way to go would be to flip the point closest to the enemy spawn first because you don't want to push there in the end. Now leave to another base to prepare a drop on one of the points. (with proper intel you can go for the least defended)
Once you got the second point you can go and prepare another drop on the lat point without effecting the Energy Pool. Even spawning in your squad galaxy or via logistic implant seem fine. Because these ways are slower it's relevant to see how the Energy Pool depletes over time compared to one spawn.
Depending on the time to flip a point it's also possible to simply prepare the remaining points already (without flipping those) until the first point is flipped. Currently a standart point needs 10s and a hard point with spawn like in some Amp's needs 30s (like base timer this is effected by the pop). 30 seconds is hardly enough to react and push as a defender. Only those points for flags take a little longer.
I assume this will need several adjustments over the time and further restriction to be atleast less vulnerable to cheezy moves.
My fear at this point is not necessarily that this base design becomes a "zerg killer" (this would be great) but if it just widens the gap between the different tiers of organisation to an unhealthy extent. The current state of the mostly dead "proper platoon gameplay" created a huge number of independent groups with incapabel leadership and no place to get randoms in the fight.
Right now I see a semi coordianted Zerg Russ zerg with many force multiplier more capable of just rolling over the base compared to a group with fully unsupervised player reverse feeding the enemy by getting killed for nothing. I also belive the relation between semi gameplay and fully coordinated will be even further apart leaving every small group in the dust.
Well, we will see what we get.
tldr: There is no shortcut, read it or leave it.
On paper this sounds interesting and the effort they plan to put into this sounds promising as well.
But right now the way how this bases perform and all of this comes down to 3 main questions.
-How will the Energy Pool be balanced between being slow but precise and getting slaughtered with fast pressure to the points.
-Will the base design be symmetrically in some way and how open will it be to the influence of vehicle gameplay (for the attacker airdrops / for the defender HESH)
-What time is needed to flip a point.
With the Energie Pool and the fact that points can't be flipped back, not just revives are more usefull but also regular drops from outside. From what we got now the way to go would be to flip the point closest to the enemy spawn first because you don't want to push there in the end. Now leave to another base to prepare a drop on one of the points. (with proper intel you can go for the least defended)
Once you got the second point you can go and prepare another drop on the lat point without effecting the Energy Pool. Even spawning in your squad galaxy or via logistic implant seem fine. Because these ways are slower it's relevant to see how the Energy Pool depletes over time compared to one spawn.
Depending on the time to flip a point it's also possible to simply prepare the remaining points already (without flipping those) until the first point is flipped. Currently a standart point needs 10s and a hard point with spawn like in some Amp's needs 30s (like base timer this is effected by the pop). 30 seconds is hardly enough to react and push as a defender. Only those points for flags take a little longer.
I assume this will need several adjustments over the time and further restriction to be atleast less vulnerable to cheezy moves.
My fear at this point is not necessarily that this base design becomes a "zerg killer" (this would be great) but if it just widens the gap between the different tiers of organisation to an unhealthy extent. The current state of the mostly dead "proper platoon gameplay" created a huge number of independent groups with incapabel leadership and no place to get randoms in the fight.
Right now I see a semi coordianted Zerg Russ zerg with many force multiplier more capable of just rolling over the base compared to a group with fully unsupervised player reverse feeding the enemy by getting killed for nothing. I also belive the relation between semi gameplay and fully coordinated will be even further apart leaving every small group in the dust.
Well, we will see what we get.